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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.49 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 1.6 2006/08/29 08:01:38 root 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
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 137 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 155 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164 163
164void
165void move_bolt(object *op) { 165move_bolt (object *op)
166 object *tmp; 166{
167 int mflags; 167 int mflags;
168 sint16 x, y; 168 sint16 x, y;
169 mapstruct *m; 169 maptile *m;
170 170
171 if(--(op->duration)<0) { 171 if (--op->duration < 0)
172 remove_ob(op); 172 {
173 free_object(op); 173 op->destroy ();
174 return;
175 }
176
177 hit_map (op, 0, op->attacktype, 1);
178
179 if (!op->direction)
180 return;
181
182 if (--op->range < 0)
183 op->range = 0;
184 else
185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
174 return; 192 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 193
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 194 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 195 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 197 * will be useful.
195 */ 198 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 200 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 202 return;
201 203
202 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 206 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 207 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 208 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 209 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 210 * to the southwest.
209 */ 211 */
210 if(op->direction&1) 212 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 213 op->direction = absdir (op->direction + 4);
212 else { 214 else
215 {
213 int left, right; 216 int left, right;
214 int mflags; 217 int mflags;
215 218
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 220 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 221 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 222 * op->direction-1 or op->direction+1 does not exist.
220 */ 223 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 226
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 228
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 232
230 if(left==right) 233 if (left == right)
231 op->direction=absdir(op->direction+4); 234 op->direction = absdir (op->direction + 4);
232 else if(left) 235 else if (left)
233 op->direction=absdir(op->direction+2); 236 op->direction = absdir (op->direction + 2);
234 else if(right) 237 else if (right)
235 op->direction=absdir(op->direction-2); 238 op->direction = absdir (op->direction - 2);
236 } 239 }
240
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 242 return;
239 } 243 }
244 else
240 else { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 246 object *tmp = op->clone ();
242 copy_object(op,tmp); 247
248 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 249 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 251 tmp->duration++;
248 252
249 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 254 * going off in other directions.
251 */ 255 */
252 256 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 258 forklightning (op, tmp);
255 } 259 }
260
256 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
258 */ 263 */
259 op->range = 0; 264 op->range = 0;
260 } /* copy object and move it along */ 265 } /* copy object and move it along */
261 } /* if move bolt along */ 266 } /* if move bolt along */
262} 267}
263 268
264/* fire_bolt 269/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 273 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
270 * pointers. 275 * pointers.
271 */ 276 */
272 277int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
274 object *tmp=NULL; 280 object *tmp = NULL;
275 int mflags; 281 int mflags;
276 282
277 if (!spob->other_arch) 283 if (!spob->other_arch)
278 return 0; 284 return 0;
279 285
280 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 287 if (tmp == NULL)
282 return 0; 288 return 0;
283 289
284 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
292 299
293 tmp->direction=dir; 300 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
296 303
297 set_owner(tmp,op); 304 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
299 306
300 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 309 tmp->map = op->map;
303 310
311 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 314 {
315 tmp->destroy ();
307 return 0; 316 return 0;
308 } 317 }
318
319 tmp->map = newmap;
320
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 324 {
325 tmp->destroy ();
312 return 0; 326 return 0;
313 } 327 }
328
314 tmp->x=op->x; 329 tmp->x = op->x;
315 tmp->y=op->y; 330 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 332 tmp->map = op->map;
318 } 333 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 336 move_bolt (tmp);
337
321 return 1; 338 return 1;
322} 339}
323
324
325 340
326/*************************************************************************** 341/***************************************************************************
327 * 342 *
328 * BULLET/BALL CODE 343 * BULLET/BALL CODE
329 * 344 *
330 ***************************************************************************/ 345 ***************************************************************************/
331 346
332/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
334 * At least that is what I think this does. 349 * At least that is what I think this does.
335 */ 350 */
351void
336void explosion(object *op) { 352explosion (object *op)
337 object *tmp; 353{
338 mapstruct *m=op->map; 354 maptile *m = op->map;
339 int i; 355 int i;
340 356
341 if(--(op->duration)<0) { 357 if (--op->duration < 0)
342 remove_ob(op); 358 {
343 free_object(op); 359 op->destroy ();
344 return; 360 return;
345 } 361 }
362
346 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
347 364
348 if(op->range>0) { 365 if (op->range > 0)
366 {
349 for(i=1;i<9;i++) { 367 for (i = 1; i < 9; i++)
368 {
350 sint16 dx,dy; 369 sint16 dx, dy;
351 370
352 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
354 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 375 * out of map, etc.
356 */ 376 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 378 {
359 copy_object(op,tmp); 379 object *tmp = op->clone ();
380
360 tmp->state=0; 381 tmp->state = 0;
361 tmp->speed_left= -0.21; 382 tmp->speed_left = -0.21f;
362 tmp->range--; 383 tmp->range--;
363 tmp->value=0; 384 tmp->value = 0;
364 tmp->x=dx; 385
365 tmp->y=dy; 386 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 387 }
368 } 388 }
369 } 389 }
370} 390}
371
372 391
373/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
375 * explode. 394 * explode.
376 */ 395 */
396void
377void explode_bullet(object *op) 397explode_bullet (object *op)
378{ 398{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 399 object *tmp, *owner;
381 400
382 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 404 op->destroy ();
385 free_object (op); 405 return;
406 }
407
408 if (op->env)
409 {
410 object *env = object_get_env_recursive (op);
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
386 return; 440 return;
387 } 441 }
388 442
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 447 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 448
433 owner = get_owner(op); 449 owner = op->owner;
450
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 452 {
436 remove_ob (op); 453 op->destroy ();
437 free_object (op);
438 return; 454 return;
439 } 455 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 456
443 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
445 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 461 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 463 tmp->duration = op->duration;
449 } else { 464 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
451 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 475 * the count of the parent should work fine.
457 */ 476 */
458 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
459 } 478 }
460 479
461 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
464 483
465 /* Prevent recursion */ 484 /* Prevent recursion */
466 op->move_on = 0; 485 op->move_on = 0;
467 486
468 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
469 /* remove the firebullet */ 490 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 491 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 492}
475
476
477 493
478/* 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
479 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
480 */ 496 */
481 497void
482void check_bullet(object *op) 498check_bullet (object *op)
483{ 499{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 500 object *tmp;
486 int dam, mflags; 501 int dam, mflags;
487 mapstruct *m; 502 maptile *m;
488 sint16 sx, sy; 503 sint16 sx, sy;
489 504
490 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);
491 506
492 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)))
493 return; 508 return;
494 509
495 if (op->other_arch) { 510 if (op->other_arch)
511 {
496 /* explode object will also remove op */ 512 /* explode object will also remove op */
497 explode_bullet (op); 513 explode_bullet (op);
498 return; 514 return;
499 } 515 }
500 516
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 518 if (!(mflags & P_IS_ALIVE))
519 return;
503 520
504 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)
505 { 522 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 524 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 527 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 529 {
514 free_object(op); 530 op->destroy ();
515 return; 531 return;
516 } 532 }
517 } 533 }
518 } 534 }
519 } 535 }
520} 536}
521
522 537
523/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 539 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
527 */ 542 */
528 543void
529void move_bullet(object *op) 544move_bullet (object *op)
530{ 545{
531 sint16 new_x, new_y; 546 sint16 new_x, new_y;
532 int mflags; 547 int mflags;
533 mapstruct *m; 548 maptile *m;
534 549
535#if 0 550#if 0
536 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
537 552
538 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
541 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
543 return; 559 return;
544 } /* end addition. */ 560 } /* end addition. */
545#endif 561#endif
546 562
547 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
549 if (op->other_arch) { 566 if (op->other_arch)
550 explode_bullet (op); 567 explode_bullet (op);
551 } else { 568 else
552 remove_ob (op); 569 op->destroy ();
553 free_object (op); 570
554 }
555 return; 571 return;
556 } 572 }
557 573
558 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
560 m = op->map; 576 m = op->map;
561 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);
562 578
563 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 580 {
565 free_object (op); 581 op->destroy ();
566 return; 582 return;
567 } 583 }
568 584
569 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 {
570 if (op->other_arch) { 587 if (op->other_arch)
571 explode_bullet (op); 588 explode_bullet (op);
572 } else { 589 else
573 remove_ob (op); 590 op->destroy ();
574 free_object (op); 591
575 }
576 return; 592 return;
577 } 593 }
578 594
579 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 596 return;
584 597
585 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
586 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 601 update_turn_face (op);
588 } else { 602 }
603 else
589 check_bullet (op); 604 check_bullet (op);
590 }
591} 605}
592
593
594
595 606
596/* fire_bullet 607/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 611 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
602 * pointers. 613 * pointers.
603 */ 614 */
604 615int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
606 object *tmp=NULL; 618 object *tmp = NULL;
607 int mflags; 619 int mflags;
608 620
609 if (!spob->other_arch) 621 if (!spob->other_arch)
610 return 0; 622 return 0;
611 623
612 tmp=arch_to_object(spob->other_arch); 624 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 625 if (tmp == NULL)
614 return 0; 626 return 0;
615 627
616 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
620 633
621 tmp->range = 50; 634 tmp->range = 50;
622 635
623 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 640
628 tmp->direction=dir; 641 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
631 644
632 set_owner(tmp,op); 645 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
634 647
635 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 650 tmp->map = op->map;
638 651
652 maptile *newmap;
639 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);
640 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 655 {
656 tmp->destroy ();
642 return 0; 657 return 0;
643 } 658 }
659
660 tmp->map = newmap;
661
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 665 {
666 tmp->destroy ();
647 return 0; 667 return 0;
648 } 668 }
669
649 tmp->x=op->x; 670 tmp->x = op->x;
650 tmp->y=op->y; 671 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 673 tmp->map = op->map;
653 } 674 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 677 check_bullet (tmp);
656 } 678
657 return 1; 679 return 1;
658} 680}
659
660
661
662 681
663/***************************************************************************** 682/*****************************************************************************
664 * 683 *
665 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
666 * 685 *
667 *****************************************************************************/ 686 *****************************************************************************/
668 687
669
670/* 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
671void cone_drop(object *op) { 690cone_drop (object *op)
691{
672 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
673 693
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 694 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
678 696
679 /* preserve skill ownership */ 697 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 699 new_ob->skill = op->skill;
683 } 700
684 insert_ob_in_map(new_ob,op->map,op,0); 701 new_ob->insert_at (op, op);
685
686} 702}
687 703
688/* 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 */
689 705
706void
690void move_cone(object *op) { 707move_cone (object *op)
708{
691 int i; 709 int i;
692 tag_t tag;
693 710
694 /* 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 */
695 if (! op->map) { 712 if (!op->map)
713 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 715 op->set_speed (0);
699 update_ob_speed (op);
700 return; 716 return;
701 } 717 }
702 718
703 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
705 hit_map(op,0,op->attacktype,0); 722 hit_map (op, 0, op->attacktype, 0);
706 return; 723 return;
707 } 724 }
708 725
709#if 0 726#if 0
710 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 728 * when their cone dies when they die.
712 */ 729 */
713 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 731 if (op->owner == NULL)
715 remove_ob(op); 732 {
716 free_object(op); 733 op->destroy ();
717 return; 734 return;
718 } 735 }
719#endif 736#endif
720 737
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 738 hit_map (op, 0, op->attacktype, 0);
723 739
724 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
726 * degree. 742 * degree.
727 */ 743 */
744 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 745 check_spell_knockback (op);
729 746
730 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
748 return;
749
750 if ((op->duration--) < 0)
751 {
752 op->destroy ();
731 return; 753 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 754 }
738 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 756 * any further. When the duration above expires,
740 * then the object will get removed. 757 * then the object will get removed.
741 */ 758 */
742 if (--op->range < 0) { 759 if (--op->range < 0)
760 {
743 op->range=0; /* just so it doesn't wrap */ 761 op->range = 0; /* just so it doesn't wrap */
744 return; 762 return;
745 } 763 }
746 764
747 for(i= -1;i<2;i++) { 765 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 766 {
749 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)];
750 768
751 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))
752 object *tmp=get_object(); 770 {
753 copy_object(op, tmp); 771 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 772
757 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
758 774
759 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 777
778 op->map->insert (tmp, x, y, op);
779
762 if (tmp->other_arch) cone_drop(tmp); 780 if (tmp->other_arch)
781 cone_drop (tmp);
763 } 782 }
764 } 783 }
765} 784}
766 785
767/* cast_cone: casts a cone spell. 786/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 789 * dir: direction to fire in.
771 * 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
772 * to fire. 791 * to fire.
773 * returns 0 on failure, 1 on success. 792 * returns 0 on failure, 1 on success.
774 */ 793 */
794int
775int cast_cone(object *op, object *caster,int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
776{ 796{
777 object *tmp; 797 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 798 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 799 maptile *m;
780 sint16 sx, sy; 800 sint16 sx, sy;
781 MoveType movetype; 801 MoveType movetype;
782 802
783 if (!spell->other_arch) return 0; 803 if (!spell->other_arch)
804 return 0;
784 805
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 806 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 807 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 809 return 0;
790 } 810 }
791 811
792 if(!dir) { 812 if (!dir)
813 {
793 range_min= 0; 814 range_min = 0;
794 range_max=8; 815 range_max = 8;
795 } 816 }
796 817
797 /* 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
798 * 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
799 * insert it into is blocked. 820 * insert it into is blocked.
800 */ 821 */
801 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
802 823
803 for(i=range_min;i<=range_max;i++) { 824 for (i = range_min; i <= range_max; i++)
825 {
804 sint16 x,y, d; 826 sint16 x, y, d;
805 827
806 /* We can't use absdir here, because it never returns 828 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 829 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 830 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 831 * to hit that person.
810 */ 832 */
811 d = dir + i; 833 d = dir + i;
812 while (d < 0) d+=8; 834 while (d < 0)
835 d += 8;
813 while (d > 8) d-=8; 836 while (d > 8)
837 d -= 8;
814 838
815 /* 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.
816 * In that case, we have to see - if dir is specified, 840 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 841 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 842 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 843 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 844 * for the rune code.
821 */ 845 */
822 if (caster->type != RUNE && d==0) { 846 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 847 {
826 848 if (dir != 0)
827 x = op->x+freearr_x[d]; 849 d = 8;
828 y = op->y+freearr_y[d]; 850 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 851 continue;
852 }
832 853
854 x = op->x + freearr_x[d];
855 y = op->y + freearr_y[d];
856
857 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
858 continue;
859
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 861 continue;
835 862
836 success=1; 863 success = 1;
837 tmp=arch_to_object(spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 865 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 868 tmp->attacktype = spell->attacktype;
844 869
845 /* holy word stuff */ 870 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 872 if (!tailor_god_spell (tmp, op))
848 } 873 return 0;
849 874
850 if(dir) 875 if (dir)
851 tmp->stats.sp=dir; 876 tmp->stats.sp = dir;
852 else 877 else
853 tmp->stats.sp=i; 878 tmp->stats.sp = i;
854 879
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 880 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 881
857 /* 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 */
858 if (dir == 0) { 883 if (dir == 0)
884 {
859 tmp->range /= 4; 885 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 886 if (tmp->range < 2 && spell->range >= 2)
887 tmp->range = 2;
861 } 888 }
889
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 891 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 892
865 /* Special bonus for fear attacks */ 893 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 894 if (tmp->attacktype & AT_FEAR)
895 {
896 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 898 else
869 tmp->duration += caster->level/3; 899 tmp->duration += caster->level / 3;
870 } 900 }
901
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 902 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
903 {
904 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 906 else
874 tmp->duration += caster->level/3; 907 tmp->duration += caster->level / 3;
875 } 908 }
876 909
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 912
882 if (!tmp->move_on && tmp->stats.dam) { 913 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 915
916 m->insert (tmp, sx, sy, op);
917
889 /* 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
890 * a single space too many times. 919 * a single space too many times.
891 */ 920 */
892 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
893 922
894 if(tmp->other_arch) cone_drop(tmp); 923 if (tmp->other_arch)
924 cone_drop (tmp);
895 } 925 }
926
896 return success; 927 return success;
897} 928}
898 929
899/**************************************************************************** 930/****************************************************************************
900 * 931 *
901 * BOMB related code 932 * BOMB related code
902 * 933 *
903 ****************************************************************************/ 934 ****************************************************************************/
904 935
905
906/* This handles an exploding bomb. 936/* This handles an exploding bomb.
907 * op is the original bomb object. 937 * op is the original bomb object.
908 */ 938 */
939void
909void animate_bomb(object *op) { 940animate_bomb (object *op)
941{
910 int i; 942 int i;
911 object *env, *tmp; 943 object *env, *tmp;
912 archetype *at;
913 944
914 if(op->state!=NUM_ANIMATIONS(op)-1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return;
947
948 env = object_get_env_recursive (op);
949
950 if (op->env)
951 {
952 if (env->map == NULL)
915 return; 953 return;
916 954
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER) 955 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
926 957
927 remove_ob(op); 958 if (!(op = op->insert_at (env, op)))
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 959 return;
942 } 960 }
943 961
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 ();
968 return;
969 }
970
944 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 973 * so just set up the appropriate values.
947 */ 974 */
948 at = find_archetype(SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 976 {
950 for(i=1;i<9;i++) { 977 for (i = 1; i < 9; i++)
978 {
951 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]))
952 continue; 980 continue;
981
953 tmp = arch_to_object(at); 982 tmp = arch_to_object (at);
954 tmp->direction = i; 983 tmp->direction = i;
955 tmp->range = op->range; 984 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 986 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 988 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 989 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 990 tmp->skill = op->skill;
963 } 991
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 993 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 994
967 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 996 move_bullet (tmp);
970 } 997 }
971 } 998 }
972 999
973 explode_bullet(op); 1000 explode_bullet (op);
974} 1001}
975 1002
1003int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1004create_bomb (object *op, object *caster, int dir, object *spell)
1005{
977 1006
978 object *tmp; 1007 object *tmp;
979 int mflags; 1008 int mflags;
980 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];
981 mapstruct *m; 1010 maptile *m;
982 1011
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
985 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.");
986 return 0; 1016 return 0;
987 } 1017 }
988 tmp=arch_to_object(spell->other_arch); 1018 tmp = arch_to_object (spell->other_arch);
989 1019
990 /* level dependencies for bomb */ 1020 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
995 1025
996 set_owner(tmp,op); 1026 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1028
999 tmp->y=dy; 1029 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1030 return 1;
1002} 1031}
1003 1032
1004/**************************************************************************** 1033/****************************************************************************
1005 * 1034 *
1006 * smite related spell code. 1035 * smite related spell code.
1014 * dir is the direction to look in. 1043 * dir is the direction to look in.
1015 * range is how far out to look. 1044 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1018 */ 1047 */
1019 1048object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1049get_pointed_target (object *op, int dir, int range, int type)
1050{
1021 object *target; 1051 object *target;
1022 sint16 x,y; 1052 sint16 x, y;
1023 int dist, mflags; 1053 int dist, mflags;
1024 mapstruct *mp; 1054 maptile *mp;
1025 1055
1026 if (dir==0) return NULL; 1056 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1057 return NULL;
1048}
1049 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}
1050 1083
1051/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1053 * usual params - 1086 * usual params -
1054 * op = player 1087 * op = player
1055 * caster = object casting the spell. 1088 * caster = object casting the spell.
1056 * dir = direction being cast 1089 * dir = direction being cast
1057 * spell = spell object 1090 * spell = spell object
1058 */ 1091 */
1059 1092int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1061 object *effect, *target; 1095 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1063 int range; 1097 int range;
1064 1098
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1101
1068 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1106 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1108 * can't be friendly to your god.
1075 */ 1109 */
1076 1110
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1116 return 0;
1083 } 1117 }
1084 1118
1085 if (spell->other_arch) 1119 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1087 else 1121 else
1088 return 0; 1122 return 0;
1089 1123
1090 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1094 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1131 else
1132 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1134 return 0;
1100 } 1135 }
1101 } 1136 }
1102 1137
1103 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1104 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1141
1109 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1143 {
1111 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1145
1113 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1152 effect->x = op->x;
1118 effect->y=op->y; 1153 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1154 }
1155 else
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy ();
1160 return 0;
1126 } 1161 }
1127 } else { 1162 }
1163 }
1164 else
1165 {
1128 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1168 }
1132 1169
1133 set_owner(effect,op); 1170 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1135 1172
1136 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1174 effect->insert_at (target, op);
1138 effect->y=target->y; 1175
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1176 return 1;
1142} 1177}
1143
1144 1178
1145/**************************************************************************** 1179/****************************************************************************
1146 * 1180 *
1147 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1183 * code here is just to move the missile.
1150 ****************************************************************************/ 1184 ****************************************************************************/
1151 1185
1152/* op is a missile that needs to be moved */ 1186/* op is a missile that needs to be moved */
1187void
1153void move_missile(object *op) { 1188move_missile (object *op)
1189{
1154 int i, mflags; 1190 int i, mflags;
1155 object *owner; 1191 object *owner;
1156 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1157 mapstruct *m; 1193 maptile *m;
1158 1194
1159 if (op->range-- <=0) { 1195 if (op->range-- <= 0)
1160 remove_ob(op); 1196 {
1161 free_object(op); 1197 op->destroy ();
1162 return; 1198 return;
1163 } 1199 }
1164 1200
1165 owner = get_owner(op); 1201 owner = op->owner;
1166#if 0 1202#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1169 */ 1205 */
1170 if (owner == NULL) { 1206 if (owner == NULL)
1171 remove_ob(op); 1207 {
1172 free_object(op); 1208 op->destroy ();
1173 return; 1209 return;
1174 } 1210 }
1175#endif 1211#endif
1176 1212
1177 new_x = op->x + DIRX(op); 1213 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1214 new_y = op->y + DIRY (op);
1179 1215
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1217
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1219 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1188 */ 1223 */
1189 if ( ! was_destroyed (op, tag)) { 1224 if (!op->destroyed ())
1190 remove_ob (op); 1225 op->destroy ();
1191 free_object(op); 1226
1192 }
1193 return; 1227 return;
1194 } 1228 }
1195 1229
1196 remove_ob(op); 1230 op->remove ();
1231
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1233 {
1234 op->destroy ();
1199 return; 1235 return;
1200 } 1236 }
1201 op->x = new_x; 1237
1202 op->y = new_y; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1239 if (i > 0 && i != op->direction)
1240 {
1206 op->direction=i; 1241 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1208 } 1243 }
1209 insert_ob_in_map(op,op->map,op,0); 1244
1245 m->insert (op, new_x, new_y, op);
1210} 1246}
1211 1247
1212/**************************************************************************** 1248/****************************************************************************
1213 * Destruction 1249 * Destruction
1214 ****************************************************************************/ 1250 ****************************************************************************/
1251
1215/* make_object_glow() - currently only makes living objects glow. 1252/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1220 */ 1257 */
1221 1258int
1222int make_object_glow(object *op, int radius, int time) { 1259make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1260{
1224
1225 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1263 return 0;
1228 1264
1229 tmp=get_archetype(FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1267 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1269 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1272
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1241 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1243 1277
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1; 1278 return 1;
1250} 1279}
1251 1280
1252 1281int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1285 sint16 sx, sy;
1258 mapstruct *m; 1286 maptile *m;
1259 object *tmp; 1287 object *tmp;
1260 const char *skill; 1288 const char *skill;
1261 1289
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1266 1295
1267 /* destruction doesn't use another spell object, so we need 1296 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1297 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1298 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1299 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1300 * the full share string/free_string route.
1272 */ 1301 */
1273 skill = op->skill; 1302 skill = op->skill;
1303 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1304 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1276 else op->skill = NULL; 1308 op->skill = NULL;
1277 1309
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1279 1311
1280 for(i= -range; i<range; i++) { 1312 for (i = -range; i < range; i++)
1313 {
1281 for(j=-range; j<range ; j++) { 1314 for (j = -range; j < range; j++)
1315 {
1282 m = op->map; 1316 m = op->map;
1283 sx = op->x + i; 1317 sx = op->x + i;
1284 sy = op->y + j; 1318 sy = op->y + j;
1319
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1287 if (mflags & P_IS_ALIVE) { 1324 if (mflags & P_IS_ALIVE)
1325 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329
1330 if (tmp)
1290 } 1331 {
1291 if (tmp) { 1332 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1333 tmp = tmp->head;
1293 1334
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1341 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1343 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1345 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1348 }
1314 } 1349 }
1315 } 1350 }
1316 } 1351 }
1317 } 1352 }
1318 } 1353 }
1354
1319 op->skill = skill; 1355 op->skill = skill;
1320 return 1; 1356 return 1;
1321} 1357}
1322 1358
1323/*************************************************************************** 1359/***************************************************************************
1324 * 1360 *
1325 * CURSE 1361 * CURSE
1326 * 1362 *
1327 ***************************************************************************/ 1363 ***************************************************************************/
1328 1364
1365int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1366cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{
1330 object *god = find_god(determine_god(op)); 1368 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1369 object *tmp, *force;
1332 1370
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1372 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1373 {
1337 "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1375 return 0;
1339 } 1376 }
1340 1377
1378 tmp = tmp->head_ ();
1379
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1381 for (force = tmp->inv; force; force = force->below)
1382 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1384 {
1344 if (force->name == spell_ob->name) { 1385 if (force->name == spell_ob->name)
1386 {
1345 break; 1387 break;
1346 } 1388 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1389 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1390 {
1349 "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);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1392 return 0;
1352 } 1393 }
1353 } 1394 }
1354 } 1395 }
1355 1396
1356 if(force==NULL) { 1397 if (!force)
1398 {
1357 force=get_archetype(FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1401
1360 if (spell_ob->race) 1402 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1403 force->name = spell_ob->race;
1362 else 1404 else
1363 force->name = add_refcount(spell_ob->name); 1405 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1406
1365 force->name_pl = add_refcount(spell_ob->name); 1407 force->name_pl = spell_ob->name;
1366 1408
1367 } else { 1409 }
1410 else
1411 {
1368 int duration; 1412 int duration;
1369 1413
1370 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;
1371 if (duration > force->duration) { 1415 if (duration > force->duration)
1416 {
1372 force->duration = duration; 1417 force->duration = duration;
1373 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.");
1419 }
1374 } else { 1420 else
1375 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.");
1376 } 1422
1377 return 1; 1423 return 1;
1378 } 1424 }
1425
1379 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;
1380 force->speed = 1.0; 1427 force->speed = 1.f;
1381 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1383 1430
1384 if(god) { 1431 if (god)
1432 {
1385 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1434 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1435 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1436 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1438 }
1391 } else 1439 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1441
1394 1442
1395 if(tmp!=op && op->type==PLAYER) 1443 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1445
1398 force->stats.ac = spell_ob->stats.ac; 1446 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1447 force->stats.wc = spell_ob->stats.wc;
1400 1448
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1449 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1450 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1451 tmp->update_stats ();
1404 return 1; 1452 return 1;
1405 1453
1406} 1454}
1407
1408 1455
1409/********************************************************************** 1456/**********************************************************************
1410 * mood change 1457 * mood change
1411 * 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
1412 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1460 ***********************************************************************/
1414 1461
1415/* This covers the various spells that change the moods of monsters - 1462/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1463 * makes them angry, peacful, friendly, etc.
1417 */ 1464 */
1465int
1418int mood_change(object *op, object *caster, object *spell) { 1466mood_change (object *op, object *caster, object *spell)
1467{
1419 object *tmp, *god, *head; 1468 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1469 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1470 sint16 x, y, nx, ny;
1422 mapstruct *m; 1471 maptile *m;
1423 const char *race; 1472 const char *race;
1424 1473
1425 /* 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
1426 * doing it over and over again. 1475 * doing it over and over again.
1427 */ 1476 */
1428 god=find_god(determine_god(op)); 1477 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1478 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1479 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1480
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1483 * won't ever match anything.
1435 */ 1484 */
1436 if (!spell->race) race=NULL; 1485 if (!spell->race)
1486 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1487 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1488 race = god->slaying;
1438 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
1439 else race = spell->race; 1492 race = spell->race;
1440
1441 1493
1442 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1495 for (y = op->y - range; y <= op->y + range; y++)
1444 1496 {
1445 done_one=0; 1497 done_one = 0;
1446 m = op->map; 1498 m = op->map;
1447 nx = x; 1499 nx = x;
1448 ny = y; 1500 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1451 1504
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1506 if (!(mflags & P_IS_ALIVE))
1507 continue;
1454 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
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1516 break;
1457 1517
1458 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1519 if (!tmp || tmp->type == PLAYER)
1520 continue;
1460 1521
1461 /* Only the head has meaningful data, so resolve to that */ 1522 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1523 if (tmp->head)
1524 head = tmp->head;
1525 else
1463 else head=tmp; 1526 head = tmp;
1464 1527
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1529 if (race && head->race && !strstr (race, head->race))
1530 continue;
1531
1467 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;
1468 1534
1469 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1536 best_at = -1;
1471 if (spell->attacktype) { 1537 if (spell->attacktype)
1538 {
1472 for (at=0; at < NROFATTACKS; at++) 1539 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1540 if (spell->attacktype & (1 << at))
1474 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;
1475 1543
1476 if (best_at == -1) at=0; 1544 if (best_at == -1)
1545 at = 0;
1546 else
1547 {
1548 if (head->resist[best_at] == 100)
1549 continue;
1477 else { 1550 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1551 at = head->resist[best_at] / 5;
1480 } 1552 }
1481 at -= level / 5; 1553 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1554 if (did_make_save (head, head->level, at))
1555 continue;
1483 } 1556 }
1484 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1558 {
1485 /* 1559 /*
1486 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:
1487 * if spell level < monster level, no go 1561 * if spell level < monster level, no go
1488 * 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 ) )
1489 1563
1490 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.
1491 1565
1492 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
1493 charm a level 125 monster... 1567 charm a level 125 monster...
1494 1568
1495 Ryo, august 14th 1569 Ryo, august 14th
1496 */ 1570 */
1497 {
1498 if ( head->level > level ) continue; 1571 if (head->level > level)
1572 continue;
1573
1499 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))))
1500 /* Failed, no effect */ 1575 /* Failed, no effect */
1501 continue; 1576 continue;
1502 } 1577 }
1503 1578
1504 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1505 1580
1506 /* aggravation */ 1581 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1585 remove_friendly_object (head);
1511
1512 done_one = 1; 1586 done_one = 1;
1513 head->enemy = op; 1587 head->enemy = op;
1514 } 1588 }
1515 1589
1516 /* calm monsters */ 1590 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1593 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1594 head->enemy = NULL;
1520 done_one = 1; 1595 done_one = 1;
1521 } 1596 }
1522 1597
1523 /* berserk monsters */ 1598 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 {
1525 SET_FLAG(head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1602 done_one = 1;
1527 } 1603 }
1604
1528 /* charm */ 1605 /* charm */
1529 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))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1607 {
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1612 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1613 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1614 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1615 head->attack_movement = PETMOVE;
1539 done_one = 1; 1616 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1618 head->stats.exp = 0;
1542 } 1619 }
1543 1620
1544 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1622 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1624 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1625
1553 return 1; 1626 return 1;
1554} 1627}
1555 1628
1556 1629
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1632 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1633 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1634 * note that duration is handled by process_object() in time.c
1562 */ 1635 */
1563 1636
1637void
1564void move_ball_spell(object *op) { 1638move_ball_spell (object *op)
1639{
1565 int i,j,dam_save,dir, mflags; 1640 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1641 sint16 nx, ny, hx, hy;
1567 object *owner; 1642 object *owner;
1568 mapstruct *m; 1643 maptile *m;
1569 1644
1570 owner = get_owner(op); 1645 owner = op->owner;
1571 1646
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1649 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1650 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1651 * deviations.
1577 */ 1652 */
1578 1653
1579 dir = 0; 1654 dir = 0;
1580 if(!(rndm(0, 3))) 1655 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1656 j = rndm (0, 1);
1582 else j=0; 1657 else
1658 j = 0;
1583 1659
1584 for(i = 1; i < 9; i++) { 1660 for (i = 1; i < 9; i++)
1661 {
1585 /* i bit 0: alters sign of offset 1662 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1663 * other bits (i / 2): absolute value of offset
1587 */ 1664 */
1588 1665
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1667 int tmpdir = absdir (op->direction + offset);
1591 1668
1592 nx = op->x + freearr_x[tmpdir]; 1669 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1670 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1672 {
1596 dir = tmpdir; 1673 dir = tmpdir;
1597 break; 1674 break;
1598 } 1675 }
1599 } 1676 }
1600 if (dir == 0) { 1677 if (dir == 0)
1678 {
1601 nx = op->x; 1679 nx = op->x;
1602 ny = op->y; 1680 ny = op->y;
1603 m = op->map; 1681 m = op->map;
1604 } 1682 }
1605 1683
1606 remove_ob(op); 1684 m->insert (op, nx, ny, op);
1607 op->y=ny; 1685
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1686 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1687 surrounding squares */
1613 1688
1614 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1691 * the surround spaces.
1617 */ 1692 */
1618 for(j=0;j<9;j++) { 1693 for (j = 0; j < 9; j++)
1619 object *new_ob; 1694 {
1620
1621 hx = nx+freearr_x[j]; 1695 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1696 hy = ny + freearr_y[j];
1623 1697
1624 m = op->map; 1698 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1700
1627 if (mflags & P_OUT_OF_MAP) continue; 1701 if (mflags & P_OUT_OF_MAP)
1702 continue;
1628 1703
1629 /* 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
1630 * of the map either. 1705 * of the map either.
1631 */ 1706 */
1632 1707
1633 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)))
1709 {
1710 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1711 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1712 hit_map (op, j, op->attacktype, 1);
1636 1713
1637 } 1714 }
1638 1715
1639 /* insert the other arch */ 1716 /* insert the other arch */
1640 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))))
1641 new_ob = arch_to_object(op->other_arch); 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1719 }
1647 1720
1648 /* restore to the center location and damage*/ 1721 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1650 1723
1651 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);
1652 1725
1653 if(i>=0) { /* we have a preferred direction! */ 1726 if (i >= 0)
1727 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1732
1659 op->direction=i; 1733 op->direction = i;
1660 } 1734 }
1661} 1735}
1662 1736
1663 1737
1664/* move_swarm_spell: peterm 1738/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1744 */
1671 1745
1746void
1672void move_swarm_spell(object *op) 1747move_swarm_spell (object *op)
1673{ 1748{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1749#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1752 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1753 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1754 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1755#endif
1756 int basedir;
1757 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1813 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1815 * do some sanity checking anyways.
1748 */ 1816 */
1749 1817
1750 if (op->spell && op->spell->type == SPELL) 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))))
1751 { 1821 {
1822
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1823 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1824 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1825 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1837 if (op->spell && op->spell->type == SPELL)
1838 {
1839 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1844 }
1758} 1845}
1759 1846
1760 1847
1761 1848
1762 1849
1770 * dir: the direction everything will be fired in 1857 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1858 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1859 * n: the number to be fired.
1773 */ 1860 */
1774 1861
1862int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1863fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1864{
1777 object *tmp; 1865 object *tmp;
1778 int i; 1866 int i;
1779 1867
1780 if (!spell->other_arch) return 0; 1868 if (!spell->other_arch)
1869 return 0;
1781 1870
1782 tmp=get_archetype(SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
1787 1874
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
1790 1877
1791 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
1792 1879
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
1795 return 1; 1882 return 1;
1796 } 1883
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1887
1801 tmp->direction=dir; 1888 tmp->direction = dir;
1802 tmp->invisible=1; 1889 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1890
1891 tmp->insert_at (op, op);
1804 return 1; 1892 return 1;
1805} 1893}
1806 1894
1807 1895
1808/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
1809 * function. 1897 * function.
1810 */ 1898 */
1899int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1900cast_light (object *op, object *caster, object *spell, int dir)
1901{
1812 object *target=NULL,*tmp=NULL; 1902 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1903 sint16 x, y;
1814 int dam, mflags; 1904 int dam, mflags;
1815 mapstruct *m; 1905 maptile *m;
1816 1906
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1908
1819 if(!dir) { 1909 if (!dir)
1910 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1912 return 0;
1822 } 1913 }
1823 1914
1824 x=op->x+freearr_x[dir]; 1915 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1916 y = op->y + freearr_y[dir];
1826 m = op->map; 1917 m = op->map;
1827 1918
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1919 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1920
1830 if (mflags & P_OUT_OF_MAP) { 1921 if (mflags & P_OUT_OF_MAP)
1922 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1924 return 0;
1833 } 1925 }
1834 1926
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1927 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1930 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1932 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head)
1839 if(target->head) target = target->head; 1934 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1935 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1936 return 1; /* one success only! */
1842 } 1937 }
1843 } 1938 }
1844 1939
1845 /* no live target, perhaps a wall is in the way? */ 1940 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 1944 return 0;
1849 } 1945 }
1850 1946
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 1948 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1949 if (!tmp)
1950 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1952 return 0;
1856 } 1953 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1955 if (tmp->glow_radius)
1956 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1960 }
1862 tmp->x=x; 1961
1863 tmp->y=y; 1962 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1963 return 1;
1866} 1964}
1867
1868
1869
1870 1965
1871/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1967 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1876 */ 1971 */
1877 1972int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{
1879 sint16 x,y; 1975 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1977 object *walk;
1882 mapstruct *m; 1978 maptile *m;
1883 1979
1884 x = op->x; 1980 x = op->x;
1885 y = op->y; 1981 y = op->y;
1886 1982
1887 /* 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
1888 * direction the player is pointing. 1984 * direction the player is pointing.
1889 */ 1985 */
1986 if (!dir)
1890 if (!dir) dir=op->facing; 1987 dir = op->facing;
1988
1989 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
1892 1991
1893 /* Calculate these once here */ 1992 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1994 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1995 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1996
1898 /* search in a line for a victim */ 1997 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1998 for (i = 1; i < range; i++)
1999 {
1900 x = op->x + i * freearr_x[dir]; 2000 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2001 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2002 m = op->map;
1903 2003
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2005
1906 if (mflags & P_OUT_OF_MAP) return 0; 2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
1907 2008
1908 /* don't go through walls - presume diseases are airborne */ 2009 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2010 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2011 return 0;
1910 2012
1911 /* Only bother looking on this space if there is something living here */ 2013 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2014 if (mflags & P_IS_ALIVE)
2015 {
1913 /* search this square for a victim */ 2016 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
1917 2021
1918 set_owner(disease,op); 2022 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2025 disease->level = caster_level (caster, spell);
1922 2026
1923 /* do level adjustments */ 2027 /* do level adjustments */
1924 if(disease->stats.wc) 2028 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2029 disease->stats.wc += dur_mod / 2;
1926 2030
1927 if(disease->magic> 0) 2031 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2032 disease->magic += dur_mod / 8;
1929 2033
1930 if(disease->stats.maxhp>0) 2034 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
1932 2036
1933 if(disease->stats.maxgrace>0) 2037 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2038 disease->stats.maxgrace += dur_mod;
1935 2039
1936 if(disease->stats.dam) { 2040 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2041 {
1953 if(disease->stats.ac) 2042 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2043 disease->stats.dam += dam_mod;
1955 2044 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2045 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2046 }
1978 free_object(disease); 2047
2048 if (disease->last_sp)
2049 {
2050 disease->last_sp -= 2 * dam_mod;
2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
1979 } 2053 }
2054
2055 if (disease->stats.maxsp)
2056 {
2057 if (disease->stats.maxsp > 0)
2058 disease->stats.maxsp += dam_mod;
2059 else
2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
2063 if (disease->stats.ac)
2064 disease->stats.ac += dam_mod;
2065
2066 if (disease->last_eat)
2067 disease->last_eat -= dam_mod;
2068
2069 if (disease->stats.hp)
2070 disease->stats.hp -= dam_mod;
2071
2072 if (disease->stats.sp)
2073 disease->stats.sp -= dam_mod;
2074
2075 if (infect_object (walk, disease, 1))
2076 {
2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2078
2079 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2081 return 1;
2082 }
2083
2084 disease->destroy ();
2085 }
1980 } /* if living creature */ 2086 } /* if living creature */
1981 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2090 return 1;
1984} 2091}

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