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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 1.52 by root, Tue Apr 22 02:46:18 2008 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 (©) 2005,2006,2007,2008 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 = op->outer_env ();
411
412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy ();
416 return;
417 }
418
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 }
421 else if (out_of_map (op->map, op->x, op->y))
422 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy ();
425 return;
426 }
427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 {
433 op->destroy ();
434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
386 return; 441 return;
387 } 442 }
388 443
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 */ 444 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
428 446
429 copy_owner (tmp, op); 447 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 449
433 owner = get_owner(op); 450 owner = op->owner;
451
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 453 {
436 remove_ob (op); 454 op->destroy ();
437 free_object (op);
438 return; 455 return;
439 } 456 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 457
443 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
445 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 462 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 464 tmp->duration = op->duration;
449 } else { 465 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
451 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 476 * the count of the parent should work fine.
457 */ 477 */
458 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
459 } 479 }
460 480
461 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
464 484
465 /* Prevent recursion */ 485 /* Prevent recursion */
466 op->move_on = 0; 486 op->move_on = 0;
467 487
468 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
469 /* remove the firebullet */ 491 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 492 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 493}
475
476
477 494
478/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
480 */ 497 */
481 498void
482void check_bullet(object *op) 499check_bullet (object *op)
483{ 500{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 501 object *tmp;
486 int dam, mflags; 502 int dam, mflags;
487 mapstruct *m; 503 maptile *m;
488 sint16 sx, sy; 504 sint16 sx, sy;
489 505
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 506 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 507
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 508 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 509 return;
494 510
495 if (op->other_arch) { 511 if (op->other_arch)
512 {
496 /* explode object will also remove op */ 513 /* explode object will also remove op */
497 explode_bullet (op); 514 explode_bullet (op);
498 return; 515 return;
499 } 516 }
500 517
501 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 519 if (!(mflags & P_IS_ALIVE))
520 return;
503 521
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
505 { 523 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 525 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 528 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 530 {
514 free_object(op); 531 op->destroy ();
515 return; 532 return;
516 } 533 }
517 } 534 }
518 } 535 }
519 } 536 }
520} 537}
521
522 538
523/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 540 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
527 */ 543 */
528 544void
529void move_bullet(object *op) 545move_bullet (object *op)
530{ 546{
531 sint16 new_x, new_y; 547 sint16 new_x, new_y;
532 int mflags; 548 int mflags;
533 mapstruct *m; 549 maptile *m;
534 550
535#if 0 551#if 0
536 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
537 553
538 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
541 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
543 return; 560 return;
544 } /* end addition. */ 561 } /* end addition. */
545#endif 562#endif
546 563
547 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
549 if (op->other_arch) { 567 if (op->other_arch)
550 explode_bullet (op); 568 explode_bullet (op);
551 } else { 569 else
552 remove_ob (op); 570 op->destroy ();
553 free_object (op); 571
554 }
555 return; 572 return;
556 } 573 }
557 574
558 new_x = op->x + DIRX(op); 575 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 576 new_y = op->y + DIRY (op);
560 m = op->map; 577 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 579
563 if (mflags & P_OUT_OF_MAP) { 580 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 581 {
565 free_object (op); 582 op->destroy ();
566 return; 583 return;
567 } 584 }
568 585
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
587 {
570 if (op->other_arch) { 588 if (op->other_arch)
571 explode_bullet (op); 589 explode_bullet (op);
572 } else { 590 else
573 remove_ob (op); 591 op->destroy ();
574 free_object (op); 592
575 }
576 return; 593 return;
577 } 594 }
578 595
579 remove_ob (op); 596 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; 597 return;
584 598
585 if (reflwall (op->map, op->x, op->y, op)) { 599 if (reflwall (op->map, op->x, op->y, op))
600 {
586 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 602 update_turn_face (op);
588 } else { 603 }
604 else
589 check_bullet (op); 605 check_bullet (op);
590 }
591} 606}
592
593
594
595 607
596/* fire_bullet 608/* fire_bullet
597 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
600 * spob->attacktype. 612 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
602 * pointers. 614 * pointers.
603 */ 615 */
604 616int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 617fire_bullet (object *op, object *caster, int dir, object *spob)
618{
606 object *tmp=NULL; 619 object *tmp = NULL;
607 int mflags; 620 int mflags;
608 621
609 if (!spob->other_arch) 622 if (!spob->other_arch)
610 return 0; 623 return 0;
611 624
612 tmp=arch_to_object(spob->other_arch); 625 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 626 if (tmp == NULL)
614 return 0; 627 return 0;
615 628
616 /* peterm: level dependency for bolts */ 629 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 631 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 632 if (spob->slaying)
633 tmp->slaying = spob->slaying;
620 634
621 tmp->range = 50; 635 tmp->range = 50;
622 636
623 /* Need to store duration/range for the ball to use */ 637 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 640 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 641
628 tmp->direction=dir; 642 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 644 SET_ANIMATION (tmp, dir);
631 645
632 set_owner(tmp,op); 646 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
634 648
635 tmp->x=op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 651 tmp->map = op->map;
638 652
653 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 655 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 656 {
657 tmp->destroy ();
642 return 0; 658 return 0;
643 } 659 }
660
661 tmp->map = newmap;
662
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 666 {
667 tmp->destroy ();
647 return 0; 668 return 0;
648 } 669 }
670
649 tmp->x=op->x; 671 tmp->x = op->x;
650 tmp->y=op->y; 672 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 673 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 674 tmp->map = op->map;
653 } 675 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 676
677 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 678 check_bullet (tmp);
656 } 679
657 return 1; 680 return 1;
658} 681}
659
660
661
662 682
663/***************************************************************************** 683/*****************************************************************************
664 * 684 *
665 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
666 * 686 *
667 *****************************************************************************/ 687 *****************************************************************************/
668 688
669
670/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
690void
671void cone_drop(object *op) { 691cone_drop (object *op)
692{
672 object *new_ob = arch_to_object(op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
673 694
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 695 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 696 new_ob->set_owner (op->owner);
678 697
679 /* preserve skill ownership */ 698 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 699 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); 700 new_ob->skill = op->skill;
683 } 701
684 insert_ob_in_map(new_ob,op->map,op,0); 702 new_ob->insert_at (op, op);
685
686} 703}
687 704
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 706
707void
690void move_cone(object *op) { 708move_cone (object *op)
709{
691 int i; 710 int i;
692 tag_t tag;
693 711
694 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 713 if (!op->map)
714 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 715 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; 716 op->set_speed (0);
699 update_ob_speed (op);
700 return; 717 return;
701 } 718 }
702 719
703 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
705 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
706 return; 724 return;
707 } 725 }
708 726
709#if 0 727#if 0
710 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 729 * when their cone dies when they die.
712 */ 730 */
713 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
715 remove_ob(op); 733 {
716 free_object(op); 734 op->destroy ();
717 return; 735 return;
718 } 736 }
719#endif 737#endif
720 738
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
723 740
724 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
726 * degree. 743 * degree.
727 */ 744 */
745 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 746 check_spell_knockback (op);
729 747
730 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
749 return;
750
751 if ((op->duration--) < 0)
752 {
753 op->destroy ();
731 return; 754 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 755 }
738 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 757 * any further. When the duration above expires,
740 * then the object will get removed. 758 * then the object will get removed.
741 */ 759 */
742 if (--op->range < 0) { 760 if (--op->range < 0)
761 {
743 op->range=0; /* just so it doesn't wrap */ 762 op->range = 0; /* just so it doesn't wrap */
744 return; 763 return;
745 } 764 }
746 765
747 for(i= -1;i<2;i++) { 766 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 767 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 769
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 771 {
753 copy_object(op, tmp); 772 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 773
757 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
758 775
759 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 778
779 op->map->insert (tmp, x, y, op);
780
762 if (tmp->other_arch) cone_drop(tmp); 781 if (tmp->other_arch)
782 cone_drop (tmp);
763 } 783 }
764 } 784 }
765} 785}
766 786
767/* cast_cone: casts a cone spell. 787/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 790 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 791 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 792 * to fire.
773 * returns 0 on failure, 1 on success. 793 * returns 0 on failure, 1 on success.
774 */ 794 */
795int
775int cast_cone(object *op, object *caster,int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
776{ 797{
777 object *tmp; 798 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 799 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 800 maptile *m;
780 sint16 sx, sy; 801 sint16 sx, sy;
781 MoveType movetype; 802 MoveType movetype;
782 803
783 if (!spell->other_arch) return 0; 804 if (!spell->other_arch)
805 return 0;
784 806
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 807 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 808 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 810 return 0;
790 } 811 }
791 812
792 if(!dir) { 813 if (!dir)
814 {
793 range_min= 0; 815 range_min = 0;
794 range_max=8; 816 range_max = 8;
795 } 817 }
796 818
797 /* Need to know what the movetype of the object we are about 819 /* 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 820 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 821 * insert it into is blocked.
800 */ 822 */
801 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
802 824
803 for(i=range_min;i<=range_max;i++) { 825 for (i = range_min; i <= range_max; i++)
826 {
804 sint16 x,y, d; 827 sint16 x, y, d;
805 828
806 /* We can't use absdir here, because it never returns 829 /* 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 830 * 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 831 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 832 * to hit that person.
810 */ 833 */
811 d = dir + i; 834 d = dir + i;
812 while (d < 0) d+=8; 835 while (d < 0)
836 d += 8;
813 while (d > 8) d-=8; 837 while (d > 8)
838 d -= 8;
814 839
815 /* If it's not a rune, we don't want to blast the caster. 840 /* 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, 841 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 845 * for the rune code.
821 */ 846 */
822 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 848 {
826 849 if (dir != 0)
827 x = op->x+freearr_x[d]; 850 d = 8;
828 y = op->y+freearr_y[d]; 851 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 852 continue;
853 }
832 854
855 x = op->x + freearr_x[d];
856 y = op->y + freearr_y[d];
857
858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
859 continue;
860
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 862 continue;
835 863
836 success=1; 864 success = 1;
837 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 866 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
844 870
845 /* holy word stuff */ 871 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
848 } 874 return 0;
849 875
850 if(dir) 876 if (dir)
851 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
852 else 878 else
853 tmp->stats.sp=i; 879 tmp->stats.sp = i;
854 880
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 882
857 /* If casting it in all directions, it doesn't go as far */ 883 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 884 if (dir == 0)
885 {
859 tmp->range /= 4; 886 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
888 tmp->range = 2;
861 } 889 }
890
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 893
865 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
896 {
897 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 899 else
869 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
870 } 901 }
902
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
904 {
905 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 907 else
874 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
875 } 909 }
876 910
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
880 spell->other_arch->name);
881 913
882 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 915 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);
888 916
917 m->insert (tmp, sx, sy, op);
918
889 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 920 * a single space too many times.
891 */ 921 */
892 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
893 923
894 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
895 } 926 }
927
896 return success; 928 return success;
897} 929}
898 930
899/**************************************************************************** 931/****************************************************************************
900 * 932 *
901 * BOMB related code 933 * BOMB related code
902 * 934 *
903 ****************************************************************************/ 935 ****************************************************************************/
904 936
905
906/* This handles an exploding bomb. 937/* This handles an exploding bomb.
907 * op is the original bomb object. 938 * op is the original bomb object.
908 */ 939 */
940void
909void animate_bomb(object *op) { 941animate_bomb (object *op)
910 int i; 942{
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 object *env = op->outer_env ();
947
948 if (op->env)
949 {
950 if (env->map == NULL)
915 return; 951 return;
916 952
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) 953 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
926 955
927 remove_ob(op); 956 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; 957 return;
942 } 958 }
943 959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
966 return;
967 }
968
944 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 971 * so just set up the appropriate values.
947 */ 972 */
948 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 974 {
950 for(i=1;i<9;i++) { 975 for (int i = 1; i < 9; i++)
976 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 978 continue;
979
953 tmp = arch_to_object(at); 980 object *tmp = arch_to_object (at);
954 tmp->direction = i; 981 tmp->direction = i;
955 tmp->range = op->range; 982 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 984 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 986 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 988 tmp->skill = op->skill;
963 } 989
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 991 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 992
967 tmp->y = op->y + freearr_x[i]; 993 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); 994 move_bullet (tmp);
970 } 995 }
971 } 996 }
972 997
973 explode_bullet(op); 998 explode_bullet (op);
974} 999}
975 1000
1001int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
977 1003{
978 object *tmp; 1004 object *tmp;
979 int mflags; 1005 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1007 maptile *m;
982 1008
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1009 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)) { 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1011 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1013 return 0;
987 } 1014 }
1015
988 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
989 1017
990 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
995 1023
996 set_owner(tmp,op); 1024 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1026
999 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1028 return 1;
1002} 1029}
1003 1030
1004/**************************************************************************** 1031/****************************************************************************
1005 * 1032 *
1006 * smite related spell code. 1033 * smite related spell code.
1014 * dir is the direction to look in. 1041 * dir is the direction to look in.
1015 * range is how far out to look. 1042 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1018 */ 1045 */
1019 1046object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1021 object *target; 1049 object *target;
1022 sint16 x,y; 1050 sint16 x, y;
1023 int dist, mflags; 1051 int dist, mflags;
1024 mapstruct *mp; 1052 maptile *mp;
1025 1053
1026 if (dir==0) return NULL; 1054 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1055 return NULL;
1048}
1049 1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080}
1050 1081
1051/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1053 * usual params - 1084 * usual params -
1054 * op = player 1085 * op = player
1055 * caster = object casting the spell. 1086 * caster = object casting the spell.
1056 * dir = direction being cast 1087 * dir = direction being cast
1057 * spell = spell object 1088 * spell = spell object
1058 */ 1089 */
1059 1090int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092{
1061 object *effect, *target; 1093 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1094 object *god = find_god (determine_god (op));
1063 int range; 1095 int range;
1064 1096
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1097 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1098 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1099
1068 /* Bunch of conditions for casting this spell. Note that only 1100 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1101 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1102 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1103 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1104 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1105 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1106 * can't be friendly to your god.
1075 */ 1107 */
1076 1108
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1110 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1112 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1114 return 0;
1083 } 1115 }
1084 1116
1085 if (spell->other_arch) 1117 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1118 effect = arch_to_object (spell->other_arch);
1087 else 1119 else
1088 return 0; 1120 return 0;
1089 1121
1090 /* tailor the effect by priest level and worshipped God */ 1122 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1123 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1124 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 {
1094 if(tailor_god_spell(effect,op)) 1127 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1128 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 { 1129 else
1130 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1132 return 0;
1100 } 1133 }
1101 } 1134 }
1102 1135
1103 /* size of the area of destruction */ 1136 /* size of the area of destruction */
1104 effect->range=spell->range + 1137 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1138 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1139
1109 if (effect->attacktype & AT_DEATH) { 1140 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1141 {
1111 SP_level_dam_adjust(caster,spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1143
1113 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1147 if (random_roll (0, 2, op, PREFER_LOW))
1148 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1150 effect->x = op->x;
1118 effect->y=op->y; 1151 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 } 1152 }
1153 else
1154 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1156 target->stats.hp = target->stats.maxhp * 2;
1157 effect->destroy ();
1158 return 0;
1126 } 1159 }
1127 } else { 1160 }
1161 }
1162 else
1163 {
1128 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1166 }
1132 1167
1133 set_owner(effect,op); 1168 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1135 1170
1136 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1172 effect->insert_at (target, op);
1138 effect->y=target->y; 1173
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1174 return 1;
1142} 1175}
1143
1144 1176
1145/**************************************************************************** 1177/****************************************************************************
1146 * 1178 *
1147 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1181 * code here is just to move the missile.
1150 ****************************************************************************/ 1182 ****************************************************************************/
1151 1183
1152/* op is a missile that needs to be moved */ 1184/* op is a missile that needs to be moved */
1185void
1153void move_missile(object *op) { 1186move_missile (object *op)
1187{
1154 int i, mflags; 1188 int i, mflags;
1155 object *owner; 1189 object *owner;
1156 sint16 new_x, new_y; 1190 sint16 new_x, new_y;
1157 mapstruct *m; 1191 maptile *m;
1158 1192
1159 if (op->range-- <=0) { 1193 if (op->range-- <= 0)
1160 remove_ob(op); 1194 {
1161 free_object(op); 1195 op->destroy ();
1162 return; 1196 return;
1163 } 1197 }
1164 1198
1165 owner = get_owner(op); 1199 owner = op->owner;
1166#if 0 1200#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1169 */ 1203 */
1170 if (owner == NULL) { 1204 if (owner == NULL)
1171 remove_ob(op); 1205 {
1172 free_object(op); 1206 op->destroy ();
1173 return; 1207 return;
1174 } 1208 }
1175#endif 1209#endif
1176 1210
1177 new_x = op->x + DIRX(op); 1211 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1212 new_y = op->y + DIRY (op);
1179 1213
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1215
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)))) { 1216 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; 1217 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1188 */ 1221 */
1189 if ( ! was_destroyed (op, tag)) { 1222 if (!op->destroyed ())
1190 remove_ob (op); 1223 op->destroy ();
1191 free_object(op); 1224
1192 }
1193 return; 1225 return;
1194 } 1226 }
1195 1227
1196 remove_ob(op); 1228 op->remove ();
1229
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1231 {
1232 op->destroy ();
1199 return; 1233 return;
1200 } 1234 }
1201 op->x = new_x; 1235
1202 op->y = new_y; 1236 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){ 1237 if (i > 0 && i != op->direction)
1238 {
1206 op->direction=i; 1239 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1208 } 1241 }
1209 insert_ob_in_map(op,op->map,op,0); 1242
1243 m->insert (op, new_x, new_y, op);
1210} 1244}
1211 1245
1212/**************************************************************************** 1246/****************************************************************************
1213 * Destruction 1247 * Destruction
1214 ****************************************************************************/ 1248 ****************************************************************************/
1249
1215/* make_object_glow() - currently only makes living objects glow. 1250/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1220 */ 1255 */
1221 1256int
1222int make_object_glow(object *op, int radius, int time) { 1257make_object_glow (object *op, int radius, int time)
1223 object *tmp; 1258{
1224
1225 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1261 return 0;
1228 1262
1229 tmp=get_archetype(FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1265 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1267 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1270
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); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1241 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1243 1275
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; 1276 return 1;
1250} 1277}
1251 1278
1252 1279int
1253
1254
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1280cast_destruction (object *op, object *caster, object *spell_ob)
1281{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1283 sint16 sx, sy;
1258 mapstruct *m; 1284 maptile *m;
1259 object *tmp; 1285 object *tmp;
1260 const char *skill; 1286 const char *skill;
1261 1287
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1292 friendly = 1;
1266 1293
1267 /* destruction doesn't use another spell object, so we need 1294 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1295 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1296 * 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 1297 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1298 * the full share string/free_string route.
1272 */ 1299 */
1273 skill = op->skill; 1300 skill = op->skill;
1301 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1302 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1303 else if (caster->skill)
1304 op->skill = caster->skill;
1305 else
1276 else op->skill = NULL; 1306 op->skill = NULL;
1277 1307
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1279 1309
1280 for(i= -range; i<range; i++) { 1310 for (i = -range; i < range; i++)
1311 {
1281 for(j=-range; j<range ; j++) { 1312 for (j = -range; j < range; j++)
1313 {
1282 m = op->map; 1314 m = op->map;
1283 sx = op->x + i; 1315 sx = op->x + i;
1284 sy = op->y + j; 1316 sy = op->y + j;
1317
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1287 if (mflags & P_IS_ALIVE) { 1322 if (mflags & P_IS_ALIVE)
1323 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1326 break;
1327
1328 if (tmp)
1290 } 1329 {
1291 if (tmp) { 1330 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1331 tmp = tmp->head;
1293 1332
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1337 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1339 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1340 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 } 1341 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1343 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1345 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 } 1346 }
1314 } 1347 }
1315 } 1348 }
1316 } 1349 }
1317 } 1350 }
1318 } 1351 }
1352
1319 op->skill = skill; 1353 op->skill = skill;
1320 return 1; 1354 return 1;
1321} 1355}
1322 1356
1323/*************************************************************************** 1357/***************************************************************************
1324 * 1358 *
1325 * CURSE 1359 * CURSE
1326 * 1360 *
1327 ***************************************************************************/ 1361 ***************************************************************************/
1328 1362
1363int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1364cast_curse (object *op, object *caster, object *spell_ob, int dir)
1365{
1330 object *god = find_god(determine_god(op)); 1366 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1367 object *tmp, *force;
1332 1368
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1369 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1370 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1371 {
1337 "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1373 return 0;
1339 } 1374 }
1340 1375
1376 tmp = tmp->head_ ();
1377
1341 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1379 for (force = tmp->inv; force; force = force->below)
1380 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1344 if (force->name == spell_ob->name) { 1383 if (force->name == spell_ob->name)
1384 {
1345 break; 1385 break;
1346 } 1386 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1387 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 {
1349 "You can not cast %s while %s is in effect", 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1390 return 0;
1352 } 1391 }
1353 } 1392 }
1354 } 1393 }
1355 1394
1356 if(force==NULL) { 1395 if (!force)
1396 {
1357 force=get_archetype(FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name); 1399
1360 if (spell_ob->race) 1400 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1401 force->name = spell_ob->race;
1362 else 1402 else
1363 force->name = add_refcount(spell_ob->name); 1403 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1404
1365 force->name_pl = add_refcount(spell_ob->name); 1405 force->name_pl = spell_ob->name;
1366 1406
1367 } else { 1407 }
1408 else
1409 {
1368 int duration; 1410 int duration;
1369 1411
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1413 if (duration > force->duration)
1414 {
1372 force->duration = duration; 1415 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 }
1374 } else { 1418 else
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1420
1377 return 1; 1421 return 1;
1378 } 1422 }
1423
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1425 force->speed = 1.f;
1381 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1382 SET_FLAG(force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1383 1428
1384 if(god) { 1429 if (god)
1430 {
1385 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1432 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1434 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1435 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); 1436 }
1391 } else 1437 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1439
1394 1440
1395 if(tmp!=op && op->type==PLAYER) 1441 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1443
1398 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1400 1446
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1448 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1449 tmp->update_stats ();
1404 return 1; 1450 return 1;
1405 1451
1406} 1452}
1407
1408 1453
1409/********************************************************************** 1454/**********************************************************************
1410 * mood change 1455 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it 1456 * 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 1457 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/ 1458 ***********************************************************************/
1414 1459
1415/* This covers the various spells that change the moods of monsters - 1460/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1461 * makes them angry, peacful, friendly, etc.
1417 */ 1462 */
1463int
1418int mood_change(object *op, object *caster, object *spell) { 1464mood_change (object *op, object *caster, object *spell)
1465{
1419 object *tmp, *god, *head; 1466 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1467 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1468 sint16 x, y, nx, ny;
1422 mapstruct *m; 1469 maptile *m;
1423 const char *race; 1470 const char *race;
1424 1471
1425 /* We precompute some values here so that we don't have to keep 1472 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1473 * doing it over and over again.
1427 */ 1474 */
1428 god=find_god(determine_god(op)); 1475 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1476 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1477 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1478
1432 /* On the bright side, no monster should ever have a race of GOD_... 1479 /* 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 1480 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1481 * won't ever match anything.
1435 */ 1482 */
1436 if (!spell->race) race=NULL; 1483 if (!spell->race)
1484 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1485 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1486 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1488 race = god->race;
1489 else
1439 else race = spell->race; 1490 race = spell->race;
1440
1441 1491
1442 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1493 for (y = op->y - range; y <= op->y + range; y++)
1444 1494 {
1445 done_one=0; 1495 done_one = 0;
1446 m = op->map; 1496 m = op->map;
1447 nx = x; 1497 nx = x;
1448 ny = y; 1498 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1451 1502
1452 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1504 if (!(mflags & P_IS_ALIVE))
1505 continue;
1454 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1514 break;
1457 1515
1458 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1517 if (!tmp || tmp->type == PLAYER)
1518 continue;
1460 1519
1461 /* Only the head has meaningful data, so resolve to that */ 1520 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1521 if (tmp->head)
1522 head = tmp->head;
1523 else
1463 else head=tmp; 1524 head = tmp;
1464 1525
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* 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; 1527 if (race && head->race && !strstr (race, head->race))
1528 continue;
1529
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue;
1468 1532
1469 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1534 best_at = -1;
1471 if (spell->attacktype) { 1535 if (spell->attacktype)
1536 {
1472 for (at=0; at < NROFATTACKS; at++) 1537 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1538 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1539 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at;
1475 1541
1476 if (best_at == -1) at=0; 1542 if (best_at == -1)
1543 at = 0;
1544 else
1545 {
1546 if (head->resist[best_at] == 100)
1547 continue;
1477 else { 1548 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1549 at = head->resist[best_at] / 5;
1480 } 1550 }
1481 at -= level / 5; 1551 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1552 if (did_make_save (head, head->level, at))
1553 continue;
1483 } 1554 }
1484 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1556 {
1485 /* 1557 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1559 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1561
1490 The chance will then be in the range [20-70] percent, not too bad. 1562 The chance will then be in the range [20-70] percent, not too bad.
1491 1563
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1565 charm a level 125 monster...
1494 1566
1495 Ryo, august 14th 1567 Ryo, august 14th
1496 */ 1568 */
1497 {
1498 if ( head->level > level ) continue; 1569 if (head->level > level)
1570 continue;
1571
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1573 /* Failed, no effect */
1501 continue; 1574 continue;
1502 } 1575 }
1503 1576
1504 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1505 1578
1506 /* aggravation */ 1579 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1583 remove_friendly_object (head);
1511
1512 done_one = 1; 1584 done_one = 1;
1513 head->enemy = op; 1585 head->enemy = op;
1514 } 1586 }
1515 1587
1516 /* calm monsters */ 1588 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1591 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1592 head->enemy = NULL;
1520 done_one = 1; 1593 done_one = 1;
1521 } 1594 }
1522 1595
1523 /* berserk monsters */ 1596 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 {
1525 SET_FLAG(head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1600 done_one = 1;
1527 } 1601 }
1602
1528 /* charm */ 1603 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1530 SET_FLAG(head, FLAG_FRIENDLY); 1605 {
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 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. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1610 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1612 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1539 done_one = 1; 1614 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1616 head->stats.exp = 0;
1542 } 1617 }
1543 1618
1544 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1620 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1622 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1623
1553 return 1; 1624 return 1;
1554} 1625}
1555 1626
1556 1627
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1628/* 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 1629 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1630 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1631 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1632 * note that duration is handled by process_object() in time.c
1562 */ 1633 */
1563 1634
1635void
1564void move_ball_spell(object *op) { 1636move_ball_spell (object *op)
1637{
1565 int i,j,dam_save,dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1567 object *owner; 1640 object *owner;
1568 mapstruct *m; 1641 maptile *m;
1569 1642
1570 owner = get_owner(op); 1643 owner = op->owner;
1571 1644
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* 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 1646 * 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 1647 * 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 1648 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1649 * deviations.
1577 */ 1650 */
1578 1651
1579 dir = 0; 1652 dir = 0;
1580 if(!(rndm(0, 3))) 1653 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1654 j = rndm (0, 1);
1582 else j=0; 1655 else
1656 j = 0;
1583 1657
1584 for(i = 1; i < 9; i++) { 1658 for (i = 1; i < 9; i++)
1659 {
1585 /* i bit 0: alters sign of offset 1660 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1661 * other bits (i / 2): absolute value of offset
1587 */ 1662 */
1588 1663
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1665 int tmpdir = absdir (op->direction + offset);
1591 1666
1592 nx = op->x + freearr_x[tmpdir]; 1667 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1668 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1669 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)))) { 1670 {
1596 dir = tmpdir; 1671 dir = tmpdir;
1597 break; 1672 break;
1598 } 1673 }
1599 } 1674 }
1600 if (dir == 0) { 1675 if (dir == 0)
1676 {
1601 nx = op->x; 1677 nx = op->x;
1602 ny = op->y; 1678 ny = op->y;
1603 m = op->map; 1679 m = op->map;
1604 } 1680 }
1605 1681
1606 remove_ob(op); 1682 m->insert (op, nx, ny, op);
1607 op->y=ny; 1683
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 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1685 surrounding squares */
1613 1686
1614 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1689 * the surround spaces.
1617 */ 1690 */
1618 for(j=0;j<9;j++) { 1691 for (j = 0; j < 9; j++)
1619 object *new_ob; 1692 {
1620
1621 hx = nx+freearr_x[j]; 1693 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1694 hy = ny + freearr_y[j];
1623 1695
1624 m = op->map; 1696 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1698
1627 if (mflags & P_OUT_OF_MAP) continue; 1699 if (mflags & P_OUT_OF_MAP)
1700 continue;
1628 1701
1629 /* first, don't ever, ever hit the owner. Don't hit out 1702 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1703 * of the map either.
1631 */ 1704 */
1632 1705
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 {
1708 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1709 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1710 hit_map (op, j, op->attacktype, 1);
1636 1711
1637 } 1712 }
1638 1713
1639 /* insert the other arch */ 1714 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1715 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); 1716 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 } 1717 }
1647 1718
1648 /* restore to the center location and damage*/ 1719 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1650 1721
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1723
1653 if(i>=0) { /* we have a preferred direction! */ 1724 if (i >= 0)
1725 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1726 /* 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 || 1727 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))) { 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1730
1659 op->direction=i; 1731 op->direction = i;
1660 } 1732 }
1661} 1733}
1662 1734
1663 1735
1664/* move_swarm_spell: peterm 1736/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1739 * 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 1740 * 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. 1741 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1742 */
1671 1743
1744void
1672void move_swarm_spell(object *op) 1745move_swarm_spell (object *op)
1673{ 1746{
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 1747#if 0
1696 // this is bogus: it causes wrong places to be checked below 1748 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 1749 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 1750 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1751 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1752 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 1753#endif
1754 int basedir;
1755 object *owner;
1743 1756
1757 owner = op->owner;
1758 if (op->duration == 0 || owner == NULL)
1759 {
1760 op->destroy ();
1761 return;
1762 }
1763
1764 op->duration--;
1765
1766 basedir = op->direction;
1767 if (basedir == 0)
1768 {
1769 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8);
1771 }
1772
1773#if 0
1774 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and
1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1777 // space.
1778 // should be fixed later, but correctness before features...
1779 // (schmorp)
1780
1781 /* new offset calculation to make swarm element distribution
1782 * more uniform
1783 */
1784 if (op->duration)
1785 {
1786 if (basedir & 1)
1787 {
1788 adjustdir = cardinal_adjust[rndm (0, 8)];
1789 }
1790 else
1791 {
1792 adjustdir = diagonal_adjust[rndm (0, 9)];
1793 }
1794 }
1795 else
1796 {
1797 adjustdir = 0; /* fire the last one from forward. */
1798 }
1799
1800 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1801 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1802
1803 /* back up one space so we can hit point-blank targets, but this
1804 * necessitates extra out_of_map check below
1805 */
1806 origin_x = target_x - freearr_x[basedir];
1807 origin_y = target_y - freearr_y[basedir];
1808
1809
1744 /* spell pointer is set up for the spell this casts. Since this 1810 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1811 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1812 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1813 * do some sanity checking anyways.
1748 */ 1814 */
1749 1815
1750 if (op->spell && op->spell->type == SPELL) 1816 if (op->spell && op->spell->type == SPELL &&
1817 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1818 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1819 {
1820
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1821 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1822 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1823 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1824 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1825 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1826 }
1827#endif
1828
1829 /* spell pointer is set up for the spell this casts. Since this
1830 * should just be a pointer to the spell in some inventory,
1831 * it is unlikely to disappear by the time we need it. However,
1832 * do some sanity checking anyways.
1833 */
1834
1835 if (op->spell && op->spell->type == SPELL)
1836 {
1837 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1842 }
1758} 1843}
1759 1844
1760 1845
1761 1846
1762 1847
1770 * dir: the direction everything will be fired in 1855 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1856 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1857 * n: the number to be fired.
1773 */ 1858 */
1774 1859
1860int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1861fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1862{
1777 object *tmp; 1863 object *tmp;
1778 int i; 1864 int i;
1779 1865
1780 if (!spell->other_arch) return 0; 1866 if (!spell->other_arch)
1867 return 0;
1781 1868
1782 tmp=get_archetype(SWARM_SPELL); 1869 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.*/ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1787 1872
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1790 1875
1791 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1792 1877
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
1795 return 1; 1880 return 1;
1796 } 1881
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1885
1801 tmp->direction=dir; 1886 tmp->direction = dir;
1802 tmp->invisible=1; 1887 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1888
1889 tmp->insert_at (op, op);
1804 return 1; 1890 return 1;
1805} 1891}
1806 1892
1807 1893
1808/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
1809 * function. 1895 * function.
1810 */ 1896 */
1897int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1898cast_light (object *op, object *caster, object *spell, int dir)
1899{
1812 object *target=NULL,*tmp=NULL; 1900 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1901 sint16 x, y;
1814 int dam, mflags; 1902 int dam, mflags;
1815 mapstruct *m; 1903 maptile *m;
1816 1904
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1906
1819 if(!dir) { 1907 if (!dir)
1908 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1910 return 0;
1822 } 1911 }
1823 1912
1824 x=op->x+freearr_x[dir]; 1913 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1914 y = op->y + freearr_y[dir];
1826 m = op->map; 1915 m = op->map;
1827 1916
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1917 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1918
1830 if (mflags & P_OUT_OF_MAP) { 1919 if (mflags & P_OUT_OF_MAP)
1920 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1922 return 0;
1833 } 1923 }
1834 1924
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head)
1839 if(target->head) target = target->head; 1932 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1933 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1934 return 1; /* one success only! */
1842 } 1935 }
1843 } 1936 }
1844 1937
1845 /* no live target, perhaps a wall is in the way? */ 1938 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1942 return 0;
1849 } 1943 }
1850 1944
1851 /* ok, looks groovy to just insert a new light on the map */ 1945 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1946 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1947 if (!tmp)
1948 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1950 return 0;
1856 } 1951 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1953 if (tmp->glow_radius)
1954 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1955 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; 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1958 }
1862 tmp->x=x; 1959
1863 tmp->y=y; 1960 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1961 return 1;
1866} 1962}
1867
1868
1869
1870 1963
1871/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone. 1965 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction 1966 * 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 1967 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1876 */ 1969 */
1877 1970int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1972{
1879 sint16 x,y; 1973 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 1975 object *walk;
1882 mapstruct *m; 1976 maptile *m;
1883 1977
1884 x = op->x; 1978 x = op->x;
1885 y = op->y; 1979 y = op->y;
1886 1980
1887 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 1982 * direction the player is pointing.
1889 */ 1983 */
1984 if (!dir)
1890 if (!dir) dir=op->facing; 1985 dir = op->facing;
1986
1987 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
1892 1989
1893 /* Calculate these once here */ 1990 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 1992 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 1993 dur_mod = SP_level_duration_adjust (caster, spell);
1897 1994
1898 /* search in a line for a victim */ 1995 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 1996 for (i = 1; i < range; i++)
1997 {
1900 x = op->x + i * freearr_x[dir]; 1998 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 1999 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2000 m = op->map;
1903 2001
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2002 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2003
1906 if (mflags & P_OUT_OF_MAP) return 0; 2004 if (mflags & P_OUT_OF_MAP)
2005 return 0;
1907 2006
1908 /* don't go through walls - presume diseases are airborne */ 2007 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2008 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2009 return 0;
1910 2010
1911 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2012 if (mflags & P_IS_ALIVE)
2013 {
1913 /* search this square for a victim */ 2014 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2015 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 */ 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2017 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
1917 2019
1918 set_owner(disease,op); 2020 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2023 disease->level = caster_level (caster, spell);
1922 2024
1923 /* do level adjustments */ 2025 /* do level adjustments */
1924 if(disease->stats.wc) 2026 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2027 disease->stats.wc += dur_mod / 2;
1926 2028
1927 if(disease->magic> 0) 2029 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2030 disease->magic += dur_mod / 8;
1929 2031
1930 if(disease->stats.maxhp>0) 2032 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
1932 2034
1933 if(disease->stats.maxgrace>0) 2035 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2036 disease->stats.maxgrace += dur_mod;
1935 2037
1936 if(disease->stats.dam) { 2038 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 2039 {
1953 if(disease->stats.ac) 2040 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2041 disease->stats.dam += dam_mod;
1955 2042 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2043 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 } 2044 }
1978 free_object(disease); 2045
2046 if (disease->last_sp)
2047 {
2048 disease->last_sp -= 2 * dam_mod;
2049 if (disease->last_sp < 1)
2050 disease->last_sp = 1;
1979 } 2051 }
2052
2053 if (disease->stats.maxsp)
2054 {
2055 if (disease->stats.maxsp > 0)
2056 disease->stats.maxsp += dam_mod;
2057 else
2058 disease->stats.maxsp -= dam_mod;
2059 }
2060
2061 if (disease->stats.ac)
2062 disease->stats.ac += dam_mod;
2063
2064 if (disease->last_eat)
2065 disease->last_eat -= dam_mod;
2066
2067 if (disease->stats.hp)
2068 disease->stats.hp -= dam_mod;
2069
2070 if (disease->stats.sp)
2071 disease->stats.sp -= dam_mod;
2072
2073 if (infect_object (walk, disease, 1))
2074 {
2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2076
2077 disease->destroy (); /* don't need this one anymore */
2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2079 return 1;
2080 }
2081
2082 disease->destroy ();
2083 }
1980 } /* if living creature */ 2084 } /* if living creature */
1981 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2088 return 1;
1984} 2089}

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