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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.54 by root, Wed Apr 30 10:31:04 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 1.1 2006/08/13 17:16:04 elmex 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
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
410 object *env = op->outer_env ();
392 411
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy ();
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy ();
407 free_object (op); 425 return;
408 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)
409 } 432 {
433 op->destroy ();
434 return;
435 }
410 436
411 if (op->attacktype) { 437 if (op->attacktype)
438 {
412 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 440 if (op->destroyed ())
414 return; 441 return;
415 } 442 }
416 443
417 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
419 446
420 copy_owner (tmp, op); 447 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 449
424 owner = get_owner(op); 450 owner = op->owner;
451
425 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))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 453 {
431 tmp->x = op->x; 454 op->destroy ();
432 tmp->y = op->y; 455 return;
456 }
433 457
434 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
436 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 462 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 464 tmp->duration = op->duration;
440 } else { 465 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
442 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 476 * the count of the parent should work fine.
448 */ 477 */
449 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
450 } 479 }
451 480
452 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
455 484
456 /* Prevent recursion */ 485 /* Prevent recursion */
457 op->move_on = 0; 486 op->move_on = 0;
458 487
459 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
460 /* remove the firebullet */ 491 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 492 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 493}
466
467
468 494
469/* 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
470 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
471 */ 497 */
472 498void
473void check_bullet(object *op) 499check_bullet (object *op)
474{ 500{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 501 object *tmp;
477 int dam, mflags; 502 int dam, mflags;
478 mapstruct *m; 503 maptile *m;
479 sint16 sx, sy; 504 sint16 sx, sy;
480 505
481 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);
482 507
483 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)))
484 return; 509 return;
485 510
486 if (op->other_arch) { 511 if (op->other_arch)
512 {
487 /* explode object will also remove op */ 513 /* explode object will also remove op */
488 explode_bullet (op); 514 explode_bullet (op);
489 return; 515 return;
490 } 516 }
491 517
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 519 if (!(mflags & P_IS_ALIVE))
520 return;
494 521
495 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)
496 { 523 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 525 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 528 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 530 {
505 free_object(op); 531 op->destroy ();
506 return; 532 return;
507 } 533 }
508 } 534 }
509 } 535 }
510 } 536 }
511} 537}
512
513 538
514/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 540 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
518 */ 543 */
519 544void
520void move_bullet(object *op) 545move_bullet (object *op)
521{ 546{
522 sint16 new_x, new_y; 547 sint16 new_x, new_y;
523 int mflags; 548 int mflags;
524 mapstruct *m; 549 maptile *m;
525 550
526#if 0 551#if 0
527 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
528 553
529 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
532 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
534 return; 560 return;
535 } /* end addition. */ 561 } /* end addition. */
536#endif 562#endif
537 563
538 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
540 if (op->other_arch) { 567 if (op->other_arch)
541 explode_bullet (op); 568 explode_bullet (op);
542 } else { 569 else
543 remove_ob (op); 570 op->destroy ();
544 free_object (op); 571
545 }
546 return; 572 return;
547 } 573 }
548 574
549 new_x = op->x + DIRX(op); 575 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 576 new_y = op->y + DIRY (op);
551 m = op->map; 577 m = op->map;
552 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);
553 579
554 if (mflags & P_OUT_OF_MAP) { 580 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 581 {
556 free_object (op); 582 op->destroy ();
557 return; 583 return;
558 } 584 }
559 585
560 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 {
561 if (op->other_arch) { 588 if (op->other_arch)
562 explode_bullet (op); 589 explode_bullet (op);
563 } else { 590 else
564 remove_ob (op); 591 op->destroy ();
565 free_object (op); 592
566 }
567 return; 593 return;
568 } 594 }
569 595
570 remove_ob (op); 596 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 597 return;
575 598
576 if (reflwall (op->map, op->x, op->y, op)) { 599 if (reflwall (op->map, op->x, op->y, op))
600 {
577 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 602 update_turn_face (op);
579 } else { 603 }
604 else
580 check_bullet (op); 605 check_bullet (op);
581 }
582} 606}
583
584
585
586 607
587/* fire_bullet 608/* fire_bullet
588 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
591 * spob->attacktype. 612 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
593 * pointers. 614 * pointers.
594 */ 615 */
595 616int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 617fire_bullet (object *op, object *caster, int dir, object *spob)
618{
597 object *tmp=NULL; 619 object *tmp = NULL;
598 int mflags; 620 int mflags;
599 621
600 if (!spob->other_arch) 622 if (!spob->other_arch)
601 return 0; 623 return 0;
602 624
603 tmp=arch_to_object(spob->other_arch); 625 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 626 if (tmp == NULL)
605 return 0; 627 return 0;
606 628
607 /* peterm: level dependency for bolts */ 629 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 631 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 632 if (spob->slaying)
633 tmp->slaying = spob->slaying;
611 634
612 tmp->range = 50; 635 tmp->range = 50;
613 636
614 /* Need to store duration/range for the ball to use */ 637 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 641
619 tmp->direction=dir; 642 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 644 SET_ANIMATION (tmp, dir);
622 645
623 set_owner(tmp,op); 646 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
625 648
626 tmp->x=op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 651 tmp->map = op->map;
629 652
653 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 655 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 656 {
657 tmp->destroy ();
658 return 0;
659 }
660
661 tmp->map = newmap;
662
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 666 {
667 tmp->destroy ();
638 return 0; 668 return 0;
639 } 669 }
640 tmp->x=op->x; 670
641 tmp->y=op->y; 671 tmp->x = op->x;
672 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 673 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 674 tmp->map = op->map;
644 } 675 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 676
677 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 678 check_bullet (tmp);
647 } 679
648 return 1; 680 return 1;
649} 681}
650
651
652
653 682
654/***************************************************************************** 683/*****************************************************************************
655 * 684 *
656 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
657 * 686 *
658 *****************************************************************************/ 687 *****************************************************************************/
659 688
660
661/* 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
662void cone_drop(object *op) { 691cone_drop (object *op)
692{
663 object *new_ob = arch_to_object(op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
664 694
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 695 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 696 new_ob->set_owner (op->owner);
669 697
670 /* preserve skill ownership */ 698 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 699 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 700 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 701
674 } 702 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 703}
678 704
679/* 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 */
680 706
707void
681void move_cone(object *op) { 708move_cone (object *op)
709{
682 int i; 710 int i;
683 tag_t tag;
684 711
685 /* 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 */
686 if (! op->map) { 713 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
693 719
694 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
696 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
697 return; 724 return;
698 } 725 }
699 726
700#if 0 727#if 0
701 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 729 * when their cone dies when they die.
703 */ 730 */
704 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
706 remove_ob(op); 733 {
707 free_object(op); 734 op->destroy ();
708 return; 735 return;
709 } 736 }
710#endif 737#endif
711 738
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
714 740
715 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
717 * degree. 743 * degree.
718 */ 744 */
745 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 746 check_spell_knockback (op);
720 747
721 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
749 return;
750
751 if ((op->duration--) < 0)
752 {
753 op->destroy ();
722 return; 754 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 755 }
729 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 757 * any further. When the duration above expires,
731 * then the object will get removed. 758 * then the object will get removed.
732 */ 759 */
733 if (--op->range < 0) { 760 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 761 {
762 op->range = 0; /* just so it doesn't wrap */
763 return;
764 }
737 765
738 for(i= -1;i<2;i++) { 766 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 767 {
740 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)];
741 769
742 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))
743 object *tmp=get_object(); 771 {
744 copy_object(op, tmp); 772 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 773
748 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
749 775
750 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 778
753 if (tmp->other_arch) cone_drop(tmp); 779 op->map->insert (tmp, x, y, op);
754 } 780
781 if (tmp->other_arch)
782 cone_drop (tmp);
783 }
755 } 784 }
756} 785}
757 786
758/* cast_cone: casts a cone spell. 787/* cast_cone: casts a cone spell.
759 * op: person firing the object. 788 * op: person firing the object.
761 * dir: direction to fire in. 790 * dir: direction to fire in.
762 * 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
763 * to fire. 792 * to fire.
764 * returns 0 on failure, 1 on success. 793 * returns 0 on failure, 1 on success.
765 */ 794 */
795int
766int cast_cone(object *op, object *caster,int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
767{ 797{
768 object *tmp; 798 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 799 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 800 maptile *m;
771 sint16 sx, sy; 801 sint16 sx, sy;
772 MoveType movetype; 802 MoveType movetype;
773 803
774 if (!spell->other_arch) return 0; 804 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 805 return 0;
806
807 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
810 return 0;
811 }
782 812
783 if(!dir) { 813 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 814 {
815 range_min = 0;
816 range_max = 8;
817 }
787 818
788 /* 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
789 * 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
790 * insert it into is blocked. 821 * insert it into is blocked.
791 */ 822 */
792 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
793 824
794 for(i=range_min;i<=range_max;i++) { 825 for (i = range_min; i <= range_max; i++)
826 {
795 sint16 x,y, d; 827 sint16 x, y, d;
796 828
797 /* We can't use absdir here, because it never returns 829 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 832 * to hit that person.
801 */ 833 */
802 d = dir + i; 834 d = dir + i;
803 while (d < 0) d+=8; 835 while (d < 0)
804 while (d > 8) d-=8; 836 d += 8;
837 while (d > 8)
838 d -= 8;
805 839
806 /* 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.
807 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 845 * for the rune code.
812 */ 846 */
813 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 848 {
815 else continue; 849 if (dir != 0)
816 } 850 d = 8;
851 else
852 continue;
853 }
817 854
818 x = op->x+freearr_x[d]; 855 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 856 y = op->y + freearr_y[d];
820 857
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 859 continue;
823 860
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 862 continue;
826 863
827 success=1; 864 success = 1;
828 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 866 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
835 870
836 /* holy word stuff */ 871 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
839 } 874 return 0;
840 875
841 if(dir) 876 if (dir)
842 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
843 else 878 else
844 tmp->stats.sp=i; 879 tmp->stats.sp = i;
845 880
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 882
848 /* 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 */
849 if (dir == 0) { 884 if (dir == 0)
885 {
850 tmp->range /= 4; 886 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
852 } 888 tmp->range = 2;
889 }
890
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 893
856 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 {
859 else 897 if (caster->type == PLAYER)
898 tmp->duration += fear_bonus[caster->stats.Cha];
899 else
860 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
861 } 901 }
902
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 {
864 else 905 if (caster->type == PLAYER)
906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
907 else
865 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
866 } 909 }
867 910
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 913
873 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 916
917 m->insert (tmp, sx, sy, op);
918
880 /* 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
881 * a single space too many times. 920 * a single space too many times.
882 */ 921 */
883 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
884 923
885 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
886 } 926 }
927
887 return success; 928 return success;
888} 929}
889 930
890/**************************************************************************** 931/****************************************************************************
891 * 932 *
892 * BOMB related code 933 * BOMB related code
893 * 934 *
894 ****************************************************************************/ 935 ****************************************************************************/
895 936
896
897/* This handles an exploding bomb. 937/* This handles an exploding bomb.
898 * op is the original bomb object. 938 * op is the original bomb object.
899 */ 939 */
940void
900void animate_bomb(object *op) { 941animate_bomb (object *op)
901 int i; 942{
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 944 return;
907 945
908 env = object_get_env_recursive(op); 946 object *env = op->outer_env ();
909 947
910 if (op->env) { 948 if (op->env)
949 {
911 if (env->map == NULL) 950 if (env->map == NULL)
912 return; 951 return;
913 952
914 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
915 esrv_del_item(env->contr, op->count); 954 return;
955 }
916 956
917 remove_ob(op); 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
918 op->x = env->x; 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
919 op->y = env->y; 959 // as bombs can be carried.
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
961 {
962 op->destroy ();
921 return; 963 return;
922 } 964 }
923 965
924 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 968 * so just set up the appropriate values.
927 */ 969 */
928 at = find_archetype(SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 971 {
930 for(i=1;i<9;i++) { 972 for (int i = 1; i < 9; i++)
973 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 975 continue;
933 tmp = arch_to_object(at); 976
977 object *tmp = arch_to_object (at);
934 tmp->direction = i; 978 tmp->direction = i;
935 tmp->range = op->range; 979 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 981 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 983 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 984 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 985 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 986
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
988 SET_ANIMATION (tmp, i);
989
990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
991 move_bullet (tmp);
992 }
943 } 993 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 994
953 explode_bullet(op); 995 explode_bullet (op);
954} 996}
955 997
998int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 999create_bomb (object *op, object *caster, int dir, object *spell)
957 1000{
958 object *tmp; 1001 object *tmp;
959 int mflags; 1002 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1004 maptile *m;
962 1005
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1008 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1010 return 0;
967 } 1011 }
1012
968 tmp=arch_to_object(spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
969 1014
970 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1019 tmp->attacktype = spell->attacktype;
975 1020
976 set_owner(tmp,op); 1021 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1022 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1023
979 tmp->y=dy; 1024 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1025 return 1;
982} 1026}
983 1027
984/**************************************************************************** 1028/****************************************************************************
985 * 1029 *
986 * smite related spell code. 1030 * smite related spell code.
994 * dir is the direction to look in. 1038 * dir is the direction to look in.
995 * range is how far out to look. 1039 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
998 */ 1042 */
999 1043object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1044get_pointed_target (object *op, int dir, int range, int type)
1045{
1001 object *target; 1046 object *target;
1002 sint16 x,y; 1047 sint16 x, y;
1003 int dist, mflags; 1048 int dist, mflags;
1004 mapstruct *mp; 1049 maptile *mp;
1005 1050
1006 if (dir==0) return NULL; 1051 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1052 return NULL;
1028}
1029 1053
1054 for (dist = 1; dist < range; dist++)
1055 {
1056 x = op->x + freearr_x[dir] * dist;
1057 y = op->y + freearr_y[dir] * dist;
1058 mp = op->map;
1059 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1060
1061 if (mflags & P_OUT_OF_MAP)
1062 return NULL;
1063 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1064 return NULL;
1065 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1066 return NULL;
1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1068 return NULL;
1069
1070 if (mflags & P_IS_ALIVE)
1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1073 return target;
1074 }
1075
1076 return NULL;
1077}
1030 1078
1031/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1033 * usual params - 1081 * usual params -
1034 * op = player 1082 * op = player
1035 * caster = object casting the spell. 1083 * caster = object casting the spell.
1036 * dir = direction being cast 1084 * dir = direction being cast
1037 * spell = spell object 1085 * spell = spell object
1038 */ 1086 */
1039 1087int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1089{
1041 object *effect, *target; 1090 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1091 object *god = find_god (determine_god (op));
1043 int range; 1092 int range;
1044 1093
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1094 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1095 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1096
1048 /* Bunch of conditions for casting this spell. Note that only 1097 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1098 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1099 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1100 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1101 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1102 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1103 * can't be friendly to your god.
1055 */ 1104 */
1056 1105
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1107 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1108 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1109 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1111 return 0;
1063 } 1112 }
1064 1113
1065 if (spell->other_arch) 1114 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1115 effect = arch_to_object (spell->other_arch);
1067 else 1116 else
1068 return 0; 1117 return 0;
1069 1118
1070 /* tailor the effect by priest level and worshipped God */ 1119 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1120 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1121 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 {
1074 if(tailor_god_spell(effect,op)) 1124 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1126 else
1127 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1129 return 0;
1080 } 1130 }
1081 } 1131 }
1082 1132
1083 /* size of the area of destruction */ 1133 /* size of the area of destruction */
1084 effect->range=spell->range + 1134 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1135 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1136
1089 if (effect->attacktype & AT_DEATH) { 1137 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1138 {
1091 SP_level_dam_adjust(caster,spell); 1139 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1140
1093 /* casting death spells at undead isn't a good thing */ 1141 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1142 if (QUERY_FLAG (target, FLAG_UNDEAD))
1143 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1144 if (random_roll (0, 2, op, PREFER_LOW))
1145 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1146 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1147 effect->x = op->x;
1098 effect->y=op->y; 1148 effect->y = op->y;
1099 } else { 1149 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1150 else
1101 query_name(target)); 1151 {
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1153 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1154 effect->destroy ();
1104 return 0; 1155 return 0;
1156 }
1157 }
1105 } 1158 }
1106 } 1159 else
1107 } else { 1160 {
1108 /* how much woe to inflict :) */ 1161 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1162 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1163 }
1112 1164
1113 set_owner(effect,op); 1165 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1166 set_spell_skill (op, caster, spell, effect);
1115 1167
1116 /* ok, tell it where to be, and insert! */ 1168 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1169 effect->insert_at (target, op);
1118 effect->y=target->y; 1170
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1171 return 1;
1122} 1172}
1123
1124 1173
1125/**************************************************************************** 1174/****************************************************************************
1126 * 1175 *
1127 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1128 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1178 * code here is just to move the missile.
1130 ****************************************************************************/ 1179 ****************************************************************************/
1131 1180
1132/* op is a missile that needs to be moved */ 1181/* op is a missile that needs to be moved */
1182void
1133void move_missile(object *op) { 1183move_missile (object *op)
1184{
1134 int i, mflags; 1185 int i, mflags;
1135 object *owner; 1186 object *owner;
1136 sint16 new_x, new_y; 1187 sint16 new_x, new_y;
1137 mapstruct *m; 1188 maptile *m;
1138 1189
1139 if (op->range-- <=0) { 1190 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1191 {
1192 op->destroy ();
1193 return;
1194 }
1144 1195
1145 owner = get_owner(op); 1196 owner = op->owner;
1146#if 0 1197#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1198 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1199 * monster that are then killed would continue to survive
1149 */ 1200 */
1150 if (owner == NULL) { 1201 if (owner == NULL)
1151 remove_ob(op); 1202 {
1152 free_object(op); 1203 op->destroy ();
1153 return; 1204 return;
1154 } 1205 }
1155#endif 1206#endif
1156 1207
1157 new_x = op->x + DIRX(op); 1208 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1209 new_y = op->y + DIRY (op);
1159 1210
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1212
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1164 tag_t tag = op->count; 1214 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1168 */ 1218 */
1169 if ( ! was_destroyed (op, tag)) { 1219 if (!op->destroyed ())
1170 remove_ob (op); 1220 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1221
1176 remove_ob(op); 1222 return;
1223 }
1224
1225 op->remove ();
1226
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1228 {
1181 op->x = new_x; 1229 op->destroy ();
1182 op->y = new_y; 1230 return;
1183 op->map = m; 1231 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1232
1233 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1234 if (i > 0 && i != op->direction)
1235 {
1186 op->direction=i; 1236 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1237 SET_ANIMATION (op, op->direction);
1188 } 1238 }
1189 insert_ob_in_map(op,op->map,op,0); 1239
1240 m->insert (op, new_x, new_y, op);
1190} 1241}
1191 1242
1192/**************************************************************************** 1243/****************************************************************************
1193 * Destruction 1244 * Destruction
1194 ****************************************************************************/ 1245 ****************************************************************************/
1246
1195/* make_object_glow() - currently only makes living objects glow. 1247/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1200 */ 1252 */
1201 1253int
1202int make_object_glow(object *op, int radius, int time) { 1254make_object_glow (object *op, int radius, int time)
1203 object *tmp; 1255{
1204
1205 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1258 return 0;
1208 1259
1209 tmp=get_archetype(FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1262 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1264 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1267
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1221 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1223 1272
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1; 1273 return 1;
1230} 1274}
1231 1275
1232 1276int
1233
1234
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1277cast_destruction (object *op, object *caster, object *spell_ob)
1278{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1280 sint16 sx, sy;
1238 mapstruct *m; 1281 maptile *m;
1239 object *tmp; 1282 object *tmp;
1240 const char *skill; 1283 const char *skill;
1241 1284
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1289 friendly = 1;
1246 1290
1247 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1293 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1294 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1295 * the full share string/free_string route.
1252 */ 1296 */
1253 skill = op->skill; 1297 skill = op->skill;
1298 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1299 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1300 else if (caster->skill)
1301 op->skill = caster->skill;
1302 else
1256 else op->skill = NULL; 1303 op->skill = NULL;
1257 1304
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1259 1306
1260 for(i= -range; i<range; i++) { 1307 for (i = -range; i < range; i++)
1308 {
1261 for(j=-range; j<range ; j++) { 1309 for (j = -range; j < range; j++)
1310 {
1262 m = op->map; 1311 m = op->map;
1263 sx = op->x + i; 1312 sx = op->x + i;
1264 sy = op->y + j; 1313 sy = op->y + j;
1314
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1267 if (mflags & P_IS_ALIVE) { 1319 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1320 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1323 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1324
1325 if (tmp)
1326 {
1327 if (tmp->head)
1328 tmp = tmp->head;
1329
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1332 {
1333 if (spell_ob->subtype == SP_DESTRUCTION)
1334 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1336 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1338 }
1281 tmp->y = sy; 1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1340 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1343 }
1290 effect->y = sy; 1344 }
1291 insert_ob_in_map(effect, m, op, 0); 1345 }
1292 } 1346 }
1293 } 1347 }
1294 }
1295 }
1296 } 1348 }
1297 } 1349
1298 }
1299 op->skill = skill; 1350 op->skill = skill;
1300 return 1; 1351 return 1;
1301} 1352}
1302 1353
1303/*************************************************************************** 1354/***************************************************************************
1304 * 1355 *
1305 * CURSE 1356 * CURSE
1306 * 1357 *
1307 ***************************************************************************/ 1358 ***************************************************************************/
1308 1359
1360int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1361cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{
1310 object *god = find_god(determine_god(op)); 1363 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1364 object *tmp, *force;
1312 1365
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1366 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1367 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1368 {
1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1370 return 0;
1371 }
1320 1372
1373 tmp = tmp->head_ ();
1374
1321 /* If we've already got a force of this type, don't add a new one. */ 1375 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1376 for (force = tmp->inv; force; force = force->below)
1377 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1379 {
1324 if (force->name == spell_ob->name) { 1380 if (force->name == spell_ob->name)
1325 break; 1381 {
1326 } 1382 break;
1383 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1384 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1385 {
1329 "You can not cast %s while %s is in effect", 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1387 return 0;
1331 return 0; 1388 }
1389 }
1332 } 1390 }
1333 } 1391
1392 if (!force)
1334 } 1393 {
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name); 1396
1340 if (spell_ob->race) 1397 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1398 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1399 else
1400 force->name = spell_ob->name;
1401
1402 force->name_pl = spell_ob->name;
1403
1404 }
1405 else
1406 {
1348 int duration; 1407 int duration;
1349 1408
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1409 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1410 if (duration > force->duration)
1411 {
1352 force->duration = duration; 1412 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1414 }
1415 else
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1417
1357 return 1; 1418 return 1;
1358 } 1419 }
1420
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1422 force->speed = 1.f;
1361 force->speed_left = -1.0; 1423 force->speed_left = -1.f;
1362 SET_FLAG(force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1363 1425
1364 if(god) { 1426 if (god)
1427 {
1365 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1429 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1431 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1432 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1433 }
1371 } else 1434 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1436
1374 1437
1375 if(tmp!=op && op->type==PLAYER) 1438 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1440
1378 force->stats.ac = spell_ob->stats.ac; 1441 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1442 force->stats.wc = spell_ob->stats.wc;
1380 1443
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1444 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1445 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1446 tmp->update_stats ();
1384 return 1; 1447 return 1;
1385 1448
1386} 1449}
1387
1388 1450
1389/********************************************************************** 1451/**********************************************************************
1390 * mood change 1452 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it 1453 * Arguably, this may or may not be an attack spell. But since it
1392 * effects monsters, it seems best to put it into this file 1454 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/ 1455 ***********************************************************************/
1394 1456
1395/* This covers the various spells that change the moods of monsters - 1457/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1458 * makes them angry, peacful, friendly, etc.
1397 */ 1459 */
1460int
1398int mood_change(object *op, object *caster, object *spell) { 1461mood_change (object *op, object *caster, object *spell)
1462{
1399 object *tmp, *god, *head; 1463 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1464 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1465 sint16 x, y, nx, ny;
1402 mapstruct *m; 1466 maptile *m;
1403 const char *race; 1467 const char *race;
1404 1468
1405 /* We precompute some values here so that we don't have to keep 1469 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1470 * doing it over and over again.
1407 */ 1471 */
1408 god=find_god(determine_god(op)); 1472 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1473 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1474 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1475
1412 /* On the bright side, no monster should ever have a race of GOD_... 1476 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1477 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1478 * won't ever match anything.
1415 */ 1479 */
1416 if (!spell->race) race=NULL; 1480 if (!spell->race)
1481 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1482 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1483 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1484 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1485 race = god->race;
1486 else
1419 else race = spell->race; 1487 race = spell->race;
1420
1421 1488
1422 for (x = op->x - range; x <= op->x + range; x++) 1489 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1490 for (y = op->y - range; y <= op->y + range; y++)
1424 1491 {
1425 done_one=0; 1492 done_one = 0;
1426 m = op->map; 1493 m = op->map;
1427 nx = x; 1494 nx = x;
1428 ny = y; 1495 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1431 1499
1432 /* If there is nothing living on this space, no need to go further */ 1500 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1501 if (!(mflags & P_IS_ALIVE))
1502 continue;
1434 1503
1504 // players can only affect spaces that they can actually see
1505 if (caster && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70)
1507 continue;
1508
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1510 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1511 break;
1437 1512
1438 /* There can be living objects that are not monsters */ 1513 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1514 if (!tmp || tmp->type == PLAYER)
1515 continue;
1440 1516
1441 /* Only the head has meaningful data, so resolve to that */ 1517 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1518 if (tmp->head)
1443 else head=tmp; 1519 head = tmp->head;
1520 else
1521 head = tmp;
1444 1522
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1524 if (race && head->race && !strstr (race, head->race))
1525 continue;
1526
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue;
1448 1529
1449 /* Now do a bunch of stuff related to saving throws */ 1530 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1531 best_at = -1;
1451 if (spell->attacktype) { 1532 if (spell->attacktype)
1533 {
1452 for (at=0; at < NROFATTACKS; at++) 1534 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1535 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1536 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at;
1455 1538
1456 if (best_at == -1) at=0; 1539 if (best_at == -1)
1540 at = 0;
1457 else { 1541 else
1542 {
1458 if (head->resist[best_at] == 100) continue; 1543 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1544 continue;
1460 } 1545 else
1546 at = head->resist[best_at] / 5;
1547 }
1461 at -= level / 5; 1548 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1549 if (did_make_save (head, head->level, at))
1463 } 1550 continue;
1551 }
1464 else /* spell->attacktype */ 1552 else /* spell->attacktype */
1553 {
1465 /* 1554 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1555 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1556 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1558
1470 The chance will then be in the range [20-70] percent, not too bad. 1559 The chance will then be in the range [20-70] percent, not too bad.
1471 1560
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1561 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1562 charm a level 125 monster...
1474 1563
1475 Ryo, august 14th 1564 Ryo, august 14th
1476 */ 1565 */
1477 {
1478 if ( head->level > level ) continue; 1566 if (head->level > level)
1567 continue;
1568
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1570 /* Failed, no effect */
1481 continue; 1571 continue;
1482 } 1572 }
1483 1573
1484 /* Done with saving throw. Now start effecting the monster */ 1574 /* Done with saving throw. Now start affecting the monster */
1485 1575
1486 /* aggravation */ 1576 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1577 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1579 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1580 remove_friendly_object (head);
1581 done_one = 1;
1582 head->enemy = op;
1583 }
1491 1584
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */ 1585 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1588 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1589 head->enemy = NULL;
1500 done_one = 1; 1590 done_one = 1;
1501 } 1591 }
1502 1592
1503 /* berserk monsters */ 1593 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 {
1505 SET_FLAG(head, FLAG_BERSERK); 1596 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1597 done_one = 1;
1507 } 1598 }
1599
1508 /* charm */ 1600 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1609 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1611 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1612 head->attack_movement = PETMOVE;
1519 done_one = 1; 1613 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1615 head->stats.exp = 0;
1522 } 1616 }
1523 1617
1524 /* If a monster was effected, put an effect in */ 1618 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1619 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1621 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1622
1533 return 1; 1623 return 1;
1534} 1624}
1535 1625
1536 1626
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1627/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1628 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1629 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1630 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1631 * note that duration is handled by process_object() in time.c
1542 */ 1632 */
1543 1633
1634void
1544void move_ball_spell(object *op) { 1635move_ball_spell (object *op)
1636{
1545 int i,j,dam_save,dir, mflags; 1637 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1638 sint16 nx, ny, hx, hy;
1547 object *owner; 1639 object *owner;
1548 mapstruct *m; 1640 maptile *m;
1549 1641
1550 owner = get_owner(op); 1642 owner = op->owner;
1551 1643
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1644 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1645 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1646 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1647 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1648 * deviations.
1557 */ 1649 */
1558 1650
1559 dir = 0; 1651 dir = 0;
1560 if(!(rndm(0, 3))) 1652 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1653 j = rndm (0, 1);
1562 else j=0; 1654 else
1655 j = 0;
1563 1656
1564 for(i = 1; i < 9; i++) { 1657 for (i = 1; i < 9; i++)
1658 {
1565 /* i bit 0: alters sign of offset 1659 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1660 * other bits (i / 2): absolute value of offset
1567 */ 1661 */
1568 1662
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1664 int tmpdir = absdir (op->direction + offset);
1571 1665
1572 nx = op->x + freearr_x[tmpdir]; 1666 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1667 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1668 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1669 {
1576 dir = tmpdir; 1670 dir = tmpdir;
1577 break; 1671 break;
1578 } 1672 }
1579 } 1673 }
1580 if (dir == 0) { 1674 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1675 {
1676 nx = op->x;
1677 ny = op->y;
1678 m = op->map;
1679 }
1585 1680
1586 remove_ob(op); 1681 m->insert (op, nx, ny, op);
1587 op->y=ny; 1682
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1684 surrounding squares */
1593 1685
1594 /* loop over current square and neighbors to hit. 1686 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1688 * the surround spaces.
1597 */ 1689 */
1598 for(j=0;j<9;j++) { 1690 for (j = 0; j < 9; j++)
1599 object *new_ob; 1691 {
1600
1601 hx = nx+freearr_x[j]; 1692 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1693 hy = ny + freearr_y[j];
1603 1694
1604 m = op->map; 1695 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1697
1607 if (mflags & P_OUT_OF_MAP) continue; 1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1608 1700
1609 /* first, don't ever, ever hit the owner. Don't hit out 1701 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1702 * of the map either.
1611 */ 1703 */
1612 1704
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1706 {
1707 if (j)
1708 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1709 hit_map (op, j, op->attacktype, 1);
1616 1710
1617 } 1711 }
1618 1712
1619 /* insert the other arch */ 1713 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1621 new_ob = arch_to_object(op->other_arch); 1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1716 }
1627 1717
1628 /* restore to the center location and damage*/ 1718 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1719 op->stats.dam = dam_save;
1630 1720
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1721 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1722
1633 if(i>=0) { /* we have a preferred direction! */ 1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1725 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1729
1639 op->direction=i; 1730 op->direction = i;
1640 } 1731 }
1641} 1732}
1642 1733
1643 1734
1644/* move_swarm_spell: peterm 1735/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1738 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1739 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1740 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1741 */
1651 1742
1743void
1652void move_swarm_spell(object *op) 1744move_swarm_spell (object *op)
1653{ 1745{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1746#if 0
1676 // this is bogus: it causes wrong places to be checked below 1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1749 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1750 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1751 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1752#endif
1753 int basedir;
1754 object *owner;
1723 1755
1756 owner = op->owner;
1757 if (op->duration == 0 || owner == NULL)
1758 {
1759 op->destroy ();
1760 return;
1761 }
1762
1763 op->duration--;
1764
1765 basedir = op->direction;
1766 if (basedir == 0)
1767 {
1768 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8);
1770 }
1771
1772#if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1724 /* spell pointer is set up for the spell this casts. Since this 1809 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1810 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1811 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1812 * do some sanity checking anyways.
1728 */ 1813 */
1814
1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1818 {
1819
1820 /* Bullet spells have a bunch more customization that needs to be done */
1821 if (op->spell->subtype == SP_BULLET)
1822 fire_bullet (owner, op, basedir, op->spell);
1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826#endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1730 if (op->spell && op->spell->type == SPELL) 1834 if (op->spell && op->spell->type == SPELL)
1731 { 1835 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1841 }
1738} 1842}
1739 1843
1740 1844
1741 1845
1742 1846
1750 * dir: the direction everything will be fired in 1854 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1855 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1856 * n: the number to be fired.
1753 */ 1857 */
1754 1858
1859int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1860fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1861{
1757 object *tmp; 1862 object *tmp;
1758 int i; 1863 int i;
1759 1864
1760 if (!spell->other_arch) return 0; 1865 if (!spell->other_arch)
1866 return 0;
1761 1867
1762 tmp=get_archetype(SWARM_SPELL); 1868 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1870 set_spell_skill (op, caster, spell, tmp);
1767 1871
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1873 tmp->spell = arch_to_object (spell->other_arch);
1770 1874
1771 tmp->attacktype = tmp->spell->attacktype; 1875 tmp->attacktype = tmp->spell->attacktype;
1772 1876
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1878 if (!tailor_god_spell (tmp, op))
1775 return 1; 1879 return 1;
1776 } 1880
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1882 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1884
1781 tmp->direction=dir; 1885 tmp->direction = dir;
1782 tmp->invisible=1; 1886 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1887
1888 tmp->insert_at (op, op);
1784 return 1; 1889 return 1;
1785} 1890}
1786 1891
1787 1892
1788/* See the spells documentation file for why this is its own 1893/* See the spells documentation file for why this is its own
1789 * function. 1894 * function.
1790 */ 1895 */
1896int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1897cast_light (object *op, object *caster, object *spell, int dir)
1898{
1792 object *target=NULL,*tmp=NULL; 1899 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1900 sint16 x, y;
1794 int dam, mflags; 1901 int dam, mflags;
1795 mapstruct *m; 1902 maptile *m;
1796 1903
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1905
1799 if(!dir) { 1906 if (!dir)
1907 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1909 return 0;
1802 } 1910 }
1803 1911
1804 x=op->x+freearr_x[dir]; 1912 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1913 y = op->y + freearr_y[dir];
1806 m = op->map; 1914 m = op->map;
1807 1915
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1916 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1917
1810 if (mflags & P_OUT_OF_MAP) { 1918 if (mflags & P_OUT_OF_MAP)
1919 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1921 return 0;
1813 } 1922 }
1814 1923
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1924 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1925 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1927 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1929 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1930 if (target->head)
1931 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1932 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1933 return 1; /* one success only! */
1934 }
1822 } 1935 }
1823 }
1824 1936
1825 /* no live target, perhaps a wall is in the way? */ 1937 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1941 return 0;
1829 } 1942 }
1830 1943
1831 /* ok, looks groovy to just insert a new light on the map */ 1944 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1945 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1946 if (!tmp)
1947 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1949 return 0;
1836 } 1950 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1952 if (tmp->glow_radius)
1953 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1957 }
1842 tmp->x=x; 1958
1843 tmp->y=y; 1959 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1960 return 1;
1846} 1961}
1847
1848
1849
1850 1962
1851/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone. 1964 * player and infects someone.
1853 * op is the player/monster, caster is the object, dir is the direction 1965 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 1966 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1856 */ 1968 */
1857 1969int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
1971{
1859 sint16 x,y; 1972 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 1974 object *walk;
1862 mapstruct *m; 1975 maptile *m;
1863 1976
1864 x = op->x; 1977 x = op->x;
1865 y = op->y; 1978 y = op->y;
1866 1979
1867 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 1981 * direction the player is pointing.
1869 */ 1982 */
1983 if (!dir)
1870 if (!dir) dir=op->facing; 1984 dir = op->facing;
1985
1986 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
1872 1988
1873 /* Calculate these once here */ 1989 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 1991 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 1992 dur_mod = SP_level_duration_adjust (caster, spell);
1877 1993
1878 /* search in a line for a victim */ 1994 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 1995 for (i = 1; i < range; i++)
1996 {
1880 x = op->x + i * freearr_x[dir]; 1997 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 1998 y = op->y + i * freearr_y[dir];
1882 m = op->map; 1999 m = op->map;
1883 2000
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2001 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2002
1886 if (mflags & P_OUT_OF_MAP) return 0; 2003 if (mflags & P_OUT_OF_MAP)
2004 return 0;
1887 2005
1888 /* don't go through walls - presume diseases are airborne */ 2006 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2007 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2008 return 0;
1890 2009
1891 /* Only bother looking on this space if there is something living here */ 2010 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2011 if (mflags & P_IS_ALIVE)
2012 {
1893 /* search this square for a victim */ 2013 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2014 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2015 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2016 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2017 object *disease = arch_to_object (spell->other_arch);
1897 2018
1898 set_owner(disease,op); 2019 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2020 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2021 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2022 disease->level = caster_level (caster, spell);
1902 2023
1903 /* do level adjustments */ 2024 /* do level adjustments */
1904 if(disease->stats.wc) 2025 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2026 disease->stats.wc += dur_mod / 2;
1906 2027
1907 if(disease->magic> 0) 2028 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2029 disease->magic += dur_mod / 8;
1909 2030
1910 if(disease->stats.maxhp>0) 2031 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
1912 2033
1913 if(disease->stats.maxgrace>0) 2034 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2035 disease->stats.maxgrace += dur_mod;
1915 2036
1916 if(disease->stats.dam) { 2037 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2038 {
1918 disease->stats.dam += dam_mod; 2039 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2040 disease->stats.dam += dam_mod;
1920 } 2041 else
2042 disease->stats.dam -= dam_mod;
2043 }
1921 2044
1922 if(disease->last_sp) { 2045 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2046 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2047 disease->last_sp -= 2 * dam_mod;
1925 } 2048 if (disease->last_sp < 1)
2049 disease->last_sp = 1;
2050 }
1926 2051
1927 if(disease->stats.maxsp) { 2052 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2053 {
1929 disease->stats.maxsp += dam_mod; 2054 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2055 disease->stats.maxsp += dam_mod;
1931 } 2056 else
1932 2057 disease->stats.maxsp -= dam_mod;
2058 }
2059
1933 if(disease->stats.ac) 2060 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2061 disease->stats.ac += dam_mod;
1935 2062
1936 if(disease->last_eat) 2063 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2064 disease->last_eat -= dam_mod;
1938 2065
1939 if(disease->stats.hp) 2066 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2067 disease->stats.hp -= dam_mod;
1941 2068
1942 if(disease->stats.sp) 2069 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2070 disease->stats.sp -= dam_mod;
1944 2071
1945 if(infect_object(walk,disease,1)) { 2072 if (infect_object (walk, disease, 1))
1946 object *flash; /* visual effect for inflicting disease */ 2073 {
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2075
1950 free_object(disease); /* don't need this one anymore */ 2076 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2077 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1952 flash->x = x; 2078 return 1;
1953 flash->y = y; 2079 }
1954 flash->map = walk->map; 2080
1955 insert_ob_in_map(flash,walk->map,op,0); 2081 disease->destroy ();
1956 return 1; 2082 }
1957 } 2083 } /* if living creature */
1958 free_object(disease); 2084 } /* for range of spaces */
1959 } 2085
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2086 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2087 return 1;
1964} 2088}

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