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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_attack.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 137 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 155 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164 163
164void
165void move_bolt(object *op) { 165move_bolt (object *op)
166 object *tmp; 166{
167 int mflags; 167 int mflags;
168 sint16 x, y; 168 sint16 x, y;
169 mapstruct *m; 169 maptile *m;
170 170
171 if(--(op->duration)<0) { 171 if (--op->duration < 0)
172 remove_ob(op); 172 {
173 free_object(op); 173 op->destroy ();
174 return;
175 }
176
177 hit_map (op, 0, op->attacktype, 1);
178
179 if (!op->direction)
180 return;
181
182 if (--op->range < 0)
183 op->range = 0;
184 else
185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
174 return; 192 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 193
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 194 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 195 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 197 * will be useful.
195 */ 198 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 200 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 202 return;
201 203
202 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 206 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 207 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 208 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 209 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 210 * to the southwest.
209 */ 211 */
210 if(op->direction&1) 212 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 213 op->direction = absdir (op->direction + 4);
212 else { 214 else
215 {
213 int left, right; 216 int left, right;
214 int mflags; 217 int mflags;
215 218
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 220 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 221 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 222 * op->direction-1 or op->direction+1 does not exist.
220 */ 223 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 226
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 228
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 232
230 if(left==right) 233 if (left == right)
231 op->direction=absdir(op->direction+4); 234 op->direction = absdir (op->direction + 4);
232 else if(left) 235 else if (left)
233 op->direction=absdir(op->direction+2); 236 op->direction = absdir (op->direction + 2);
234 else if(right) 237 else if (right)
235 op->direction=absdir(op->direction-2); 238 op->direction = absdir (op->direction - 2);
236 } 239 }
240
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 242 return;
239 } 243 }
244 else
240 else { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 246 object *tmp = op->clone ();
242 copy_object(op,tmp); 247
248 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 249 tmp->speed_left = -0.1f;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 251 tmp->duration++;
248 252
249 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 254 * going off in other directions.
251 */ 255 */
252 256 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 258 forklightning (op, tmp);
255 } 259 }
260
256 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
258 */ 263 */
259 op->range = 0; 264 op->range = 0;
260 } /* copy object and move it along */ 265 } /* copy object and move it along */
261 } /* if move bolt along */ 266 } /* if move bolt along */
262} 267}
263 268
264/* fire_bolt 269/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 273 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
270 * pointers. 275 * pointers.
271 */ 276 */
272 277int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
274 object *tmp=NULL; 280 object *tmp = NULL;
275 int mflags; 281 int mflags;
276 282
277 if (!spob->other_arch) 283 if (!spob->other_arch)
278 return 0; 284 return 0;
279 285
280 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 287 if (tmp == NULL)
282 return 0; 288 return 0;
283 289
284 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
293 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 294 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
292 299
293 tmp->direction=dir; 300 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
296 303
297 set_owner(tmp,op); 304 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
299 306
300 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 309 tmp->map = op->map;
303 310
311 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 314 {
315 tmp->destroy ();
307 return 0; 316 return 0;
308 } 317 }
318
319 tmp->map = newmap;
320
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 324 {
325 tmp->destroy ();
312 return 0; 326 return 0;
313 } 327 }
328
314 tmp->x=op->x; 329 tmp->x = op->x;
315 tmp->y=op->y; 330 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 332 tmp->map = op->map;
318 } 333 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 336 move_bolt (tmp);
337
321 return 1; 338 return 1;
322} 339}
323
324
325 340
326/*************************************************************************** 341/***************************************************************************
327 * 342 *
328 * BULLET/BALL CODE 343 * BULLET/BALL CODE
329 * 344 *
331 346
332/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 348 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 349 * At least that is what I think this does.
335 */ 350 */
351void
336void explosion(object *op) { 352explosion (object *op)
337 object *tmp; 353{
338 mapstruct *m=op->map; 354 maptile *m = op->map;
339 int i; 355 int i;
340 356
341 if(--(op->duration)<0) { 357 if (--op->duration < 0)
342 remove_ob(op); 358 {
343 free_object(op); 359 op->destroy ();
344 return; 360 return;
345 } 361 }
362
346 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
347 364
348 if(op->range>0) { 365 if (op->range > 0)
366 {
349 for(i=1;i<9;i++) { 367 for (i = 1; i < 9; i++)
368 {
350 sint16 dx,dy; 369 sint16 dx, dy;
351 370
352 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
354 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 375 * out of map, etc.
356 */ 376 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 378 {
359 copy_object(op,tmp); 379 object *tmp = op->clone ();
380
360 tmp->state=0; 381 tmp->state = 0;
361 tmp->speed_left= -0.21; 382 tmp->speed_left = -0.21f;
362 tmp->range--; 383 tmp->range--;
363 tmp->value=0; 384 tmp->value = 0;
364 tmp->x=dx; 385
365 tmp->y=dy; 386 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 387 }
368 } 388 }
369 } 389 }
370} 390}
371
372 391
373/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
375 * explode. 394 * explode.
376 */ 395 */
396void
377void explode_bullet(object *op) 397explode_bullet (object *op)
378{ 398{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 399 object *tmp, *owner;
381 400
382 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 404 op->destroy ();
385 free_object (op); 405 return;
406 }
407
408 if (op->env)
409 {
410 object *env = object_get_env_recursive (op);
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
386 return; 440 return;
387 } 441 }
388 442
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
428 445
429 copy_owner (tmp, op); 446 tmp->set_owner (op);
430 tmp->skill = op->skill; 447 tmp->skill = op->skill;
431 448
432 owner = get_owner(op); 449 owner = op->owner;
450
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 452 {
435 remove_ob (op); 453 op->destroy ();
436 free_object (op);
437 return; 454 return;
438 } 455 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 456
442 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
444 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 461 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 462 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 463 tmp->duration = op->duration;
448 } else { 464 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
450 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 475 * the count of the parent should work fine.
456 */ 476 */
457 tmp->stats.maxhp = op->count; 477 tmp->stats.maxhp = op->count;
458 } 478 }
459 479
460 /* Set direction of cone explosion */ 480 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
463 483
464 /* Prevent recursion */ 484 /* Prevent recursion */
465 op->move_on = 0; 485 op->move_on = 0;
466 486
467 insert_ob_in_map(tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
468 /* remove the firebullet */ 490 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 491 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 492}
474
475
476 493
477/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
479 */ 496 */
480 497void
481void check_bullet(object *op) 498check_bullet (object *op)
482{ 499{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 500 object *tmp;
485 int dam, mflags; 501 int dam, mflags;
486 mapstruct *m; 502 maptile *m;
487 sint16 sx, sy; 503 sint16 sx, sy;
488 504
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 505 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 506
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 507 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 508 return;
493 509
494 if (op->other_arch) { 510 if (op->other_arch)
511 {
495 /* explode object will also remove op */ 512 /* explode object will also remove op */
496 explode_bullet (op); 513 explode_bullet (op);
497 return; 514 return;
498 } 515 }
499 516
500 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 518 if (!(mflags & P_IS_ALIVE))
519 return;
502 520
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 522 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 524 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 527 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 529 {
513 free_object(op); 530 op->destroy ();
514 return; 531 return;
515 } 532 }
516 } 533 }
517 } 534 }
518 } 535 }
519} 536}
520
521 537
522/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 539 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
526 */ 542 */
527 543void
528void move_bullet(object *op) 544move_bullet (object *op)
529{ 545{
530 sint16 new_x, new_y; 546 sint16 new_x, new_y;
531 int mflags; 547 int mflags;
532 mapstruct *m; 548 maptile *m;
533 549
534#if 0 550#if 0
535 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
536 552
537 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 555 if (op->stats.sp == SP_METEOR)
556 {
540 replace_insert_ob_in_map("fire_trail",op); 557 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
542 return; 559 return;
543 } /* end addition. */ 560 } /* end addition. */
544#endif 561#endif
545 562
546 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 564 if (--op->range <= 0)
565 {
548 if (op->other_arch) { 566 if (op->other_arch)
549 explode_bullet (op); 567 explode_bullet (op);
550 } else { 568 else
551 remove_ob (op); 569 op->destroy ();
552 free_object (op); 570
553 }
554 return; 571 return;
555 } 572 }
556 573
557 new_x = op->x + DIRX(op); 574 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 575 new_y = op->y + DIRY (op);
559 m = op->map; 576 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 578
562 if (mflags & P_OUT_OF_MAP) { 579 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 580 {
564 free_object (op); 581 op->destroy ();
565 return; 582 return;
566 } 583 }
567 584
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 {
569 if (op->other_arch) { 587 if (op->other_arch)
570 explode_bullet (op); 588 explode_bullet (op);
571 } else { 589 else
572 remove_ob (op); 590 op->destroy ();
573 free_object (op); 591
574 }
575 return; 592 return;
576 } 593 }
577 594
578 remove_ob (op); 595 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 596 return;
583 597
584 if (reflwall (op->map, op->x, op->y, op)) { 598 if (reflwall (op->map, op->x, op->y, op))
599 {
585 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 601 update_turn_face (op);
587 } else { 602 }
603 else
588 check_bullet (op); 604 check_bullet (op);
589 }
590} 605}
591
592
593
594 606
595/* fire_bullet 607/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 611 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
601 * pointers. 613 * pointers.
602 */ 614 */
603 615int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 616fire_bullet (object *op, object *caster, int dir, object *spob)
617{
605 object *tmp=NULL; 618 object *tmp = NULL;
606 int mflags; 619 int mflags;
607 620
608 if (!spob->other_arch) 621 if (!spob->other_arch)
609 return 0; 622 return 0;
610 623
611 tmp=arch_to_object(spob->other_arch); 624 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 625 if (tmp == NULL)
613 return 0; 626 return 0;
614 627
615 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
619 633
620 tmp->range = 50; 634 tmp->range = 50;
621 635
622 /* Need to store duration/range for the ball to use */ 636 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 640
627 tmp->direction=dir; 641 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 643 SET_ANIMATION (tmp, dir);
630 644
631 set_owner(tmp,op); 645 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
633 647
634 tmp->x=op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 650 tmp->map = op->map;
637 651
652 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 654 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 655 {
656 tmp->destroy ();
641 return 0; 657 return 0;
642 } 658 }
659
660 tmp->map = newmap;
661
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 665 {
666 tmp->destroy ();
646 return 0; 667 return 0;
647 } 668 }
669
648 tmp->x=op->x; 670 tmp->x = op->x;
649 tmp->y=op->y; 671 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 672 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 673 tmp->map = op->map;
652 } 674 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 675
676 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 677 check_bullet (tmp);
655 } 678
656 return 1; 679 return 1;
657} 680}
658
659
660
661 681
662/***************************************************************************** 682/*****************************************************************************
663 * 683 *
664 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
665 * 685 *
666 *****************************************************************************/ 686 *****************************************************************************/
667 687
668
669/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
689void
670void cone_drop(object *op) { 690cone_drop (object *op)
691{
671 object *new_ob = arch_to_object(op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
672 693
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 694 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 695 new_ob->set_owner (op->owner);
677 696
678 /* preserve skill ownership */ 697 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 698 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
681 } 700
682 insert_ob_in_map(new_ob,op->map,op,0); 701 new_ob->insert_at (op, op);
683
684} 702}
685 703
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 705
706void
688void move_cone(object *op) { 707move_cone (object *op)
708{
689 int i; 709 int i;
690 tag_t tag;
691 710
692 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 712 if (!op->map)
713 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 715 op->set_speed (0);
697 update_ob_speed (op);
698 return; 716 return;
699 } 717 }
700 718
701 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
703 hit_map(op,0,op->attacktype,0); 722 hit_map (op, 0, op->attacktype, 0);
704 return; 723 return;
705 } 724 }
706 725
707#if 0 726#if 0
708 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 728 * when their cone dies when they die.
710 */ 729 */
711 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 731 if (op->owner == NULL)
713 remove_ob(op); 732 {
714 free_object(op); 733 op->destroy ();
715 return; 734 return;
716 } 735 }
717#endif 736#endif
718 737
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 738 hit_map (op, 0, op->attacktype, 0);
721 739
722 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
724 * degree. 742 * degree.
725 */ 743 */
744 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 745 check_spell_knockback (op);
727 746
728 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
748 return;
749
750 if ((op->duration--) < 0)
751 {
752 op->destroy ();
729 return; 753 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 754 }
736 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 756 * any further. When the duration above expires,
738 * then the object will get removed. 757 * then the object will get removed.
739 */ 758 */
740 if (--op->range < 0) { 759 if (--op->range < 0)
760 {
741 op->range=0; /* just so it doesn't wrap */ 761 op->range = 0; /* just so it doesn't wrap */
742 return; 762 return;
743 } 763 }
744 764
745 for(i= -1;i<2;i++) { 765 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 766 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 768
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 769 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 770 {
751 copy_object(op, tmp); 771 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 772
755 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
756 774
757 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 777
778 op->map->insert (tmp, x, y, op);
779
760 if (tmp->other_arch) cone_drop(tmp); 780 if (tmp->other_arch)
781 cone_drop (tmp);
761 } 782 }
762 } 783 }
763} 784}
764 785
765/* cast_cone: casts a cone spell. 786/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 789 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 790 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 791 * to fire.
771 * returns 0 on failure, 1 on success. 792 * returns 0 on failure, 1 on success.
772 */ 793 */
794int
773int cast_cone(object *op, object *caster,int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
774{ 796{
775 object *tmp; 797 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 798 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 799 maptile *m;
778 sint16 sx, sy; 800 sint16 sx, sy;
779 MoveType movetype; 801 MoveType movetype;
780 802
781 if (!spell->other_arch) return 0; 803 if (!spell->other_arch)
804 return 0;
782 805
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 806 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 807 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 809 return 0;
788 } 810 }
789 811
790 if(!dir) { 812 if (!dir)
813 {
791 range_min= 0; 814 range_min = 0;
792 range_max=8; 815 range_max = 8;
793 } 816 }
794 817
795 /* Need to know what the movetype of the object we are about 818 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 819 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 820 * insert it into is blocked.
798 */ 821 */
799 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
800 823
801 for(i=range_min;i<=range_max;i++) { 824 for (i = range_min; i <= range_max; i++)
825 {
802 sint16 x,y, d; 826 sint16 x, y, d;
803 827
804 /* We can't use absdir here, because it never returns 828 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 829 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 830 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 831 * to hit that person.
808 */ 832 */
809 d = dir + i; 833 d = dir + i;
810 while (d < 0) d+=8; 834 while (d < 0)
835 d += 8;
811 while (d > 8) d-=8; 836 while (d > 8)
837 d -= 8;
812 838
813 /* If it's not a rune, we don't want to blast the caster. 839 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 840 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 841 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 842 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 843 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 844 * for the rune code.
819 */ 845 */
820 if (caster->type != RUNE && d==0) { 846 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 847 {
824 848 if (dir != 0)
825 x = op->x+freearr_x[d]; 849 d = 8;
826 y = op->y+freearr_y[d]; 850 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 851 continue;
852 }
830 853
854 x = op->x + freearr_x[d];
855 y = op->y + freearr_y[d];
856
857 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
858 continue;
859
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 861 continue;
833 862
834 success=1; 863 success = 1;
835 tmp=arch_to_object(spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 865 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 868 tmp->attacktype = spell->attacktype;
842 869
843 /* holy word stuff */ 870 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 872 if (!tailor_god_spell (tmp, op))
846 } 873 return 0;
847 874
848 if(dir) 875 if (dir)
849 tmp->stats.sp=dir; 876 tmp->stats.sp = dir;
850 else 877 else
851 tmp->stats.sp=i; 878 tmp->stats.sp = i;
852 879
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 880 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 881
855 /* If casting it in all directions, it doesn't go as far */ 882 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 883 if (dir == 0)
884 {
857 tmp->range /= 4; 885 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 886 if (tmp->range < 2 && spell->range >= 2)
887 tmp->range = 2;
859 } 888 }
889
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 890 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 891 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 892
863 /* Special bonus for fear attacks */ 893 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 894 if (tmp->attacktype & AT_FEAR)
895 {
896 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 897 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 898 else
867 tmp->duration += caster->level/3; 899 tmp->duration += caster->level / 3;
868 } 900 }
901
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 902 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
903 {
904 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 905 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 906 else
872 tmp->duration += caster->level/3; 907 tmp->duration += caster->level / 3;
873 } 908 }
874 909
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 &spell->other_arch->name);
879 912
880 if (!tmp->move_on && tmp->stats.dam) { 913 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 915
916 m->insert (tmp, sx, sy, op);
917
887 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 919 * a single space too many times.
889 */ 920 */
890 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
891 922
892 if(tmp->other_arch) cone_drop(tmp); 923 if (tmp->other_arch)
924 cone_drop (tmp);
893 } 925 }
926
894 return success; 927 return success;
895} 928}
896 929
897/**************************************************************************** 930/****************************************************************************
898 * 931 *
899 * BOMB related code 932 * BOMB related code
900 * 933 *
901 ****************************************************************************/ 934 ****************************************************************************/
902 935
903
904/* This handles an exploding bomb. 936/* This handles an exploding bomb.
905 * op is the original bomb object. 937 * op is the original bomb object.
906 */ 938 */
939void
907void animate_bomb(object *op) { 940animate_bomb (object *op)
941{
908 int i; 942 int i;
909 object *env, *tmp; 943 object *env, *tmp;
910 archetype *at;
911 944
912 if(op->state!=NUM_ANIMATIONS(op)-1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return;
947
948 env = object_get_env_recursive (op);
949
950 if (op->env)
951 {
952 if (env->map == NULL)
913 return; 953 return;
914 954
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 955 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
924 957
925 remove_ob(op); 958 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 959 return;
940 } 960 }
941 961
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966 {
967 op->destroy ();
968 return;
969 }
970
942 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 973 * so just set up the appropriate values.
945 */ 974 */
946 at = find_archetype(SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 976 {
948 for(i=1;i<9;i++) { 977 for (i = 1; i < 9; i++)
978 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 980 continue;
981
951 tmp = arch_to_object(at); 982 tmp = arch_to_object (at);
952 tmp->direction = i; 983 tmp->direction = i;
953 tmp->range = op->range; 984 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 986 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 988 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 989 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 990 tmp->skill = op->skill;
960 } 991
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 993 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 994
964 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 996 move_bullet (tmp);
967 } 997 }
968 } 998 }
969 999
970 explode_bullet(op); 1000 explode_bullet (op);
971} 1001}
972 1002
1003int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1004create_bomb (object *op, object *caster, int dir, object *spell)
1005{
974 1006
975 object *tmp; 1007 object *tmp;
976 int mflags; 1008 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1010 maptile *m;
979 1011
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1016 return 0;
984 } 1017 }
985 tmp=arch_to_object(spell->other_arch); 1018 tmp = arch_to_object (spell->other_arch);
986 1019
987 /* level dependencies for bomb */ 1020 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
992 1025
993 set_owner(tmp,op); 1026 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1028
996 tmp->y=dy; 1029 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1030 return 1;
999} 1031}
1000 1032
1001/**************************************************************************** 1033/****************************************************************************
1002 * 1034 *
1003 * smite related spell code. 1035 * smite related spell code.
1011 * dir is the direction to look in. 1043 * dir is the direction to look in.
1012 * range is how far out to look. 1044 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1015 */ 1047 */
1016 1048object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1049get_pointed_target (object *op, int dir, int range, int type)
1050{
1018 object *target; 1051 object *target;
1019 sint16 x,y; 1052 sint16 x, y;
1020 int dist, mflags; 1053 int dist, mflags;
1021 mapstruct *mp; 1054 maptile *mp;
1022 1055
1023 if (dir==0) return NULL; 1056 if (dir == 0)
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL; 1057 return NULL;
1045}
1046 1058
1059 for (dist = 1; dist < range; dist++)
1060 {
1061 x = op->x + freearr_x[dir] * dist;
1062 y = op->y + freearr_y[dir] * dist;
1063 mp = op->map;
1064 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1065
1066 if (mflags & P_OUT_OF_MAP)
1067 return NULL;
1068 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1069 return NULL;
1070 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1071 return NULL;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL;
1074
1075 if (mflags & P_IS_ALIVE)
1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1078 return target;
1079 }
1080
1081 return NULL;
1082}
1047 1083
1048/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1050 * usual params - 1086 * usual params -
1051 * op = player 1087 * op = player
1052 * caster = object casting the spell. 1088 * caster = object casting the spell.
1053 * dir = direction being cast 1089 * dir = direction being cast
1054 * spell = spell object 1090 * spell = spell object
1055 */ 1091 */
1056 1092int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{
1058 object *effect, *target; 1095 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1096 object *god = find_god (determine_god (op));
1060 int range; 1097 int range;
1061 1098
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1099 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1101
1065 /* Bunch of conditions for casting this spell. Note that only 1102 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1103 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1104 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1105 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1106 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1107 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1108 * can't be friendly to your god.
1072 */ 1109 */
1073 1110
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1112 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1114 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1116 return 0;
1080 } 1117 }
1081 1118
1082 if (spell->other_arch) 1119 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1120 effect = arch_to_object (spell->other_arch);
1084 else 1121 else
1085 return 0; 1122 return 0;
1086 1123
1087 /* tailor the effect by priest level and worshipped God */ 1124 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1125 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1126 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1091 if(tailor_god_spell(effect,op)) 1129 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1131 else
1132 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1134 return 0;
1097 } 1135 }
1098 } 1136 }
1099 1137
1100 /* size of the area of destruction */ 1138 /* size of the area of destruction */
1101 effect->range=spell->range + 1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1141
1106 if (effect->attacktype & AT_DEATH) { 1142 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1143 {
1108 SP_level_dam_adjust(caster,spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1145
1110 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1152 effect->x = op->x;
1115 effect->y=op->y; 1153 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1154 }
1155 else
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy ();
1160 return 0;
1123 } 1161 }
1124 } else { 1162 }
1163 }
1164 else
1165 {
1125 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1168 }
1129 1169
1130 set_owner(effect,op); 1170 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1132 1172
1133 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1174 effect->insert_at (target, op);
1135 effect->y=target->y; 1175
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1176 return 1;
1139} 1177}
1140 1178
1141 1179
1142/**************************************************************************** 1180/****************************************************************************
1143 * 1181 *
1145 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1184 * code here is just to move the missile.
1147 ****************************************************************************/ 1185 ****************************************************************************/
1148 1186
1149/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1188void
1150void move_missile(object *op) { 1189move_missile (object *op)
1190{
1151 int i, mflags; 1191 int i, mflags;
1152 object *owner; 1192 object *owner;
1153 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1154 mapstruct *m; 1194 maptile *m;
1155 1195
1156 if (op->range-- <=0) { 1196 if (op->range-- <= 0)
1157 remove_ob(op); 1197 {
1158 free_object(op); 1198 op->destroy ();
1159 return; 1199 return;
1160 } 1200 }
1161 1201
1162 owner = get_owner(op); 1202 owner = op->owner;
1163#if 0 1203#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1204 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1166 */ 1206 */
1167 if (owner == NULL) { 1207 if (owner == NULL)
1168 remove_ob(op); 1208 {
1169 free_object(op); 1209 op->destroy ();
1170 return; 1210 return;
1171 } 1211 }
1172#endif 1212#endif
1173 1213
1174 new_x = op->x + DIRX(op); 1214 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1215 new_y = op->y + DIRY (op);
1176 1216
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1218
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1220 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1223 * we need to remove it if someone hasn't already done so.
1185 */ 1224 */
1186 if ( ! was_destroyed (op, tag)) { 1225 if (!op->destroyed ())
1187 remove_ob (op); 1226 op->destroy ();
1188 free_object(op); 1227
1189 }
1190 return; 1228 return;
1191 } 1229 }
1192 1230
1193 remove_ob(op); 1231 op->remove ();
1232
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1234 {
1235 op->destroy ();
1196 return; 1236 return;
1197 } 1237 }
1198 op->x = new_x; 1238
1199 op->y = new_y; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1240 if (i > 0 && i != op->direction)
1241 {
1203 op->direction=i; 1242 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1205 } 1244 }
1206 insert_ob_in_map(op,op->map,op,0); 1245
1246 m->insert (op, new_x, new_y, op);
1207} 1247}
1208 1248
1209/**************************************************************************** 1249/****************************************************************************
1210 * Destruction 1250 * Destruction
1211 ****************************************************************************/ 1251 ****************************************************************************/
1252
1212/* make_object_glow() - currently only makes living objects glow. 1253/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1254 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1217 */ 1258 */
1218 1259int
1219int make_object_glow(object *op, int radius, int time) { 1260make_object_glow (object *op, int radius, int time)
1220 object *tmp; 1261{
1221
1222 /* some things are unaffected... */ 1262 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1263 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1264 return 0;
1225 1265
1226 tmp=get_archetype(FORCE_NAME); 1266 object *tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1267 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1268 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1269 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1270 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1272 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1273
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1238 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1277 op->glow_radius = tmp->glow_radius;
1240 1278
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1; 1279 return 1;
1247} 1280}
1248 1281
1249 1282int
1250
1251
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1283cast_destruction (object *op, object *caster, object *spell_ob)
1284{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1285 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1286 sint16 sx, sy;
1255 mapstruct *m; 1287 maptile *m;
1256 object *tmp; 1288 object *tmp;
1257 const char *skill; 1289 const char *skill;
1258 1290
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1291 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1292 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1293 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1294 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1295 friendly = 1;
1263 1296
1264 /* destruction doesn't use another spell object, so we need 1297 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1298 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1299 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1300 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1301 * the full share string/free_string route.
1269 */ 1302 */
1270 skill = op->skill; 1303 skill = op->skill;
1304 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1305 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1306 else if (caster->skill)
1307 op->skill = caster->skill;
1308 else
1273 else op->skill = NULL; 1309 op->skill = NULL;
1274 1310
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1311 op->change_skill (find_skill_by_name (op, op->skill));
1276 1312
1277 for(i= -range; i<range; i++) { 1313 for (i = -range; i < range; i++)
1314 {
1278 for(j=-range; j<range ; j++) { 1315 for (j = -range; j < range; j++)
1316 {
1279 m = op->map; 1317 m = op->map;
1280 sx = op->x + i; 1318 sx = op->x + i;
1281 sy = op->y + j; 1319 sy = op->y + j;
1320
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1322 if (mflags & P_OUT_OF_MAP)
1323 continue;
1324
1284 if (mflags & P_IS_ALIVE) { 1325 if (mflags & P_IS_ALIVE)
1326 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329 break;
1330
1331 if (tmp)
1287 } 1332 {
1288 if (tmp) { 1333 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1334 tmp = tmp->head;
1290 1335
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1336 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1339 if (spell_ob->subtype == SP_DESTRUCTION)
1340 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1342 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1344 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1345 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1346 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1348 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1349 }
1311 } 1350 }
1312 } 1351 }
1313 } 1352 }
1314 } 1353 }
1315 } 1354 }
1355
1316 op->skill = skill; 1356 op->skill = skill;
1317 return 1; 1357 return 1;
1318} 1358}
1319 1359
1320/*************************************************************************** 1360/***************************************************************************
1321 * 1361 *
1322 * CURSE 1362 * CURSE
1323 * 1363 *
1324 ***************************************************************************/ 1364 ***************************************************************************/
1325 1365
1366int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1367cast_curse (object *op, object *caster, object *spell_ob, int dir)
1368{
1327 object *god = find_god(determine_god(op)); 1369 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1370 object *tmp, *force;
1329 1371
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1372 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1373 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1374 {
1334 "There is no one in that direction to curse."); 1375 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1376 return 0;
1336 } 1377 }
1337 1378
1338 /* If we've already got a force of this type, don't add a new one. */ 1379 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1380 for (force = tmp->inv; force != NULL; force = force->below)
1381 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 {
1341 if (force->name == spell_ob->name) { 1384 if (force->name == spell_ob->name)
1385 {
1342 break; 1386 break;
1343 } 1387 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1388 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1389 {
1346 "You can not cast %s while %s is in effect", 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1391 return 0;
1349 } 1392 }
1350 } 1393 }
1351 } 1394 }
1352 1395
1353 if(force==NULL) { 1396 if (force == NULL)
1397 {
1354 force=get_archetype(FORCE_NAME); 1398 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1399 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1400 if (spell_ob->race)
1357 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1358 else 1402 else
1359 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1360 1404
1361 force->name_pl = spell_ob->name; 1405 force->name_pl = spell_ob->name;
1362 1406
1363 } else { 1407 }
1408 else
1409 {
1364 int duration; 1410 int duration;
1365 1411
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1413 if (duration > force->duration)
1414 {
1368 force->duration = duration; 1415 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 }
1370 } else { 1418 else
1419 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1421 }
1373 return 1; 1422 return 1;
1374 } 1423 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1425 force->speed = 1.f;
1377 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1378 SET_FLAG(force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1379 1428
1380 if(god) { 1429 if (god)
1430 {
1381 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1432 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1434 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1435 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1436 }
1387 } else 1437 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1439
1390 1440
1391 if(tmp!=op && op->type==PLAYER) 1441 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1443
1394 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1396 1446
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1448 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1449 tmp->update_stats ();
1400 return 1; 1450 return 1;
1401 1451
1402} 1452}
1403
1404 1453
1405/********************************************************************** 1454/**********************************************************************
1406 * mood change 1455 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1458 ***********************************************************************/
1410 1459
1411/* This covers the various spells that change the moods of monsters - 1460/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1461 * makes them angry, peacful, friendly, etc.
1413 */ 1462 */
1463int
1414int mood_change(object *op, object *caster, object *spell) { 1464mood_change (object *op, object *caster, object *spell)
1465{
1415 object *tmp, *god, *head; 1466 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1467 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1468 sint16 x, y, nx, ny;
1418 mapstruct *m; 1469 maptile *m;
1419 const char *race; 1470 const char *race;
1420 1471
1421 /* We precompute some values here so that we don't have to keep 1472 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1473 * doing it over and over again.
1423 */ 1474 */
1424 god=find_god(determine_god(op)); 1475 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1476 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1477 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1478
1428 /* On the bright side, no monster should ever have a race of GOD_... 1479 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1480 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1481 * won't ever match anything.
1431 */ 1482 */
1432 if (!spell->race) race=NULL; 1483 if (!spell->race)
1484 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1485 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1486 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1488 race = god->race;
1489 else
1435 else race = spell->race; 1490 race = spell->race;
1436
1437 1491
1438 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1493 for (y = op->y - range; y <= op->y + range; y++)
1440 1494 {
1441 done_one=0; 1495 done_one = 0;
1442 m = op->map; 1496 m = op->map;
1443 nx = x; 1497 nx = x;
1444 ny = y; 1498 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1447 1502
1448 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1504 if (!(mflags & P_IS_ALIVE))
1505 continue;
1450 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1514 break;
1453 1515
1454 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1517 if (!tmp || tmp->type == PLAYER)
1518 continue;
1456 1519
1457 /* Only the head has meaningful data, so resolve to that */ 1520 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1521 if (tmp->head)
1522 head = tmp->head;
1523 else
1459 else head=tmp; 1524 head = tmp;
1460 1525
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1527 if (race && head->race && !strstr (race, head->race))
1528 continue;
1529
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue;
1464 1532
1465 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1534 best_at = -1;
1467 if (spell->attacktype) { 1535 if (spell->attacktype)
1536 {
1468 for (at=0; at < NROFATTACKS; at++) 1537 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1538 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1539 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at;
1471 1541
1472 if (best_at == -1) at=0; 1542 if (best_at == -1)
1543 at = 0;
1544 else
1545 {
1546 if (head->resist[best_at] == 100)
1547 continue;
1473 else { 1548 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1549 at = head->resist[best_at] / 5;
1476 } 1550 }
1477 at -= level / 5; 1551 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1552 if (did_make_save (head, head->level, at))
1553 continue;
1479 } 1554 }
1480 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1556 {
1481 /* 1557 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1559 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1561
1486 The chance will then be in the range [20-70] percent, not too bad. 1562 The chance will then be in the range [20-70] percent, not too bad.
1487 1563
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1565 charm a level 125 monster...
1490 1566
1491 Ryo, august 14th 1567 Ryo, august 14th
1492 */ 1568 */
1493 {
1494 if ( head->level > level ) continue; 1569 if (head->level > level)
1570 continue;
1571
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1573 /* Failed, no effect */
1497 continue; 1574 continue;
1498 } 1575 }
1499 1576
1500 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1501 1578
1502 /* aggravation */ 1579 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1583 remove_friendly_object (head);
1507
1508 done_one = 1; 1584 done_one = 1;
1509 head->enemy = op; 1585 head->enemy = op;
1510 } 1586 }
1511 1587
1512 /* calm monsters */ 1588 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1591 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1592 head->enemy = NULL;
1516 done_one = 1; 1593 done_one = 1;
1517 } 1594 }
1518 1595
1519 /* berserk monsters */ 1596 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 {
1521 SET_FLAG(head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1600 done_one = 1;
1523 } 1601 }
1602
1524 /* charm */ 1603 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1605 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1610 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1612 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1535 done_one = 1; 1614 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1616 head->stats.exp = 0;
1538 } 1617 }
1539 1618
1540 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1620 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1622 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1623
1549 return 1; 1624 return 1;
1550} 1625}
1551 1626
1552 1627
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1628/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1629 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1630 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1631 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1632 * note that duration is handled by process_object() in time.c
1558 */ 1633 */
1559 1634
1635void
1560void move_ball_spell(object *op) { 1636move_ball_spell (object *op)
1637{
1561 int i,j,dam_save,dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1563 object *owner; 1640 object *owner;
1564 mapstruct *m; 1641 maptile *m;
1565 1642
1566 owner = get_owner(op); 1643 owner = op->owner;
1567 1644
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1649 * deviations.
1573 */ 1650 */
1574 1651
1575 dir = 0; 1652 dir = 0;
1576 if(!(rndm(0, 3))) 1653 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1654 j = rndm (0, 1);
1578 else j=0; 1655 else
1656 j = 0;
1579 1657
1580 for(i = 1; i < 9; i++) { 1658 for (i = 1; i < 9; i++)
1659 {
1581 /* i bit 0: alters sign of offset 1660 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1661 * other bits (i / 2): absolute value of offset
1583 */ 1662 */
1584 1663
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1665 int tmpdir = absdir (op->direction + offset);
1587 1666
1588 nx = op->x + freearr_x[tmpdir]; 1667 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1668 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1669 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1670 {
1592 dir = tmpdir; 1671 dir = tmpdir;
1593 break; 1672 break;
1594 } 1673 }
1595 } 1674 }
1596 if (dir == 0) { 1675 if (dir == 0)
1676 {
1597 nx = op->x; 1677 nx = op->x;
1598 ny = op->y; 1678 ny = op->y;
1599 m = op->map; 1679 m = op->map;
1600 } 1680 }
1601 1681
1602 remove_ob(op); 1682 m->insert (op, nx, ny, op);
1603 op->y=ny; 1683
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1685 surrounding squares */
1609 1686
1610 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1689 * the surround spaces.
1613 */ 1690 */
1614 for(j=0;j<9;j++) { 1691 for (j = 0; j < 9; j++)
1615 object *new_ob; 1692 {
1616
1617 hx = nx+freearr_x[j]; 1693 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1694 hy = ny + freearr_y[j];
1619 1695
1620 m = op->map; 1696 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1698
1623 if (mflags & P_OUT_OF_MAP) continue; 1699 if (mflags & P_OUT_OF_MAP)
1700 continue;
1624 1701
1625 /* first, don't ever, ever hit the owner. Don't hit out 1702 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1703 * of the map either.
1627 */ 1704 */
1628 1705
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 {
1708 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1709 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1710 hit_map (op, j, op->attacktype, 1);
1632 1711
1633 } 1712 }
1634 1713
1635 /* insert the other arch */ 1714 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1717 }
1643 1718
1644 /* restore to the center location and damage*/ 1719 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1646 1721
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1723
1649 if(i>=0) { /* we have a preferred direction! */ 1724 if (i >= 0)
1725 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1730
1655 op->direction=i; 1731 op->direction = i;
1656 } 1732 }
1657} 1733}
1658 1734
1659 1735
1660/* move_swarm_spell: peterm 1736/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1739 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1740 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1741 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1742 */
1667 1743
1744void
1668void move_swarm_spell(object *op) 1745move_swarm_spell (object *op)
1669{ 1746{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1747#if 0
1692 // this is bogus: it causes wrong places to be checked below 1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1750 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1751 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1752 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1753#endif
1754 int basedir;
1755 object *owner;
1739 1756
1757 owner = op->owner;
1758 if (op->duration == 0 || owner == NULL)
1759 {
1760 op->destroy ();
1761 return;
1762 }
1763
1764 op->duration--;
1765
1766 basedir = op->direction;
1767 if (basedir == 0)
1768 {
1769 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8);
1771 }
1772
1773#if 0
1774 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and
1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1777 // space.
1778 // should be fixed later, but correctness before features...
1779 // (schmorp)
1780
1781 /* new offset calculation to make swarm element distribution
1782 * more uniform
1783 */
1784 if (op->duration)
1785 {
1786 if (basedir & 1)
1787 {
1788 adjustdir = cardinal_adjust[rndm (0, 8)];
1789 }
1790 else
1791 {
1792 adjustdir = diagonal_adjust[rndm (0, 9)];
1793 }
1794 }
1795 else
1796 {
1797 adjustdir = 0; /* fire the last one from forward. */
1798 }
1799
1800 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1801 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1802
1803 /* back up one space so we can hit point-blank targets, but this
1804 * necessitates extra out_of_map check below
1805 */
1806 origin_x = target_x - freearr_x[basedir];
1807 origin_y = target_y - freearr_y[basedir];
1808
1809
1740 /* spell pointer is set up for the spell this casts. Since this 1810 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1811 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1812 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1813 * do some sanity checking anyways.
1744 */ 1814 */
1745 1815
1746 if (op->spell && op->spell->type == SPELL) 1816 if (op->spell && op->spell->type == SPELL &&
1817 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1818 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1819 {
1820
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1821 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1822 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1823 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1824 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1825 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1826 }
1827#endif
1828
1829 /* spell pointer is set up for the spell this casts. Since this
1830 * should just be a pointer to the spell in some inventory,
1831 * it is unlikely to disappear by the time we need it. However,
1832 * do some sanity checking anyways.
1833 */
1834
1835 if (op->spell && op->spell->type == SPELL)
1836 {
1837 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1753 } 1842 }
1754} 1843}
1755 1844
1756 1845
1757 1846
1758 1847
1766 * dir: the direction everything will be fired in 1855 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1856 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1857 * n: the number to be fired.
1769 */ 1858 */
1770 1859
1860int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1861fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1862{
1773 object *tmp; 1863 object *tmp;
1774 int i; 1864 int i;
1775 1865
1776 if (!spell->other_arch) return 0; 1866 if (!spell->other_arch)
1867 return 0;
1777 1868
1778 tmp=get_archetype(SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1782 set_spell_skill(op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1783 1872
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1786 1875
1787 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1788 1877
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
1791 return 1; 1880 return 1;
1792 } 1881
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1885
1797 tmp->direction=dir; 1886 tmp->direction = dir;
1798 tmp->invisible=1; 1887 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1888
1889 tmp->insert_at (op, op);
1800 return 1; 1890 return 1;
1801} 1891}
1802 1892
1803 1893
1804/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
1805 * function. 1895 * function.
1806 */ 1896 */
1897int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1898cast_light (object *op, object *caster, object *spell, int dir)
1899{
1808 object *target=NULL,*tmp=NULL; 1900 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1901 sint16 x, y;
1810 int dam, mflags; 1902 int dam, mflags;
1811 mapstruct *m; 1903 maptile *m;
1812 1904
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1906
1815 if(!dir) { 1907 if (!dir)
1908 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1910 return 0;
1818 } 1911 }
1819 1912
1820 x=op->x+freearr_x[dir]; 1913 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1914 y = op->y + freearr_y[dir];
1822 m = op->map; 1915 m = op->map;
1823 1916
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1917 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1918
1826 if (mflags & P_OUT_OF_MAP) { 1919 if (mflags & P_OUT_OF_MAP)
1920 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1922 return 0;
1829 } 1923 }
1830 1924
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head)
1835 if(target->head) target = target->head; 1932 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1933 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1934 return 1; /* one success only! */
1838 } 1935 }
1839 } 1936 }
1840 1937
1841 /* no live target, perhaps a wall is in the way? */ 1938 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1942 return 0;
1845 } 1943 }
1846 1944
1847 /* ok, looks groovy to just insert a new light on the map */ 1945 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1946 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1947 if (!tmp)
1948 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1950 return 0;
1852 } 1951 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1953 if (tmp->glow_radius)
1954 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 1958 }
1858 tmp->x=x; 1959
1859 tmp->y=y; 1960 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1961 return 1;
1862} 1962}
1863 1963
1864 1964
1865 1965
1866 1966
1869 * op is the player/monster, caster is the object, dir is the direction 1969 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 1970 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 1971 * perhaps this should actually be in disease.c?
1872 */ 1972 */
1873 1973
1974int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1975cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{
1875 sint16 x,y; 1977 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 1978 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 1979 object *walk;
1878 mapstruct *m; 1980 maptile *m;
1879 1981
1880 x = op->x; 1982 x = op->x;
1881 y = op->y; 1983 y = op->y;
1882 1984
1883 /* If casting from a scroll, no direction will be available, so refer to the 1985 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 1986 * direction the player is pointing.
1885 */ 1987 */
1988 if (!dir)
1886 if (!dir) dir=op->facing; 1989 dir = op->facing;
1990 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1991 return 0; /* won't find anything if casting on ourself, so just return */
1888 1992
1889 /* Calculate these once here */ 1993 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 1994 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 1995 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 1996 dur_mod = SP_level_duration_adjust (caster, spell);
1893 1997
1894 /* search in a line for a victim */ 1998 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 1999 for (i = 1; i < range; i++)
2000 {
1896 x = op->x + i * freearr_x[dir]; 2001 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2002 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2003 m = op->map;
1899 2004
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2005 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2006
1902 if (mflags & P_OUT_OF_MAP) return 0; 2007 if (mflags & P_OUT_OF_MAP)
2008 return 0;
1903 2009
1904 /* don't go through walls - presume diseases are airborne */ 2010 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2011 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2012 return 0;
1906 2013
1907 /* Only bother looking on this space if there is something living here */ 2014 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 2015 if (mflags & P_IS_ALIVE)
2016 {
1909 /* search this square for a victim */ 2017 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2018 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2019 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2020 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2021 object *disease = arch_to_object (spell->other_arch);
1913 2022
1914 set_owner(disease,op); 2023 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2024 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2025 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2026 disease->level = caster_level (caster, spell);
1918 2027
1919 /* do level adjustments */ 2028 /* do level adjustments */
1920 if(disease->stats.wc) 2029 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2030 disease->stats.wc += dur_mod / 2;
1922 2031
1923 if(disease->magic> 0) 2032 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2033 disease->magic += dur_mod / 4;
1925 2034
1926 if(disease->stats.maxhp>0) 2035 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2036 disease->stats.maxhp += dur_mod;
1928 2037
1929 if(disease->stats.maxgrace>0) 2038 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2039 disease->stats.maxgrace += dur_mod;
1931 2040
1932 if(disease->stats.dam) { 2041 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2042 {
1949 if(disease->stats.ac) 2043 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2044 disease->stats.dam += dam_mod;
1951 2045 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2046 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2047 }
1974 free_object(disease); 2048
2049 if (disease->last_sp)
2050 {
2051 disease->last_sp -= 2 * dam_mod;
2052 if (disease->last_sp < 1)
2053 disease->last_sp = 1;
1975 } 2054 }
2055
2056 if (disease->stats.maxsp)
2057 {
2058 if (disease->stats.maxsp > 0)
2059 disease->stats.maxsp += dam_mod;
2060 else
2061 disease->stats.maxsp -= dam_mod;
2062 }
2063
2064 if (disease->stats.ac)
2065 disease->stats.ac += dam_mod;
2066
2067 if (disease->last_eat)
2068 disease->last_eat -= dam_mod;
2069
2070 if (disease->stats.hp)
2071 disease->stats.hp -= dam_mod;
2072
2073 if (disease->stats.sp)
2074 disease->stats.sp -= dam_mod;
2075
2076 if (infect_object (walk, disease, 1))
2077 {
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2079
2080 disease->destroy (); /* don't need this one anymore */
2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2082 return 1;
2083 }
2084
2085 disease->destroy ();
2086 }
1976 } /* if living creature */ 2087 } /* if living creature */
1977 } /* for range of spaces */ 2088 } /* for range of spaces */
2089
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2090 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2091 return 1;
1980} 2092}

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