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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 1.54 by root, Wed Apr 30 10:31:04 2008 UTC

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

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