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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
166{
167 object *tmp; 167 object *tmp;
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 181 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 182
250 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324 341
325 342
326 343
327/*************************************************************************** 344/***************************************************************************
332 349
333/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 352 * At least that is what I think this does.
336 */ 353 */
354void
337void explosion(object *op) { 355explosion (object *op)
338 object *tmp; 356{
339 mapstruct *m=op->map; 357 maptile *m = op->map;
340 int i; 358 int i;
341 359
342 if(--(op->duration)<0) { 360 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 361 {
362 op->destroy ();
363 return;
364 }
365
347 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
348 367
349 if(op->range>0) { 368 if (op->range > 0)
350 for(i=1;i<9;i++) { 369 {
370 for (i = 1; i < 9; i++)
371 {
351 sint16 dx,dy; 372 sint16 dx, dy;
352 373
353 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
355 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 378 * out of map, etc.
357 */ 379 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 381 {
360 copy_object(op,tmp); 382 object *tmp = op->clone ();
361 tmp->state=0; 383
362 tmp->speed_left= -0.21; 384 tmp->state = 0;
363 tmp->range--; 385 tmp->speed_left = -0.21;
364 tmp->value=0; 386 tmp->range--;
365 tmp->x=dx; 387 tmp->value = 0;
366 tmp->y=dy; 388
367 insert_ob_in_map(tmp,m,op,0); 389 m->insert (tmp, dx, dy, op);
368 } 390 }
369 } 391 }
370 } 392 }
371} 393}
372 394
373 395
374/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
376 * explode. 398 * explode.
377 */ 399 */
400void
378void explode_bullet(object *op) 401explode_bullet (object *op)
379{ 402{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 403 object *tmp, *owner;
382 404
383 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 408 op->destroy ();
386 free_object (op); 409 return;
387 return;
388 } 410 }
389 411
390 if (op->env) { 412 if (op->env)
391 object *env; 413 {
392
393 env = object_get_env_recursive(op); 414 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 418 op->destroy ();
397 free_object (op);
398 return; 419 return;
399 } 420 }
400 remove_ob (op); 421
401 op->x = env->x; 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 423 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 424 else if (out_of_map (op->map, op->x, op->y))
425 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 427 op->destroy ();
407 free_object (op); 428 return;
408 return;
409 } 429 }
410 430
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 432 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 433 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 435 {
416 remove_ob (op); 436 op->destroy ();
417 free_object (op); 437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
418 return; 444 return;
419 } 445 }
420 446
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
429 449
430 copy_owner (tmp, op); 450 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 452
434 owner = get_owner(op); 453 owner = op->owner;
454
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 456 {
441 tmp->x = op->x; 457 op->destroy ();
442 tmp->y = op->y; 458 return;
459 }
443 460
444 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
446 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 465 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 467 tmp->duration = op->duration;
450 } else { 468 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
452 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 479 * the count of the parent should work fine.
458 */ 480 */
459 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
460 } 482 }
461 483
462 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
465 487
466 /* Prevent recursion */ 488 /* Prevent recursion */
467 op->move_on = 0; 489 op->move_on = 0;
468 490
469 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
470 /* remove the firebullet */ 492 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 494}
476
477
478 495
479/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
481 */ 498 */
482 499void
483void check_bullet(object *op) 500check_bullet (object *op)
484{ 501{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 502 object *tmp;
487 int dam, mflags; 503 int dam, mflags;
488 mapstruct *m; 504 maptile *m;
489 sint16 sx, sy; 505 sint16 sx, sy;
490 506
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 508
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 510 return;
495 511
496 if (op->other_arch) { 512 if (op->other_arch)
513 {
497 /* explode object will also remove op */ 514 /* explode object will also remove op */
498 explode_bullet (op); 515 explode_bullet (op);
499 return; 516 return;
500 } 517 }
501 518
502 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
504 522
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 524 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 526 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 529 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 531 {
515 free_object(op); 532 op->destroy ();
516 return; 533 return;
517 } 534 }
518 } 535 }
519 } 536 }
520 } 537 }
521} 538}
522
523 539
524/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 541 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
528 */ 544 */
529 545void
530void move_bullet(object *op) 546move_bullet (object *op)
531{ 547{
532 sint16 new_x, new_y; 548 sint16 new_x, new_y;
533 int mflags; 549 int mflags;
534 mapstruct *m; 550 maptile *m;
535 551
536#if 0 552#if 0
537 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
538 554
539 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
542 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
544 return; 561 return;
545 } /* end addition. */ 562 } /* end addition. */
546#endif 563#endif
547 564
548 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
550 if (op->other_arch) { 568 if (op->other_arch)
551 explode_bullet (op); 569 explode_bullet (op);
552 } else { 570 else
553 remove_ob (op); 571 op->destroy ();
554 free_object (op); 572
555 }
556 return; 573 return;
557 } 574 }
558 575
559 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
561 m = op->map; 578 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 580
564 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 582 {
566 free_object (op); 583 op->destroy ();
567 return; 584 return;
568 } 585 }
569 586
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
571 if (op->other_arch) { 589 if (op->other_arch)
572 explode_bullet (op); 590 explode_bullet (op);
573 } else { 591 else
574 remove_ob (op); 592 op->destroy ();
575 free_object (op); 593
576 }
577 return; 594 return;
578 } 595 }
579 596
580 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 598 return;
585 599
586 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
587 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 603 update_turn_face (op);
589 } else { 604 }
605 else
590 check_bullet (op); 606 check_bullet (op);
591 }
592} 607}
593 608
594 609
595 610
596 611
601 * spob->attacktype. 616 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 617 * This function sets up the appropriate owner and skill
603 * pointers. 618 * pointers.
604 */ 619 */
605 620
621int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 622fire_bullet (object *op, object *caster, int dir, object *spob)
623{
607 object *tmp=NULL; 624 object *tmp = NULL;
608 int mflags; 625 int mflags;
609 626
610 if (!spob->other_arch) 627 if (!spob->other_arch)
611 return 0; 628 return 0;
612 629
613 tmp=arch_to_object(spob->other_arch); 630 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 631 if (tmp == NULL)
615 return 0; 632 return 0;
616 633
617 /* peterm: level dependency for bolts */ 634 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 636 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 637 if (spob->slaying)
638 tmp->slaying = spob->slaying;
621 639
622 tmp->range = 50; 640 tmp->range = 50;
623 641
624 /* Need to store duration/range for the ball to use */ 642 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 645 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 646
629 tmp->direction=dir; 647 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 649 SET_ANIMATION (tmp, dir);
632 650
633 set_owner(tmp,op); 651 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 652 set_spell_skill (op, caster, spob, tmp);
635 653
636 tmp->x=op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 656 tmp->map = op->map;
639 657
658 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 660 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 661 {
662 tmp->destroy ();
663 return 0;
664 }
665
666 tmp->map = newmap;
667
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
669 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 671 {
672 tmp->destroy ();
648 return 0; 673 return 0;
649 } 674 }
650 tmp->x=op->x; 675
651 tmp->y=op->y; 676 tmp->x = op->x;
677 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 678 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 679 tmp->map = op->map;
654 } 680 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 681
682 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 683 check_bullet (tmp);
657 } 684
658 return 1; 685 return 1;
659} 686}
660 687
661 688
662 689
663 690
667 * 694 *
668 *****************************************************************************/ 695 *****************************************************************************/
669 696
670 697
671/* drops an object based on what is in the cone's "other_arch" */ 698/* drops an object based on what is in the cone's "other_arch" */
699void
672void cone_drop(object *op) { 700cone_drop (object *op)
701{
673 object *new_ob = arch_to_object(op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
674 703
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 704 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 705 new_ob->set_owner (op->owner);
679 706
680 /* preserve skill ownership */ 707 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 708 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 709 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 710
684 } 711 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 712}
688 713
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 715
716void
691void move_cone(object *op) { 717move_cone (object *op)
718{
692 int i; 719 int i;
693 tag_t tag;
694 720
695 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 722 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 723 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0);
726 return;
727 }
703 728
704 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
731 {
706 hit_map(op,0,op->attacktype,0); 732 hit_map (op, 0, op->attacktype, 0);
707 return; 733 return;
708 } 734 }
709 735
710#if 0 736#if 0
711 /* Disable this - enabling it makes monsters easier, as 737 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 738 * when their cone dies when they die.
713 */ 739 */
714 /* If no owner left, the spell dies out. */ 740 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 741 if (op->owner == NULL)
716 remove_ob(op); 742 {
717 free_object(op); 743 op->destroy ();
718 return; 744 return;
719 } 745 }
720#endif 746#endif
721 747
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 748 hit_map (op, 0, op->attacktype, 0);
724 749
725 /* Check to see if we should push anything. 750 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 751 * Spell objects with weight push whatever they encounter to some
727 * degree. 752 * degree.
728 */ 753 */
754 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 755 check_spell_knockback (op);
730 756
731 if (was_destroyed (op, tag)) 757 if (op->destroyed ())
758 return;
759
760 if ((op->duration--) < 0)
761 {
762 op->destroy ();
732 return; 763 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 764 }
739 /* Object has hit maximum range, so don't have it move 765 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 766 * any further. When the duration above expires,
741 * then the object will get removed. 767 * then the object will get removed.
742 */ 768 */
743 if (--op->range < 0) { 769 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 770 {
771 op->range = 0; /* just so it doesn't wrap */
772 return;
773 }
747 774
748 for(i= -1;i<2;i++) { 775 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 776 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 778
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 780 {
754 copy_object(op, tmp); 781 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 782
758 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
759 784
760 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 787
763 if (tmp->other_arch) cone_drop(tmp); 788 op->map->insert (tmp, x, y, op);
764 } 789
790 if (tmp->other_arch)
791 cone_drop (tmp);
792 }
765 } 793 }
766} 794}
767 795
768/* cast_cone: casts a cone spell. 796/* cast_cone: casts a cone spell.
769 * op: person firing the object. 797 * op: person firing the object.
771 * dir: direction to fire in. 799 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 800 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 801 * to fire.
774 * returns 0 on failure, 1 on success. 802 * returns 0 on failure, 1 on success.
775 */ 803 */
804int
776int cast_cone(object *op, object *caster,int dir, object *spell) 805cast_cone (object *op, object *caster, int dir, object *spell)
777{ 806{
778 object *tmp; 807 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 808 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 809 maptile *m;
781 sint16 sx, sy; 810 sint16 sx, sy;
782 MoveType movetype; 811 MoveType movetype;
783 812
784 if (!spell->other_arch) return 0; 813 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 814 return 0;
815
816 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
819 return 0;
820 }
792 821
793 if(!dir) { 822 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 823 {
824 range_min = 0;
825 range_max = 8;
826 }
797 827
798 /* Need to know what the movetype of the object we are about 828 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 829 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 830 * insert it into is blocked.
801 */ 831 */
802 movetype = spell->other_arch->clone.move_type; 832 movetype = spell->other_arch->clone.move_type;
803 833
804 for(i=range_min;i<=range_max;i++) { 834 for (i = range_min; i <= range_max; i++)
835 {
805 sint16 x,y, d; 836 sint16 x, y, d;
806 837
807 /* We can't use absdir here, because it never returns 838 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 839 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 840 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 841 * to hit that person.
811 */ 842 */
812 d = dir + i; 843 d = dir + i;
813 while (d < 0) d+=8; 844 while (d < 0)
814 while (d > 8) d-=8; 845 d += 8;
846 while (d > 8)
847 d -= 8;
815 848
816 /* If it's not a rune, we don't want to blast the caster. 849 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 850 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 851 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 852 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 853 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 854 * for the rune code.
822 */ 855 */
823 if (caster->type != RUNE && d==0) { 856 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 857 {
825 else continue; 858 if (dir != 0)
826 } 859 d = 8;
860 else
861 continue;
862 }
827 863
828 x = op->x+freearr_x[d]; 864 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 865 y = op->y + freearr_y[d];
830 866
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 867 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 868 continue;
833 869
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 871 continue;
836 872
837 success=1; 873 success = 1;
838 tmp=arch_to_object(spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 875 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 878 tmp->attacktype = spell->attacktype;
845 879
846 /* holy word stuff */ 880 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 882 if (!tailor_god_spell (tmp, op))
849 } 883 return 0;
850 884
851 if(dir) 885 if (dir)
852 tmp->stats.sp=dir; 886 tmp->stats.sp = dir;
853 else 887 else
854 tmp->stats.sp=i; 888 tmp->stats.sp = i;
855 889
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 890 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 891
858 /* If casting it in all directions, it doesn't go as far */ 892 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 893 if (dir == 0)
894 {
860 tmp->range /= 4; 895 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 896 if (tmp->range < 2 && spell->range >= 2)
862 } 897 tmp->range = 2;
898 }
899
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 900 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 901 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 902
866 /* Special bonus for fear attacks */ 903 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 904 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 905 {
869 else 906 if (caster->type == PLAYER)
907 tmp->duration += fear_bonus[caster->stats.Cha];
908 else
870 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
871 } 910 }
911
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 912 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 913 {
874 else 914 if (caster->type == PLAYER)
915 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
916 else
875 tmp->duration += caster->level/3; 917 tmp->duration += caster->level / 3;
876 } 918 }
877 919
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 922
883 if (!tmp->move_on && tmp->stats.dam) { 923 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 925
926 m->insert (tmp, sx, sy, op);
927
890 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 929 * a single space too many times.
892 */ 930 */
893 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
894 932
895 if(tmp->other_arch) cone_drop(tmp); 933 if (tmp->other_arch)
934 cone_drop (tmp);
896 } 935 }
936
897 return success; 937 return success;
898} 938}
899 939
900/**************************************************************************** 940/****************************************************************************
901 * 941 *
902 * BOMB related code 942 * BOMB related code
905 945
906 946
907/* This handles an exploding bomb. 947/* This handles an exploding bomb.
908 * op is the original bomb object. 948 * op is the original bomb object.
909 */ 949 */
950void
910void animate_bomb(object *op) { 951animate_bomb (object *op)
952{
911 int i; 953 int i;
912 object *env, *tmp; 954 object *env, *tmp;
913 archetype *at;
914 955
915 if(op->state!=NUM_ANIMATIONS(op)-1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 957 return;
917 958
918
919 env = object_get_env_recursive(op); 959 env = object_get_env_recursive (op);
920 960
921 if (op->env) { 961 if (op->env)
962 {
922 if (env->map == NULL) 963 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 964 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968
969 if (!(op = op->insert_at (env, op)))
970 return;
943 } 971 }
944 972
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
977 {
978 op->destroy ();
979 return;
980 }
981
945 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 984 * so just set up the appropriate values.
948 */ 985 */
949 at = find_archetype(SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 987 {
951 for(i=1;i<9;i++) { 988 for (i = 1; i < 9; i++)
989 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 991 continue;
992
954 tmp = arch_to_object(at); 993 tmp = arch_to_object (at);
955 tmp->direction = i; 994 tmp->direction = i;
956 tmp->range = op->range; 995 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 997 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 999 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 1000 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1001 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 1002
1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1004 SET_ANIMATION (tmp, i);
1005
1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1007 move_bullet (tmp);
1008 }
964 } 1009 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 1010
974 explode_bullet(op); 1011 explode_bullet (op);
975} 1012}
976 1013
1014int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1015create_bomb (object *op, object *caster, int dir, object *spell)
1016{
978 1017
979 object *tmp; 1018 object *tmp;
980 int mflags; 1019 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1021 maptile *m;
983 1022
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1027 return 0;
988 } 1028 }
989 tmp=arch_to_object(spell->other_arch); 1029 tmp = arch_to_object (spell->other_arch);
990 1030
991 /* level dependencies for bomb */ 1031 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
996 1036
997 set_owner(tmp,op); 1037 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1039
1000 tmp->y=dy; 1040 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1041 return 1;
1003} 1042}
1004 1043
1005/**************************************************************************** 1044/****************************************************************************
1006 * 1045 *
1007 * smite related spell code. 1046 * smite related spell code.
1015 * dir is the direction to look in. 1054 * dir is the direction to look in.
1016 * range is how far out to look. 1055 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1057 * this info is used for blocked magic/unholy spaces.
1019 */ 1058 */
1020 1059
1060object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1061get_pointed_target (object *op, int dir, int range, int type)
1062{
1022 object *target; 1063 object *target;
1023 sint16 x,y; 1064 sint16 x, y;
1024 int dist, mflags; 1065 int dist, mflags;
1025 mapstruct *mp; 1066 maptile *mp;
1026 1067
1027 if (dir==0) return NULL; 1068 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1069 return NULL;
1070
1071 for (dist = 1; dist < range; dist++)
1072 {
1073 x = op->x + freearr_x[dir] * dist;
1074 y = op->y + freearr_y[dir] * dist;
1075 mp = op->map;
1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1077
1078 if (mflags & P_OUT_OF_MAP)
1079 return NULL;
1080 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1081 return NULL;
1082 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1083 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL;
1086
1087 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 {
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target;
1094 }
1095 }
1096 }
1097 }
1098 return NULL;
1049} 1099}
1050 1100
1051 1101
1052/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1106 * caster = object casting the spell.
1057 * dir = direction being cast 1107 * dir = direction being cast
1058 * spell = spell object 1108 * spell = spell object
1059 */ 1109 */
1060 1110
1111int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1112cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{
1062 object *effect, *target; 1114 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1115 object *god = find_god (determine_god (op));
1064 int range; 1116 int range;
1065 1117
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1118 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1119 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1120
1069 /* Bunch of conditions for casting this spell. Note that only 1121 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1122 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1123 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1124 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1125 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1126 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1127 * can't be friendly to your god.
1076 */ 1128 */
1077 1129
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1131 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1133 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1135 return 0;
1084 } 1136 }
1085 1137
1086 if (spell->other_arch) 1138 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1139 effect = arch_to_object (spell->other_arch);
1088 else 1140 else
1089 return 0; 1141 return 0;
1090 1142
1091 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1144 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1095 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1150 else
1151 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1153 return 0;
1101 } 1154 }
1102 } 1155 }
1103 1156
1104 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1105 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1160
1110 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1162 {
1112 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1164
1114 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1171 effect->x = op->x;
1119 effect->y=op->y; 1172 effect->y = op->y;
1120 } else { 1173 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1122 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1178 effect->destroy ();
1125 return 0; 1179 return 0;
1180 }
1181 }
1126 } 1182 }
1127 } 1183 else
1128 } else { 1184 {
1129 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1187 }
1133 1188
1134 set_owner(effect,op); 1189 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1136 1191
1137 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1193 effect->insert_at (target, op);
1139 effect->y=target->y; 1194
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1195 return 1;
1143} 1196}
1144 1197
1145 1198
1146/**************************************************************************** 1199/****************************************************************************
1147 * 1200 *
1149 * note that the fire_bullet is used to fire the missile. The 1202 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1203 * code here is just to move the missile.
1151 ****************************************************************************/ 1204 ****************************************************************************/
1152 1205
1153/* op is a missile that needs to be moved */ 1206/* op is a missile that needs to be moved */
1207void
1154void move_missile(object *op) { 1208move_missile (object *op)
1209{
1155 int i, mflags; 1210 int i, mflags;
1156 object *owner; 1211 object *owner;
1157 sint16 new_x, new_y; 1212 sint16 new_x, new_y;
1158 mapstruct *m; 1213 maptile *m;
1159 1214
1160 if (op->range-- <=0) { 1215 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1216 {
1217 op->destroy ();
1218 return;
1219 }
1165 1220
1166 owner = get_owner(op); 1221 owner = op->owner;
1167#if 0 1222#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1223 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1224 * monster that are then killed would continue to survive
1170 */ 1225 */
1171 if (owner == NULL) { 1226 if (owner == NULL)
1172 remove_ob(op); 1227 {
1173 free_object(op); 1228 op->destroy ();
1174 return; 1229 return;
1175 } 1230 }
1176#endif 1231#endif
1177 1232
1178 new_x = op->x + DIRX(op); 1233 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1234 new_y = op->y + DIRY (op);
1180 1235
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1237
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1185 tag_t tag = op->count; 1239 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1240 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1241 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1242 * we need to remove it if someone hasn't already done so.
1189 */ 1243 */
1190 if ( ! was_destroyed (op, tag)) { 1244 if (!op->destroyed ())
1191 remove_ob (op); 1245 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1246
1197 remove_ob(op); 1247 return;
1248 }
1249
1250 op->remove ();
1251
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1253 {
1202 op->x = new_x; 1254 op->destroy ();
1203 op->y = new_y; 1255 return;
1204 op->map = m; 1256 }
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1257
1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1206 if(i > 0 && i != op->direction){ 1259 if (i > 0 && i != op->direction)
1260 {
1207 op->direction=i; 1261 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1209 } 1263 }
1210 insert_ob_in_map(op,op->map,op,0); 1264
1265 m->insert (op, new_x, new_y, op);
1211} 1266}
1212 1267
1213/**************************************************************************** 1268/****************************************************************************
1214 * Destruction 1269 * Destruction
1215 ****************************************************************************/ 1270 ****************************************************************************/
1271
1216/* make_object_glow() - currently only makes living objects glow. 1272/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1273 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1274 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1275 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1276 * give them the capability to have an inventory. b.t.
1221 */ 1277 */
1222 1278
1279int
1223int make_object_glow(object *op, int radius, int time) { 1280make_object_glow (object *op, int radius, int time)
1281{
1224 object *tmp; 1282 object *tmp;
1225 1283
1226 /* some things are unaffected... */ 1284 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1285 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1286 return 0;
1229 1287
1230 tmp=get_archetype(FORCE_NAME); 1288 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1289 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1290 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1291 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1292 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1294 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1295
1238 tmp->x=op->x; 1296 tmp->x = op->x;
1239 tmp->y=op->y; 1297 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1300 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1301 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1302 op->glow_radius = tmp->glow_radius;
1244 1303
1245 if(!tmp->env||op!=tmp->env) { 1304 if (!tmp->env || op != tmp->env)
1305 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1307 return 0;
1248 return 0;
1249 } 1308 }
1250 return 1; 1309 return 1;
1251} 1310}
1252 1311
1253 1312
1254
1255 1313
1314
1315int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1316cast_destruction (object *op, object *caster, object *spell_ob)
1317{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1318 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1319 sint16 sx, sy;
1259 mapstruct *m; 1320 maptile *m;
1260 object *tmp; 1321 object *tmp;
1261 const char *skill; 1322 const char *skill;
1262 1323
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1267 1329
1268 /* destruction doesn't use another spell object, so we need 1330 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1331 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1332 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1333 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1334 * the full share string/free_string route.
1273 */ 1335 */
1274 skill = op->skill; 1336 skill = op->skill;
1337 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1338 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1277 else op->skill = NULL; 1342 op->skill = NULL;
1278 1343
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1344 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1345
1281 for(i= -range; i<range; i++) { 1346 for (i = -range; i < range; i++)
1347 {
1282 for(j=-range; j<range ; j++) { 1348 for (j = -range; j < range; j++)
1349 {
1283 m = op->map; 1350 m = op->map;
1284 sx = op->x + i; 1351 sx = op->x + i;
1285 sy = op->y + j; 1352 sy = op->y + j;
1353
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1288 if (mflags & P_IS_ALIVE) { 1358 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1359 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1362 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1363
1364 if (tmp)
1365 {
1366 if (tmp->head)
1367 tmp = tmp->head;
1368
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1371 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1375 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->x = sx; 1377 }
1302 tmp->y = sy; 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 insert_ob_in_map(tmp, m, op, 0); 1379 {
1304 }
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1382 }
1311 effect->y = sy; 1383 }
1312 insert_ob_in_map(effect, m, op, 0); 1384 }
1313 } 1385 }
1314 } 1386 }
1315 }
1316 }
1317 } 1387 }
1318 } 1388
1319 }
1320 op->skill = skill; 1389 op->skill = skill;
1321 return 1; 1390 return 1;
1322} 1391}
1323 1392
1324/*************************************************************************** 1393/***************************************************************************
1325 * 1394 *
1326 * CURSE 1395 * CURSE
1327 * 1396 *
1328 ***************************************************************************/ 1397 ***************************************************************************/
1329 1398
1399int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1400cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{
1331 object *god = find_god(determine_god(op)); 1402 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1403 object *tmp, *force;
1333 1404
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1405 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1406 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1407 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0;
1410 }
1341 1411
1342 /* If we've already got a force of this type, don't add a new one. */ 1412 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1413 for (force = tmp->inv; force != NULL; force = force->below)
1414 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 {
1345 if (force->name == spell_ob->name) { 1417 if (force->name == spell_ob->name)
1346 break; 1418 {
1347 } 1419 break;
1420 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1421 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1422 {
1350 "You can not cast %s while %s is in effect", 1423 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1424 return 0;
1352 return 0; 1425 }
1426 }
1353 } 1427 }
1354 }
1355 }
1356 1428
1357 if(force==NULL) { 1429 if (force == NULL)
1430 {
1358 force=get_archetype(FORCE_NAME); 1431 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1432 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1433 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1434 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1435 else
1436 force->name = spell_ob->name;
1437
1438 force->name_pl = spell_ob->name;
1439
1440 }
1441 else
1442 {
1369 int duration; 1443 int duration;
1370 1444
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1445 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1446 if (duration > force->duration)
1447 {
1373 force->duration = duration; 1448 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1450 }
1451 else
1452 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1454 }
1378 return 1; 1455 return 1;
1379 } 1456 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1458 force->speed = 1.0;
1382 force->speed_left = -1.0; 1459 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1460 SET_FLAG (force, FLAG_APPLIED);
1384 1461
1385 if(god) { 1462 if (god)
1463 {
1386 if (spell_ob->last_grace) 1464 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1465 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1466 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1467 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1468 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1469 }
1392 } else 1470 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1472
1395 1473
1396 if(tmp!=op && op->type==PLAYER) 1474 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1476
1399 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1401 1479
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1481 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1482 tmp->update_stats ();
1405 return 1; 1483 return 1;
1406 1484
1407} 1485}
1408 1486
1409 1487
1410/********************************************************************** 1488/**********************************************************************
1414 ***********************************************************************/ 1492 ***********************************************************************/
1415 1493
1416/* This covers the various spells that change the moods of monsters - 1494/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1495 * makes them angry, peacful, friendly, etc.
1418 */ 1496 */
1497int
1419int mood_change(object *op, object *caster, object *spell) { 1498mood_change (object *op, object *caster, object *spell)
1499{
1420 object *tmp, *god, *head; 1500 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1501 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1502 sint16 x, y, nx, ny;
1423 mapstruct *m; 1503 maptile *m;
1424 const char *race; 1504 const char *race;
1425 1505
1426 /* We precompute some values here so that we don't have to keep 1506 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1507 * doing it over and over again.
1428 */ 1508 */
1429 god=find_god(determine_god(op)); 1509 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1510 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1511 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1512
1433 /* On the bright side, no monster should ever have a race of GOD_... 1513 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1514 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1515 * won't ever match anything.
1436 */ 1516 */
1437 if (!spell->race) race=NULL; 1517 if (!spell->race)
1518 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1519 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1520 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1521 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race;
1523 else
1440 else race = spell->race; 1524 race = spell->race;
1441
1442 1525
1526
1443 for (x = op->x - range; x <= op->x + range; x++) 1527 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1528 for (y = op->y - range; y <= op->y + range; y++)
1529 {
1445 1530
1446 done_one=0; 1531 done_one = 0;
1447 m = op->map; 1532 m = op->map;
1448 nx = x; 1533 nx = x;
1449 ny = y; 1534 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1536 if (mflags & P_OUT_OF_MAP)
1537 continue;
1452 1538
1453 /* If there is nothing living on this space, no need to go further */ 1539 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1540 if (!(mflags & P_IS_ALIVE))
1541 continue;
1455 1542
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1544 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break;
1458 1546
1459 /* There can be living objects that are not monsters */ 1547 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1548 if (!tmp || tmp->type == PLAYER)
1549 continue;
1461 1550
1462 /* Only the head has meaningful data, so resolve to that */ 1551 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1552 if (tmp->head)
1464 else head=tmp; 1553 head = tmp->head;
1554 else
1555 head = tmp;
1465 1556
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1558 if (race && head->race && !strstr (race, head->race))
1559 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue;
1469 1562
1470 /* Now do a bunch of stuff related to saving throws */ 1563 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1564 best_at = -1;
1472 if (spell->attacktype) { 1565 if (spell->attacktype)
1566 {
1473 for (at=0; at < NROFATTACKS; at++) 1567 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1568 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1569 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1570 best_at = at;
1476 1571
1477 if (best_at == -1) at=0; 1572 if (best_at == -1)
1573 at = 0;
1478 else { 1574 else
1575 {
1479 if (head->resist[best_at] == 100) continue; 1576 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1577 continue;
1481 } 1578 else
1579 at = head->resist[best_at] / 5;
1580 }
1482 at -= level / 5; 1581 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1582 if (did_make_save (head, head->level, at))
1484 } 1583 continue;
1584 }
1485 else /* spell->attacktype */ 1585 else /* spell->attacktype */
1486 /* 1586 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1588 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1590
1491 The chance will then be in the range [20-70] percent, not too bad. 1591 The chance will then be in the range [20-70] percent, not too bad.
1492 1592
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1594 charm a level 125 monster...
1495 1595
1496 Ryo, august 14th 1596 Ryo, august 14th
1497 */ 1597 */
1498 { 1598 {
1499 if ( head->level > level ) continue; 1599 if (head->level > level)
1600 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1602 /* Failed, no effect */
1502 continue; 1603 continue;
1503 } 1604 }
1504 1605
1505 /* Done with saving throw. Now start effecting the monster */ 1606 /* Done with saving throw. Now start effecting the monster */
1506 1607
1507 /* aggravation */ 1608 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1609 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1611 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1613 remove_friendly_object (head);
1512 1614
1513 done_one = 1; 1615 done_one = 1;
1514 head->enemy = op; 1616 head->enemy = op;
1515 } 1617 }
1516 1618
1517 /* calm monsters */ 1619 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1620 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1621 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1622 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1623 head->enemy = NULL;
1521 done_one = 1; 1624 done_one = 1;
1522 } 1625 }
1523 1626
1524 /* berserk monsters */ 1627 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 {
1526 SET_FLAG(head, FLAG_BERSERK); 1630 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1631 done_one = 1;
1528 } 1632 }
1529 /* charm */ 1633 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1636 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1637 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1638 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1640 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1641 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1642 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1643 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1644 head->attack_movement = PETMOVE;
1540 done_one = 1; 1645 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1646 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1647 head->stats.exp = 0;
1543 } 1648 }
1544 1649
1545 /* If a monster was effected, put an effect in */ 1650 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1651 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1652 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1653 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1654
1554 return 1; 1655 return 1;
1555} 1656}
1556 1657
1557 1658
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1659/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1660 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1661 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1662 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1663 * note that duration is handled by process_object() in time.c
1563 */ 1664 */
1564 1665
1666void
1565void move_ball_spell(object *op) { 1667move_ball_spell (object *op)
1668{
1566 int i,j,dam_save,dir, mflags; 1669 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1670 sint16 nx, ny, hx, hy;
1568 object *owner; 1671 object *owner;
1569 mapstruct *m; 1672 maptile *m;
1570 1673
1571 owner = get_owner(op); 1674 owner = op->owner;
1572 1675
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1676 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1677 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1678 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1679 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1680 * deviations.
1578 */ 1681 */
1579 1682
1580 dir = 0; 1683 dir = 0;
1581 if(!(rndm(0, 3))) 1684 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1685 j = rndm (0, 1);
1583 else j=0; 1686 else
1687 j = 0;
1584 1688
1585 for(i = 1; i < 9; i++) { 1689 for (i = 1; i < 9; i++)
1690 {
1586 /* i bit 0: alters sign of offset 1691 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1692 * other bits (i / 2): absolute value of offset
1588 */ 1693 */
1589 1694
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1696 int tmpdir = absdir (op->direction + offset);
1592 1697
1593 nx = op->x + freearr_x[tmpdir]; 1698 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1699 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1700 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1701 {
1597 dir = tmpdir; 1702 dir = tmpdir;
1598 break; 1703 break;
1599 } 1704 }
1600 } 1705 }
1601 if (dir == 0) { 1706 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1707 {
1708 nx = op->x;
1709 ny = op->y;
1710 m = op->map;
1711 }
1606 1712
1607 remove_ob(op); 1713 m->insert (op, nx, ny, op);
1608 op->y=ny; 1714
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1715 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1716 surrounding squares */
1614 1717
1615 /* loop over current square and neighbors to hit. 1718 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1719 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1720 * the surround spaces.
1618 */ 1721 */
1619 for(j=0;j<9;j++) { 1722 for (j = 0; j < 9; j++)
1723 {
1620 object *new_ob; 1724 object *new_ob;
1621 1725
1622 hx = nx+freearr_x[j]; 1726 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1727 hy = ny + freearr_y[j];
1624 1728
1625 m = op->map; 1729 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1731
1628 if (mflags & P_OUT_OF_MAP) continue; 1732 if (mflags & P_OUT_OF_MAP)
1733 continue;
1629 1734
1630 /* first, don't ever, ever hit the owner. Don't hit out 1735 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1736 * of the map either.
1632 */ 1737 */
1633 1738
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1740 {
1741 if (j)
1742 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1743 hit_map (op, j, op->attacktype, 1);
1637 1744
1638 } 1745 }
1639 1746
1640 /* insert the other arch */ 1747 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1749 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1750 }
1648 1751
1649 /* restore to the center location and damage*/ 1752 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1753 op->stats.dam = dam_save;
1651 1754
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1755 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1756
1654 if(i>=0) { /* we have a preferred direction! */ 1757 if (i >= 0)
1758 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1759 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1760 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1761 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1762 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1763
1660 op->direction=i; 1764 op->direction = i;
1661 } 1765 }
1662} 1766}
1663 1767
1664 1768
1665/* move_swarm_spell: peterm 1769/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1772 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1773 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1774 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1775 */
1672 1776
1777void
1673void move_swarm_spell(object *op) 1778move_swarm_spell (object *op)
1674{ 1779{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1780#if 0
1697 // this is bogus: it causes wrong places to be checked below 1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1783 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1784 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1785 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1786#endif
1787 int basedir;
1788 object *owner;
1744 1789
1790 owner = op->owner;
1791 if (op->duration == 0 || owner == NULL)
1792 {
1793 op->destroy ();
1794 return;
1795 }
1796
1797 op->duration--;
1798
1799 basedir = op->direction;
1800 if (basedir == 0)
1801 {
1802 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8);
1804 }
1805
1806#if 0
1807 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space.
1811 // should be fixed later, but correctness before featurs...
1812 // (schmorp)
1813
1814 /* new offset calculation to make swarm element distribution
1815 * more uniform
1816 */
1817 if (op->duration)
1818 {
1819 if (basedir & 1)
1820 {
1821 adjustdir = cardinal_adjust[rndm (0, 8)];
1822 }
1823 else
1824 {
1825 adjustdir = diagonal_adjust[rndm (0, 9)];
1826 }
1827 }
1828 else
1829 {
1830 adjustdir = 0; /* fire the last one from forward. */
1831 }
1832
1833 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1834 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1835
1836 /* back up one space so we can hit point-blank targets, but this
1837 * necessitates extra out_of_map check below
1838 */
1839 origin_x = target_x - freearr_x[basedir];
1840 origin_y = target_y - freearr_y[basedir];
1841
1842
1745 /* spell pointer is set up for the spell this casts. Since this 1843 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1844 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1845 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1846 * do some sanity checking anyways.
1749 */ 1847 */
1848
1849 if (op->spell && op->spell->type == SPELL &&
1850 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1851 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1852 {
1853
1854 /* Bullet spells have a bunch more customization that needs to be done */
1855 if (op->spell->subtype == SP_BULLET)
1856 fire_bullet (owner, op, basedir, op->spell);
1857 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1858 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1859 }
1860#endif
1861
1862 /* spell pointer is set up for the spell this casts. Since this
1863 * should just be a pointer to the spell in some inventory,
1864 * it is unlikely to disappear by the time we need it. However,
1865 * do some sanity checking anyways.
1866 */
1867
1751 if (op->spell && op->spell->type == SPELL) 1868 if (op->spell && op->spell->type == SPELL)
1752 { 1869 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1870 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1871 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1872 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1873 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1875 }
1759} 1876}
1760 1877
1761 1878
1762 1879
1763 1880
1771 * dir: the direction everything will be fired in 1888 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1889 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1890 * n: the number to be fired.
1774 */ 1891 */
1775 1892
1893int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1894fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1895{
1778 object *tmp; 1896 object *tmp;
1779 int i; 1897 int i;
1780 1898
1781 if (!spell->other_arch) return 0; 1899 if (!spell->other_arch)
1900 return 0;
1782 1901
1783 tmp=get_archetype(SWARM_SPELL); 1902 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x;
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1904 set_spell_skill (op, caster, spell, tmp);
1788 1905
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1907 tmp->spell = arch_to_object (spell->other_arch);
1791 1908
1792 tmp->attacktype = tmp->spell->attacktype; 1909 tmp->attacktype = tmp->spell->attacktype;
1793 1910
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1912 if (!tailor_god_spell (tmp, op))
1796 return 1; 1913 return 1;
1797 } 1914
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1915 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1916 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1918
1802 tmp->direction=dir; 1919 tmp->direction = dir;
1803 tmp->invisible=1; 1920 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1921
1922 tmp->insert_at (op, op);
1805 return 1; 1923 return 1;
1806} 1924}
1807 1925
1808 1926
1809/* See the spells documentation file for why this is its own 1927/* See the spells documentation file for why this is its own
1810 * function. 1928 * function.
1811 */ 1929 */
1930int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1931cast_light (object *op, object *caster, object *spell, int dir)
1932{
1813 object *target=NULL,*tmp=NULL; 1933 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1934 sint16 x, y;
1815 int dam, mflags; 1935 int dam, mflags;
1816 mapstruct *m; 1936 maptile *m;
1817 1937
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1939
1820 if(!dir) { 1940 if (!dir)
1941 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1943 return 0;
1823 } 1944 }
1824 1945
1825 x=op->x+freearr_x[dir]; 1946 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1947 y = op->y + freearr_y[dir];
1827 m = op->map; 1948 m = op->map;
1828 1949
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1950 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1951
1831 if (mflags & P_OUT_OF_MAP) { 1952 if (mflags & P_OUT_OF_MAP)
1953 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1955 return 0;
1834 } 1956 }
1835 1957
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1958 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1959 {
1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1961 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1963 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1964 if (target->head)
1965 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1966 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1967 return 1; /* one success only! */
1968 }
1843 } 1969 }
1844 }
1845 1970
1846 /* no live target, perhaps a wall is in the way? */ 1971 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1975 return 0;
1850 } 1976 }
1851 1977
1852 /* ok, looks groovy to just insert a new light on the map */ 1978 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1979 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1980 if (!tmp)
1981 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1983 return 0;
1857 } 1984 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1986 if (tmp->glow_radius)
1987 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1989 if (tmp->glow_radius > MAX_LIGHT_RADII)
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1991 }
1863 tmp->x=x; 1992
1864 tmp->y=y; 1993 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1994 return 1;
1867} 1995}
1868 1996
1869 1997
1870 1998
1871 1999
1874 * op is the player/monster, caster is the object, dir is the direction 2002 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 2003 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2004 * perhaps this should actually be in disease.c?
1877 */ 2005 */
1878 2006
2007int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2008cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{
1880 sint16 x,y; 2010 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2011 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2012 object *walk;
1883 mapstruct *m; 2013 maptile *m;
1884 2014
1885 x = op->x; 2015 x = op->x;
1886 y = op->y; 2016 y = op->y;
1887 2017
1888 /* If casting from a scroll, no direction will be available, so refer to the 2018 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2019 * direction the player is pointing.
1890 */ 2020 */
2021 if (!dir)
1891 if (!dir) dir=op->facing; 2022 dir = op->facing;
2023 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2024 return 0; /* won't find anything if casting on ourself, so just return */
1893 2025
1894 /* Calculate these once here */ 2026 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2027 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2028 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2029 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2030
1899 /* search in a line for a victim */ 2031 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2032 for (i = 1; i < range; i++)
2033 {
1901 x = op->x + i * freearr_x[dir]; 2034 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2035 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2036 m = op->map;
1904 2037
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2039
1907 if (mflags & P_OUT_OF_MAP) return 0; 2040 if (mflags & P_OUT_OF_MAP)
2041 return 0;
1908 2042
1909 /* don't go through walls - presume diseases are airborne */ 2043 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2044 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2045 return 0;
1911 2046
1912 /* Only bother looking on this space if there is something living here */ 2047 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2048 if (mflags & P_IS_ALIVE)
2049 {
1914 /* search this square for a victim */ 2050 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2051 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2052 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2053 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2054 object *disease = arch_to_object (spell->other_arch);
1918 2055
1919 set_owner(disease,op); 2056 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2057 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2058 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2059 disease->level = caster_level (caster, spell);
1923 2060
1924 /* do level adjustments */ 2061 /* do level adjustments */
1925 if(disease->stats.wc) 2062 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2063 disease->stats.wc += dur_mod / 2;
1927 2064
1928 if(disease->magic> 0) 2065 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2066 disease->magic += dur_mod / 4;
1930 2067
1931 if(disease->stats.maxhp>0) 2068 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2069 disease->stats.maxhp += dur_mod;
1933 2070
1934 if(disease->stats.maxgrace>0) 2071 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2072 disease->stats.maxgrace += dur_mod;
1936 2073
1937 if(disease->stats.dam) { 2074 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2075 {
1939 disease->stats.dam += dam_mod; 2076 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2077 disease->stats.dam += dam_mod;
1941 } 2078 else
2079 disease->stats.dam -= dam_mod;
2080 }
1942 2081
1943 if(disease->last_sp) { 2082 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2083 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2084 disease->last_sp -= 2 * dam_mod;
1946 } 2085 if (disease->last_sp < 1)
2086 disease->last_sp = 1;
2087 }
1947 2088
1948 if(disease->stats.maxsp) { 2089 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2090 {
1950 disease->stats.maxsp += dam_mod; 2091 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2092 disease->stats.maxsp += dam_mod;
1952 } 2093 else
1953 2094 disease->stats.maxsp -= dam_mod;
2095 }
2096
1954 if(disease->stats.ac) 2097 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2098 disease->stats.ac += dam_mod;
1956 2099
1957 if(disease->last_eat) 2100 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2101 disease->last_eat -= dam_mod;
1959 2102
1960 if(disease->stats.hp) 2103 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2104 disease->stats.hp -= dam_mod;
1962 2105
1963 if(disease->stats.sp) 2106 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2107 disease->stats.sp -= dam_mod;
1965 2108
1966 if(infect_object(walk,disease,1)) { 2109 if (infect_object (walk, disease, 1))
2110 {
1967 object *flash; /* visual effect for inflicting disease */ 2111 object *flash; /* visual effect for inflicting disease */
1968 2112
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2114
1971 free_object(disease); /* don't need this one anymore */ 2115 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1973 flash->x = x; 2117 return 1;
1974 flash->y = y; 2118 }
1975 flash->map = walk->map; 2119
1976 insert_ob_in_map(flash,walk->map,op,0); 2120 disease->destroy ();
1977 return 1; 2121 }
1978 } 2122 } /* if living creature */
1979 free_object(disease); 2123 } /* for range of spaces */
1980 } 2124
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2125 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2126 return 1;
1985} 2127}

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