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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 1.29 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 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);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* 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; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* 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 82 * 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. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 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 */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * 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 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 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) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167{
167 object *tmp; 168 object *tmp;
168 int mflags; 169 int mflags;
169 sint16 x, y; 170 sint16 x, y;
170 mapstruct *m; 171 maptile *m;
171 172
172 if(--(op->duration)<0) { 173 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 174 {
175 op->destroy ();
176 return;
177 }
178
177 hit_map(op,0,op->attacktype,1); 179 hit_map (op, 0, op->attacktype, 1);
178 180
179 if(!op->direction) 181 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; 182 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++;
249 183
250 /* New forking code. Possibly create forks of this object 184 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; 185 op->range = 0;
261 } /* copy object and move it along */ 186 else
262 } /* if move bolt along */ 187 {
188 x = op->x + DIRX (op);
189 y = op->y + DIRY (op);
190 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y);
192
193 if (mflags & P_OUT_OF_MAP)
194 return;
195
196 /* We are about to run into something - we may bounce */
197 /* Calling reflwall is pretty costly, as it has to look at all the objects
198 * on the space. So only call reflwall if we think the data it returns
199 * will be useful.
200 */
201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
204 return;
205
206 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling
209 * on the diagonal, it is trickier - eg, a bolt travelling
210 * northwest bounces different if it hits a north/south
211 * wall (bounces to northeast) vs an east/west (bounces
212 * to the southwest.
213 */
214 if (op->direction & 1)
215 op->direction = absdir (op->direction + 4);
216 else
217 {
218 int left, right;
219 int mflags;
220
221 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
222 * over a corner in a tiled map, it is possible that
223 * op->direction is within an adjacent map but either
224 * op->direction-1 or op->direction+1 does not exist.
225 */
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
228
229 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
232 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
233 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 if (left == right)
236 op->direction = absdir (op->direction + 4);
237 else if (left)
238 op->direction = absdir (op->direction + 2);
239 else if (right)
240 op->direction = absdir (op->direction - 2);
241 }
242
243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
244 return;
245 }
246 else
247 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone ();
249
250 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1;
252 /* To make up for the decrease at the top of the function */
253 tmp->duration++;
254
255 /* New forking code. Possibly create forks of this object
256 * going off in other directions.
257 */
258 if (rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262
263 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward.
265 */
266 op->range = 0;
267 } /* copy object and move it along */
268 } /* if move bolt along */
263} 269}
264 270
265/* fire_bolt 271/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 272 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 273 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 275 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
271 * pointers. 277 * pointers.
272 */ 278 */
273 279int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281{
275 object *tmp=NULL; 282 object *tmp = NULL;
276 int mflags; 283 int mflags;
277 284
278 if (!spob->other_arch) 285 if (!spob->other_arch)
279 return 0; 286 return 0;
280 287
281 tmp=arch_to_object(spob->other_arch); 288 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 289 if (tmp == NULL)
283 return 0; 290 return 0;
284 291
285 /* peterm: level dependency for bolts */ 292 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 294 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 295 if (spob->slaying)
296 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 297 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 299 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 300 tmp->stats.Con = spob->stats.Con;
293 301
294 tmp->direction=dir; 302 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 304 SET_ANIMATION (tmp, dir);
297 305
298 set_owner(tmp,op); 306 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 307 set_spell_skill (op, caster, spob, tmp);
300 308
301 tmp->x=op->x + DIRX(tmp); 309 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 310 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 311 tmp->map = op->map;
304 312
313 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 315 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 316 {
317 tmp->destroy ();
318 return 0;
319 }
320
321 tmp->map = newmap;
322
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 326 {
327 tmp->destroy ();
313 return 0; 328 return 0;
314 } 329 }
315 tmp->x=op->x; 330
316 tmp->y=op->y; 331 tmp->x = op->x;
332 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 333 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 334 tmp->map = op->map;
319 } 335 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 336
337 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 338 move_bolt (tmp);
339
322 return 1; 340 return 1;
323} 341}
324 342
325 343
326 344
327/*************************************************************************** 345/***************************************************************************
332 350
333/* expands an explosion. op is a piece of the 351/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 352 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 353 * At least that is what I think this does.
336 */ 354 */
355void
337void explosion(object *op) { 356explosion (object *op)
338 object *tmp; 357{
339 mapstruct *m=op->map; 358 maptile *m = op->map;
340 int i; 359 int i;
341 360
342 if(--(op->duration)<0) { 361 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 362 {
363 op->destroy ();
364 return;
365 }
366
347 hit_map(op,0,op->attacktype,0); 367 hit_map (op, 0, op->attacktype, 0);
348 368
349 if(op->range>0) { 369 if (op->range > 0)
350 for(i=1;i<9;i++) { 370 {
371 for (i = 1; i < 9; i++)
372 {
351 sint16 dx,dy; 373 sint16 dx, dy;
352 374
353 dx=op->x+freearr_x[i]; 375 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
355 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 379 * out of map, etc.
357 */ 380 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 382 {
360 copy_object(op,tmp); 383 object *tmp = op->clone ();
361 tmp->state=0; 384
362 tmp->speed_left= -0.21; 385 tmp->state = 0;
363 tmp->range--; 386 tmp->speed_left = -0.21;
364 tmp->value=0; 387 tmp->range--;
365 tmp->x=dx; 388 tmp->value = 0;
366 tmp->y=dy; 389
367 insert_ob_in_map(tmp,m,op,0); 390 m->insert (tmp, dx, dy, op);
368 } 391 }
369 } 392 }
370 } 393 }
371} 394}
372 395
373 396
374/* Causes an object to explode, eg, a firebullet, 397/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 398 * poison cloud ball, etc. op is the object to
376 * explode. 399 * explode.
377 */ 400 */
401void
378void explode_bullet(object *op) 402explode_bullet (object *op)
379{ 403{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 404 object *tmp, *owner;
382 405
383 if (op->other_arch == NULL) { 406 if (op->other_arch == NULL)
407 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 409 op->destroy ();
386 free_object (op); 410 return;
387 return;
388 } 411 }
389 412
390 if (op->env) { 413 if (op->env)
391 object *env; 414 {
392
393 env = object_get_env_recursive(op); 415 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 419 op->destroy ();
397 free_object (op);
398 return; 420 return;
399 } 421 }
400 remove_ob (op); 422
401 op->x = env->x; 423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 424 }
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)) { 425 else if (out_of_map (op->map, op->x, op->y))
426 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 428 op->destroy ();
407 free_object (op); 429 return;
408 return;
409 } 430 }
410 431
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 432 // 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 433 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 434 // 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) 435 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 436 {
416 remove_ob (op); 437 op->destroy ();
417 free_object (op); 438 return;
439 }
440
441 if (op->attacktype)
442 {
443 hit_map (op, 0, op->attacktype, 1);
444 if (op->destroyed ())
418 return; 445 return;
419 } 446 }
420 447
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 */ 448 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 449 tmp = arch_to_object (op->other_arch);
429 450
430 copy_owner (tmp, op); 451 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 452 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 453
434 owner = get_owner(op); 454 owner = op->owner;
455
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 456 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 } 457 {
441 tmp->x = op->x; 458 op->destroy ();
442 tmp->y = op->y; 459 return;
460 }
443 461
444 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
446 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 466 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 468 tmp->duration = op->duration;
450 } else { 469 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
452 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 480 * the count of the parent should work fine.
458 */ 481 */
459 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
460 } 483 }
461 484
462 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
465 488
466 /* Prevent recursion */ 489 /* Prevent recursion */
467 op->move_on = 0; 490 op->move_on = 0;
468 491
469 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
470 /* remove the firebullet */ 493 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 495}
476
477
478 496
479/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
481 */ 499 */
482 500void
483void check_bullet(object *op) 501check_bullet (object *op)
484{ 502{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 503 object *tmp;
487 int dam, mflags; 504 int dam, mflags;
488 mapstruct *m; 505 maptile *m;
489 sint16 sx, sy; 506 sint16 sx, sy;
490 507
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 509
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 511 return;
495 512
496 if (op->other_arch) { 513 if (op->other_arch)
514 {
497 /* explode object will also remove op */ 515 /* explode object will also remove op */
498 explode_bullet (op); 516 explode_bullet (op);
499 return; 517 return;
500 } 518 }
501 519
502 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
504 523
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 525 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 527 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 530 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 531 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 532 {
515 free_object(op); 533 op->destroy ();
516 return; 534 return;
517 } 535 }
518 } 536 }
519 } 537 }
520 } 538 }
521} 539}
522
523 540
524/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 542 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
528 */ 545 */
529 546void
530void move_bullet(object *op) 547move_bullet (object *op)
531{ 548{
532 sint16 new_x, new_y; 549 sint16 new_x, new_y;
533 int mflags; 550 int mflags;
534 mapstruct *m; 551 maptile *m;
535 552
536#if 0 553#if 0
537 /* We need a better general purpose way to do this */ 554 /* We need a better general purpose way to do this */
538 555
539 /* peterm: added to make comet leave a trail of burnouts 556 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 557 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 558 if (op->stats.sp == SP_METEOR)
559 {
542 replace_insert_ob_in_map("fire_trail",op); 560 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 561 if (op->destroyed ())
544 return; 562 return;
545 } /* end addition. */ 563 } /* end addition. */
546#endif 564#endif
547 565
548 /* Reached the end of its life - remove it */ 566 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 567 if (--op->range <= 0)
568 {
550 if (op->other_arch) { 569 if (op->other_arch)
551 explode_bullet (op); 570 explode_bullet (op);
552 } else { 571 else
553 remove_ob (op); 572 op->destroy ();
554 free_object (op); 573
555 }
556 return; 574 return;
557 } 575 }
558 576
559 new_x = op->x + DIRX(op); 577 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 578 new_y = op->y + DIRY (op);
561 m = op->map; 579 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 581
564 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 583 {
566 free_object (op); 584 op->destroy ();
567 return; 585 return;
568 } 586 }
569 587
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589 {
571 if (op->other_arch) { 590 if (op->other_arch)
572 explode_bullet (op); 591 explode_bullet (op);
573 } else { 592 else
574 remove_ob (op); 593 op->destroy ();
575 free_object (op); 594
576 }
577 return; 595 return;
578 } 596 }
579 597
580 remove_ob (op); 598 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; 599 return;
585 600
586 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
587 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 604 update_turn_face (op);
589 } else { 605 }
606 else
590 check_bullet (op); 607 check_bullet (op);
591 }
592} 608}
593 609
594 610
595 611
596 612
601 * spob->attacktype. 617 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 618 * This function sets up the appropriate owner and skill
603 * pointers. 619 * pointers.
604 */ 620 */
605 621
622int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
607 object *tmp=NULL; 625 object *tmp = NULL;
608 int mflags; 626 int mflags;
609 627
610 if (!spob->other_arch) 628 if (!spob->other_arch)
611 return 0; 629 return 0;
612 630
613 tmp=arch_to_object(spob->other_arch); 631 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 632 if (tmp == NULL)
615 return 0; 633 return 0;
616 634
617 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
621 640
622 tmp->range = 50; 641 tmp->range = 50;
623 642
624 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 647
629 tmp->direction=dir; 648 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
632 651
633 set_owner(tmp,op); 652 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
635 654
636 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 657 tmp->map = op->map;
639 658
659 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 662 {
663 tmp->destroy ();
664 return 0;
665 }
666
667 tmp->map = newmap;
668
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 672 {
673 tmp->destroy ();
648 return 0; 674 return 0;
649 } 675 }
650 tmp->x=op->x; 676
651 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 680 tmp->map = op->map;
654 } 681 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 684 check_bullet (tmp);
657 } 685
658 return 1; 686 return 1;
659} 687}
660 688
661 689
662 690
663 691
667 * 695 *
668 *****************************************************************************/ 696 *****************************************************************************/
669 697
670 698
671/* drops an object based on what is in the cone's "other_arch" */ 699/* drops an object based on what is in the cone's "other_arch" */
700void
672void cone_drop(object *op) { 701cone_drop (object *op)
702{
673 object *new_ob = arch_to_object(op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
674 704
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 705 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 706 new_ob->set_owner (op->owner);
679 707
680 /* preserve skill ownership */ 708 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 709 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 710 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 711
684 } 712 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 713}
688 714
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 716
717void
691void move_cone(object *op) { 718move_cone (object *op)
719{
692 int i; 720 int i;
693 tag_t tag;
694 721
695 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 723 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 } 724 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0);
727 return;
728 }
703 729
704 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
732 {
706 hit_map(op,0,op->attacktype,0); 733 hit_map (op, 0, op->attacktype, 0);
707 return; 734 return;
708 } 735 }
709 736
710#if 0 737#if 0
711 /* Disable this - enabling it makes monsters easier, as 738 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 739 * when their cone dies when they die.
713 */ 740 */
714 /* If no owner left, the spell dies out. */ 741 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 742 if (op->owner == NULL)
716 remove_ob(op); 743 {
717 free_object(op); 744 op->destroy ();
718 return; 745 return;
719 } 746 }
720#endif 747#endif
721 748
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 749 hit_map (op, 0, op->attacktype, 0);
724 750
725 /* Check to see if we should push anything. 751 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 752 * Spell objects with weight push whatever they encounter to some
727 * degree. 753 * degree.
728 */ 754 */
755 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 756 check_spell_knockback (op);
730 757
731 if (was_destroyed (op, tag)) 758 if (op->destroyed ())
759 return;
760
761 if ((op->duration--) < 0)
762 {
763 op->destroy ();
732 return; 764 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 765 }
739 /* Object has hit maximum range, so don't have it move 766 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 767 * any further. When the duration above expires,
741 * then the object will get removed. 768 * then the object will get removed.
742 */ 769 */
743 if (--op->range < 0) { 770 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 771 {
772 op->range = 0; /* just so it doesn't wrap */
773 return;
774 }
747 775
748 for(i= -1;i<2;i++) { 776 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 777 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 779
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 781 {
754 copy_object(op, tmp); 782 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 783
758 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
759 785
760 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 788
763 if (tmp->other_arch) cone_drop(tmp); 789 op->map->insert (tmp, x, y, op);
764 } 790
791 if (tmp->other_arch)
792 cone_drop (tmp);
793 }
765 } 794 }
766} 795}
767 796
768/* cast_cone: casts a cone spell. 797/* cast_cone: casts a cone spell.
769 * op: person firing the object. 798 * op: person firing the object.
771 * dir: direction to fire in. 800 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 801 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 802 * to fire.
774 * returns 0 on failure, 1 on success. 803 * returns 0 on failure, 1 on success.
775 */ 804 */
805int
776int cast_cone(object *op, object *caster,int dir, object *spell) 806cast_cone (object *op, object *caster, int dir, object *spell)
777{ 807{
778 object *tmp; 808 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 809 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 810 maptile *m;
781 sint16 sx, sy; 811 sint16 sx, sy;
782 MoveType movetype; 812 MoveType movetype;
783 813
784 if (!spell->other_arch) return 0; 814 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; 815 return 0;
816
817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
820 return 0;
821 }
792 822
793 if(!dir) { 823 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 824 {
825 range_min = 0;
826 range_max = 8;
827 }
797 828
798 /* Need to know what the movetype of the object we are about 829 /* 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 830 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 831 * insert it into is blocked.
801 */ 832 */
802 movetype = spell->other_arch->clone.move_type; 833 movetype = spell->other_arch->clone.move_type;
803 834
804 for(i=range_min;i<=range_max;i++) { 835 for (i = range_min; i <= range_max; i++)
836 {
805 sint16 x,y, d; 837 sint16 x, y, d;
806 838
807 /* We can't use absdir here, because it never returns 839 /* 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 840 * 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 841 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 842 * to hit that person.
811 */ 843 */
812 d = dir + i; 844 d = dir + i;
813 while (d < 0) d+=8; 845 while (d < 0)
814 while (d > 8) d-=8; 846 d += 8;
847 while (d > 8)
848 d -= 8;
815 849
816 /* If it's not a rune, we don't want to blast the caster. 850 /* 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, 851 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 852 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 853 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 854 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 855 * for the rune code.
822 */ 856 */
823 if (caster->type != RUNE && d==0) { 857 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 858 {
825 else continue; 859 if (dir != 0)
826 } 860 d = 8;
861 else
862 continue;
863 }
827 864
828 x = op->x+freearr_x[d]; 865 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 866 y = op->y + freearr_y[d];
830 867
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 868 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 869 continue;
833 870
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 872 continue;
836 873
837 success=1; 874 success = 1;
838 tmp=arch_to_object(spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 876 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 879 tmp->attacktype = spell->attacktype;
845 880
846 /* holy word stuff */ 881 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 883 if (!tailor_god_spell (tmp, op))
849 } 884 return 0;
850 885
851 if(dir) 886 if (dir)
852 tmp->stats.sp=dir; 887 tmp->stats.sp = dir;
853 else 888 else
854 tmp->stats.sp=i; 889 tmp->stats.sp = i;
855 890
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 891 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 892
858 /* If casting it in all directions, it doesn't go as far */ 893 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 894 if (dir == 0)
895 {
860 tmp->range /= 4; 896 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 897 if (tmp->range < 2 && spell->range >= 2)
862 } 898 tmp->range = 2;
899 }
900
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 901 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 902 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 903
866 /* Special bonus for fear attacks */ 904 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 905 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 906 {
869 else 907 if (caster->type == PLAYER)
908 tmp->duration += fear_bonus[caster->stats.Cha];
909 else
870 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
871 } 911 }
912
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 913 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 914 {
874 else 915 if (caster->type == PLAYER)
916 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
917 else
875 tmp->duration += caster->level/3; 918 tmp->duration += caster->level / 3;
876 } 919 }
877 920
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 923
883 if (!tmp->move_on && tmp->stats.dam) { 924 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 925 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);
889 926
927 m->insert (tmp, sx, sy, op);
928
890 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 930 * a single space too many times.
892 */ 931 */
893 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
894 933
895 if(tmp->other_arch) cone_drop(tmp); 934 if (tmp->other_arch)
935 cone_drop (tmp);
896 } 936 }
937
897 return success; 938 return success;
898} 939}
899 940
900/**************************************************************************** 941/****************************************************************************
901 * 942 *
902 * BOMB related code 943 * BOMB related code
905 946
906 947
907/* This handles an exploding bomb. 948/* This handles an exploding bomb.
908 * op is the original bomb object. 949 * op is the original bomb object.
909 */ 950 */
951void
910void animate_bomb(object *op) { 952animate_bomb (object *op)
953{
911 int i; 954 int i;
912 object *env, *tmp; 955 object *env, *tmp;
913 archetype *at;
914 956
915 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 958 return;
917 959
918
919 env = object_get_env_recursive(op); 960 env = object_get_env_recursive (op);
920 961
921 if (op->env) { 962 if (op->env)
963 {
922 if (env->map == NULL) 964 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; 965 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969
970 if (!(op = op->insert_at (env, op)))
971 return;
943 } 972 }
944 973
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978 {
979 op->destroy ();
980 return;
981 }
982
945 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 985 * so just set up the appropriate values.
948 */ 986 */
949 at = find_archetype(SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 988 {
951 for(i=1;i<9;i++) { 989 for (i = 1; i < 9; i++)
990 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 992 continue;
993
954 tmp = arch_to_object(at); 994 tmp = arch_to_object (at);
955 tmp->direction = i; 995 tmp->direction = i;
956 tmp->range = op->range; 996 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 998 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1000 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 1001 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1002 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 1003
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1005 SET_ANIMATION (tmp, i);
1006
1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 move_bullet (tmp);
1009 }
964 } 1010 }
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 1011
974 explode_bullet(op); 1012 explode_bullet (op);
975} 1013}
976 1014
1015int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1016create_bomb (object *op, object *caster, int dir, object *spell)
1017{
978 1018
979 object *tmp; 1019 object *tmp;
980 int mflags; 1020 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1022 maptile *m;
983 1023
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1024 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)) { 1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1028 return 0;
988 } 1029 }
989 tmp=arch_to_object(spell->other_arch); 1030 tmp = arch_to_object (spell->other_arch);
990 1031
991 /* level dependencies for bomb */ 1032 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
996 1037
997 set_owner(tmp,op); 1038 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1040
1000 tmp->y=dy; 1041 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1042 return 1;
1003} 1043}
1004 1044
1005/**************************************************************************** 1045/****************************************************************************
1006 * 1046 *
1007 * smite related spell code. 1047 * smite related spell code.
1015 * dir is the direction to look in. 1055 * dir is the direction to look in.
1016 * range is how far out to look. 1056 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1058 * this info is used for blocked magic/unholy spaces.
1019 */ 1059 */
1020 1060
1061object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1062get_pointed_target (object *op, int dir, int range, int type)
1063{
1022 object *target; 1064 object *target;
1023 sint16 x,y; 1065 sint16 x, y;
1024 int dist, mflags; 1066 int dist, mflags;
1025 mapstruct *mp; 1067 maptile *mp;
1026 1068
1027 if (dir==0) return NULL; 1069 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; 1070 return NULL;
1071
1072 for (dist = 1; dist < range; dist++)
1073 {
1074 x = op->x + freearr_x[dir] * dist;
1075 y = op->y + freearr_y[dir] * dist;
1076 mp = op->map;
1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078
1079 if (mflags & P_OUT_OF_MAP)
1080 return NULL;
1081 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082 return NULL;
1083 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL;
1087
1088 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 {
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target;
1095 }
1096 }
1097 }
1098 }
1099 return NULL;
1049} 1100}
1050 1101
1051 1102
1052/* cast_smite_arch() - the priest points to a creature and causes 1103/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1104 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1107 * caster = object casting the spell.
1057 * dir = direction being cast 1108 * dir = direction being cast
1058 * spell = spell object 1109 * spell = spell object
1059 */ 1110 */
1060 1111
1112int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1113cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{
1062 object *effect, *target; 1115 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1116 object *god = find_god (determine_god (op));
1064 int range; 1117 int range;
1065 1118
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1119 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1120 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1121
1069 /* Bunch of conditions for casting this spell. Note that only 1122 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1123 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1124 * 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 1125 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1126 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1127 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1128 * can't be friendly to your god.
1076 */ 1129 */
1077 1130
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1132 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1133 || (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))) { 1134 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1136 return 0;
1084 } 1137 }
1085 1138
1086 if (spell->other_arch) 1139 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1140 effect = arch_to_object (spell->other_arch);
1088 else 1141 else
1089 return 0; 1142 return 0;
1090 1143
1091 /* tailor the effect by priest level and worshipped God */ 1144 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1145 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1146 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 {
1095 if(tailor_god_spell(effect,op)) 1149 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1150 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 { 1151 else
1152 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1154 return 0;
1101 } 1155 }
1102 } 1156 }
1103 1157
1104 /* size of the area of destruction */ 1158 /* size of the area of destruction */
1105 effect->range=spell->range + 1159 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1160 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1161
1110 if (effect->attacktype & AT_DEATH) { 1162 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1163 {
1112 SP_level_dam_adjust(caster,spell); 1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1165
1114 /* casting death spells at undead isn't a good thing */ 1166 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1167 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1169 if (random_roll (0, 2, op, PREFER_LOW))
1170 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1172 effect->x = op->x;
1119 effect->y=op->y; 1173 effect->y = op->y;
1120 } else { 1174 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1175 else
1122 query_name(target)); 1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1178 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1179 effect->destroy ();
1125 return 0; 1180 return 0;
1181 }
1182 }
1126 } 1183 }
1127 } 1184 else
1128 } else { 1185 {
1129 /* how much woe to inflict :) */ 1186 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1187 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1188 }
1133 1189
1134 set_owner(effect,op); 1190 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1136 1192
1137 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1194 effect->insert_at (target, op);
1139 effect->y=target->y; 1195
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1196 return 1;
1143} 1197}
1144 1198
1145 1199
1146/**************************************************************************** 1200/****************************************************************************
1147 * 1201 *
1149 * note that the fire_bullet is used to fire the missile. The 1203 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1204 * code here is just to move the missile.
1151 ****************************************************************************/ 1205 ****************************************************************************/
1152 1206
1153/* op is a missile that needs to be moved */ 1207/* op is a missile that needs to be moved */
1208void
1154void move_missile(object *op) { 1209move_missile (object *op)
1210{
1155 int i, mflags; 1211 int i, mflags;
1156 object *owner; 1212 object *owner;
1157 sint16 new_x, new_y; 1213 sint16 new_x, new_y;
1158 mapstruct *m; 1214 maptile *m;
1159 1215
1160 if (op->range-- <=0) { 1216 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1217 {
1218 op->destroy ();
1219 return;
1220 }
1165 1221
1166 owner = get_owner(op); 1222 owner = op->owner;
1167#if 0 1223#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1224 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1225 * monster that are then killed would continue to survive
1170 */ 1226 */
1171 if (owner == NULL) { 1227 if (owner == NULL)
1172 remove_ob(op); 1228 {
1173 free_object(op); 1229 op->destroy ();
1174 return; 1230 return;
1175 } 1231 }
1176#endif 1232#endif
1177 1233
1178 new_x = op->x + DIRX(op); 1234 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1235 new_y = op->y + DIRY (op);
1180 1236
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1238
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)))) { 1239 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; 1240 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1241 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1242 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1243 * we need to remove it if someone hasn't already done so.
1189 */ 1244 */
1190 if ( ! was_destroyed (op, tag)) { 1245 if (!op->destroyed ())
1191 remove_ob (op); 1246 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1247
1197 remove_ob(op); 1248 return;
1249 }
1250
1251 op->remove ();
1252
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1254 {
1202 op->x = new_x; 1255 op->destroy ();
1203 op->y = new_y; 1256 return;
1204 op->map = m; 1257 }
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1258
1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1206 if(i > 0 && i != op->direction){ 1260 if (i > 0 && i != op->direction)
1261 {
1207 op->direction=i; 1262 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1209 } 1264 }
1210 insert_ob_in_map(op,op->map,op,0); 1265
1266 m->insert (op, new_x, new_y, op);
1211} 1267}
1212 1268
1213/**************************************************************************** 1269/****************************************************************************
1214 * Destruction 1270 * Destruction
1215 ****************************************************************************/ 1271 ****************************************************************************/
1272
1216/* make_object_glow() - currently only makes living objects glow. 1273/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1274 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1275 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1276 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1277 * give them the capability to have an inventory. b.t.
1221 */ 1278 */
1222 1279
1280int
1223int make_object_glow(object *op, int radius, int time) { 1281make_object_glow (object *op, int radius, int time)
1282{
1224 object *tmp; 1283 object *tmp;
1225 1284
1226 /* some things are unaffected... */ 1285 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1286 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1287 return 0;
1229 1288
1230 tmp=get_archetype(FORCE_NAME); 1289 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1290 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1291 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1292 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1293 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1295 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1296
1238 tmp->x=op->x; 1297 tmp->x = op->x;
1239 tmp->y=op->y; 1298 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1301 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1302 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1303 op->glow_radius = tmp->glow_radius;
1244 1304
1245 if(!tmp->env||op!=tmp->env) { 1305 if (!tmp->env || op != tmp->env)
1306 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1308 return 0;
1248 return 0;
1249 } 1309 }
1250 return 1; 1310 return 1;
1251} 1311}
1252 1312
1253 1313
1254
1255 1314
1315
1316int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1317cast_destruction (object *op, object *caster, object *spell_ob)
1318{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1319 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1320 sint16 sx, sy;
1259 mapstruct *m; 1321 maptile *m;
1260 object *tmp; 1322 object *tmp;
1261 const char *skill; 1323 const char *skill;
1262 1324
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1267 1330
1268 /* destruction doesn't use another spell object, so we need 1331 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1332 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1333 * 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 1334 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1335 * the full share string/free_string route.
1273 */ 1336 */
1274 skill = op->skill; 1337 skill = op->skill;
1338 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1339 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1277 else op->skill = NULL; 1343 op->skill = NULL;
1278 1344
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1345 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1346
1281 for(i= -range; i<range; i++) { 1347 for (i = -range; i < range; i++)
1348 {
1282 for(j=-range; j<range ; j++) { 1349 for (j = -range; j < range; j++)
1350 {
1283 m = op->map; 1351 m = op->map;
1284 sx = op->x + i; 1352 sx = op->x + i;
1285 sy = op->y + j; 1353 sy = op->y + j;
1354
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1288 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1363 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1364
1365 if (tmp)
1366 {
1367 if (tmp->head)
1368 tmp = tmp->head;
1369
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1376 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1301 tmp->x = sx; 1378 }
1302 tmp->y = sy; 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 insert_ob_in_map(tmp, m, op, 0); 1380 {
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) { 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1383 }
1311 effect->y = sy; 1384 }
1312 insert_ob_in_map(effect, m, op, 0); 1385 }
1313 } 1386 }
1314 } 1387 }
1315 }
1316 }
1317 } 1388 }
1318 } 1389
1319 }
1320 op->skill = skill; 1390 op->skill = skill;
1321 return 1; 1391 return 1;
1322} 1392}
1323 1393
1324/*************************************************************************** 1394/***************************************************************************
1325 * 1395 *
1326 * CURSE 1396 * CURSE
1327 * 1397 *
1328 ***************************************************************************/ 1398 ***************************************************************************/
1329 1399
1400int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1401cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{
1331 object *god = find_god(determine_god(op)); 1403 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1404 object *tmp, *force;
1333 1405
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1406 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1407 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1408 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0;
1411 }
1341 1412
1342 /* If we've already got a force of this type, don't add a new one. */ 1413 /* 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) { 1414 for (force = tmp->inv; force != NULL; force = force->below)
1415 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 {
1345 if (force->name == spell_ob->name) { 1418 if (force->name == spell_ob->name)
1346 break; 1419 {
1347 } 1420 break;
1421 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1422 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1423 {
1350 "You can not cast %s while %s is in effect", 1424 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); 1425 return 0;
1352 return 0; 1426 }
1427 }
1353 } 1428 }
1354 }
1355 }
1356 1429
1357 if(force==NULL) { 1430 if (force == NULL)
1431 {
1358 force=get_archetype(FORCE_NAME); 1432 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1433 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1434 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1435 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 { 1436 else
1437 force->name = spell_ob->name;
1438
1439 force->name_pl = spell_ob->name;
1440
1441 }
1442 else
1443 {
1369 int duration; 1444 int duration;
1370 1445
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1446 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1447 if (duration > force->duration)
1448 {
1373 force->duration = duration; 1449 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1451 }
1452 else
1453 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1455 }
1378 return 1; 1456 return 1;
1379 } 1457 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1459 force->speed = 1.0;
1382 force->speed_left = -1.0; 1460 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1461 SET_FLAG (force, FLAG_APPLIED);
1384 1462
1385 if(god) { 1463 if (god)
1464 {
1386 if (spell_ob->last_grace) 1465 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1466 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1467 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1468 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1469 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); 1470 }
1392 } else 1471 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1473
1395 1474
1396 if(tmp!=op && op->type==PLAYER) 1475 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1477
1399 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1401 1480
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1482 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1483 tmp->update_stats ();
1405 return 1; 1484 return 1;
1406 1485
1407} 1486}
1408
1409 1487
1410/********************************************************************** 1488/**********************************************************************
1411 * mood change 1489 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1490 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1491 * effects monsters, it seems best to put it into this file
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
1443 for (x = op->x - range; x <= op->x + range; x++) 1526 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1527 for (y = op->y - range; y <= op->y + range; y++)
1445 1528 {
1446 done_one=0; 1529 done_one = 0;
1447 m = op->map; 1530 m = op->map;
1448 nx = x; 1531 nx = x;
1449 ny = y; 1532 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1534 if (mflags & P_OUT_OF_MAP)
1535 continue;
1452 1536
1453 /* If there is nothing living on this space, no need to go further */ 1537 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1538 if (!(mflags & P_IS_ALIVE))
1539 continue;
1455 1540
1541 // players can only affect spaces that they can actually see
1542 if (caster && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70)
1544 continue;
1545
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1547 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1548 break;
1458 1549
1459 /* There can be living objects that are not monsters */ 1550 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1551 if (!tmp || tmp->type == PLAYER)
1552 continue;
1461 1553
1462 /* Only the head has meaningful data, so resolve to that */ 1554 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1555 if (tmp->head)
1464 else head=tmp; 1556 head = tmp->head;
1557 else
1558 head = tmp;
1465 1559
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1560 /* 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; 1561 if (race && head->race && !strstr (race, head->race))
1562 continue;
1563
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1565 continue;
1469 1566
1470 /* Now do a bunch of stuff related to saving throws */ 1567 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1568 best_at = -1;
1472 if (spell->attacktype) { 1569 if (spell->attacktype)
1570 {
1473 for (at=0; at < NROFATTACKS; at++) 1571 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1572 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1573 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1574 best_at = at;
1476 1575
1477 if (best_at == -1) at=0; 1576 if (best_at == -1)
1577 at = 0;
1478 else { 1578 else
1579 {
1479 if (head->resist[best_at] == 100) continue; 1580 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1581 continue;
1481 } 1582 else
1583 at = head->resist[best_at] / 5;
1584 }
1482 at -= level / 5; 1585 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1586 if (did_make_save (head, head->level, at))
1484 } 1587 continue;
1588 }
1485 else /* spell->attacktype */ 1589 else /* spell->attacktype */
1486 /* 1590 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1592 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1594
1491 The chance will then be in the range [20-70] percent, not too bad. 1595 The chance will then be in the range [20-70] percent, not too bad.
1492 1596
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1598 charm a level 125 monster...
1495 1599
1496 Ryo, august 14th 1600 Ryo, august 14th
1497 */ 1601 */
1498 { 1602 {
1499 if ( head->level > level ) continue; 1603 if (head->level > level)
1604 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1606 /* Failed, no effect */
1502 continue; 1607 continue;
1503 } 1608 }
1504 1609
1505 /* Done with saving throw. Now start effecting the monster */ 1610 /* Done with saving throw. Now start affecting the monster */
1506 1611
1507 /* aggravation */ 1612 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1613 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1615 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1617 remove_friendly_object (head);
1512 1618
1513 done_one = 1; 1619 done_one = 1;
1514 head->enemy = op; 1620 head->enemy = op;
1515 } 1621 }
1516 1622
1517 /* calm monsters */ 1623 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1624 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1625 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1626 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1627 head->enemy = NULL;
1521 done_one = 1; 1628 done_one = 1;
1522 } 1629 }
1523 1630
1524 /* berserk monsters */ 1631 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1633 {
1526 SET_FLAG(head, FLAG_BERSERK); 1634 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1635 done_one = 1;
1528 } 1636 }
1637
1529 /* charm */ 1638 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1640 {
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1641 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1642 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. */ 1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1644 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1645 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1646 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1647 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1648 head->attack_movement = PETMOVE;
1540 done_one = 1; 1649 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1650 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1651 head->stats.exp = 0;
1543 } 1652 }
1544 1653
1545 /* If a monster was effected, put an effect in */ 1654 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1655 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1656 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1657 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1658
1554 return 1; 1659 return 1;
1555} 1660}
1556 1661
1557 1662
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1663/* 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 1664 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1665 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1666 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1667 * note that duration is handled by process_object() in time.c
1563 */ 1668 */
1564 1669
1670void
1565void move_ball_spell(object *op) { 1671move_ball_spell (object *op)
1672{
1566 int i,j,dam_save,dir, mflags; 1673 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1674 sint16 nx, ny, hx, hy;
1568 object *owner; 1675 object *owner;
1569 mapstruct *m; 1676 maptile *m;
1570 1677
1571 owner = get_owner(op); 1678 owner = op->owner;
1572 1679
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1680 /* 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 1681 * 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 1682 * 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 1683 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1684 * deviations.
1578 */ 1685 */
1579 1686
1580 dir = 0; 1687 dir = 0;
1581 if(!(rndm(0, 3))) 1688 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1689 j = rndm (0, 1);
1583 else j=0; 1690 else
1691 j = 0;
1584 1692
1585 for(i = 1; i < 9; i++) { 1693 for (i = 1; i < 9; i++)
1694 {
1586 /* i bit 0: alters sign of offset 1695 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1696 * other bits (i / 2): absolute value of offset
1588 */ 1697 */
1589 1698
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1699 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1700 int tmpdir = absdir (op->direction + offset);
1592 1701
1593 nx = op->x + freearr_x[tmpdir]; 1702 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1703 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1704 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)))) { 1705 {
1597 dir = tmpdir; 1706 dir = tmpdir;
1598 break; 1707 break;
1599 } 1708 }
1600 } 1709 }
1601 if (dir == 0) { 1710 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1711 {
1712 nx = op->x;
1713 ny = op->y;
1714 m = op->map;
1715 }
1606 1716
1607 remove_ob(op); 1717 m->insert (op, nx, ny, op);
1608 op->y=ny; 1718
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 1719 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1720 surrounding squares */
1614 1721
1615 /* loop over current square and neighbors to hit. 1722 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1723 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1724 * the surround spaces.
1618 */ 1725 */
1619 for(j=0;j<9;j++) { 1726 for (j = 0; j < 9; j++)
1727 {
1620 object *new_ob; 1728 object *new_ob;
1621 1729
1622 hx = nx+freearr_x[j]; 1730 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1731 hy = ny + freearr_y[j];
1624 1732
1625 m = op->map; 1733 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1735
1628 if (mflags & P_OUT_OF_MAP) continue; 1736 if (mflags & P_OUT_OF_MAP)
1737 continue;
1629 1738
1630 /* first, don't ever, ever hit the owner. Don't hit out 1739 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1740 * of the map either.
1632 */ 1741 */
1633 1742
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1743 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; 1744 {
1745 if (j)
1746 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1747 hit_map (op, j, op->attacktype, 1);
1637 1748
1638 } 1749 }
1639 1750
1640 /* insert the other arch */ 1751 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1752 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); 1753 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 } 1754 }
1648 1755
1649 /* restore to the center location and damage*/ 1756 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1757 op->stats.dam = dam_save;
1651 1758
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1759 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1760
1654 if(i>=0) { /* we have a preferred direction! */ 1761 if (i >= 0)
1762 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1763 /* 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 || 1764 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))) { 1765 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1766 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1767
1660 op->direction=i; 1768 op->direction = i;
1661 } 1769 }
1662} 1770}
1663 1771
1664 1772
1665/* move_swarm_spell: peterm 1773/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1776 * 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 1777 * 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. 1778 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1779 */
1672 1780
1781void
1673void move_swarm_spell(object *op) 1782move_swarm_spell (object *op)
1674{ 1783{
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 1784#if 0
1697 // this is bogus: it causes wrong places to be checked below 1785 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 1786 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 1787 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1788 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1789 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 1790#endif
1791 int basedir;
1792 object *owner;
1744 1793
1794 owner = op->owner;
1795 if (op->duration == 0 || owner == NULL)
1796 {
1797 op->destroy ();
1798 return;
1799 }
1800
1801 op->duration--;
1802
1803 basedir = op->direction;
1804 if (basedir == 0)
1805 {
1806 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8);
1808 }
1809
1810#if 0
1811 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space.
1815 // should be fixed later, but correctness before featurs...
1816 // (schmorp)
1817
1818 /* new offset calculation to make swarm element distribution
1819 * more uniform
1820 */
1821 if (op->duration)
1822 {
1823 if (basedir & 1)
1824 {
1825 adjustdir = cardinal_adjust[rndm (0, 8)];
1826 }
1827 else
1828 {
1829 adjustdir = diagonal_adjust[rndm (0, 9)];
1830 }
1831 }
1832 else
1833 {
1834 adjustdir = 0; /* fire the last one from forward. */
1835 }
1836
1837 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1838 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1839
1840 /* back up one space so we can hit point-blank targets, but this
1841 * necessitates extra out_of_map check below
1842 */
1843 origin_x = target_x - freearr_x[basedir];
1844 origin_y = target_y - freearr_y[basedir];
1845
1846
1745 /* spell pointer is set up for the spell this casts. Since this 1847 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1848 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1849 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1850 * do some sanity checking anyways.
1749 */ 1851 */
1852
1853 if (op->spell && op->spell->type == SPELL &&
1854 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1855 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1856 {
1857
1858 /* Bullet spells have a bunch more customization that needs to be done */
1859 if (op->spell->subtype == SP_BULLET)
1860 fire_bullet (owner, op, basedir, op->spell);
1861 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1862 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1863 }
1864#endif
1865
1866 /* spell pointer is set up for the spell this casts. Since this
1867 * should just be a pointer to the spell in some inventory,
1868 * it is unlikely to disappear by the time we need it. However,
1869 * do some sanity checking anyways.
1870 */
1871
1751 if (op->spell && op->spell->type == SPELL) 1872 if (op->spell && op->spell->type == SPELL)
1752 { 1873 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1874 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1875 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1876 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1877 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1878 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1879 }
1759} 1880}
1760 1881
1761 1882
1762 1883
1763 1884
1771 * dir: the direction everything will be fired in 1892 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1893 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1894 * n: the number to be fired.
1774 */ 1895 */
1775 1896
1897int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1898fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1899{
1778 object *tmp; 1900 object *tmp;
1779 int i; 1901 int i;
1780 1902
1781 if (!spell->other_arch) return 0; 1903 if (!spell->other_arch)
1904 return 0;
1782 1905
1783 tmp=get_archetype(SWARM_SPELL); 1906 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.*/ 1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1908 set_spell_skill (op, caster, spell, tmp);
1788 1909
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1911 tmp->spell = arch_to_object (spell->other_arch);
1791 1912
1792 tmp->attacktype = tmp->spell->attacktype; 1913 tmp->attacktype = tmp->spell->attacktype;
1793 1914
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1916 if (!tailor_god_spell (tmp, op))
1796 return 1; 1917 return 1;
1797 } 1918
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1919 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1920 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1922
1802 tmp->direction=dir; 1923 tmp->direction = dir;
1803 tmp->invisible=1; 1924 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1925
1926 tmp->insert_at (op, op);
1805 return 1; 1927 return 1;
1806} 1928}
1807 1929
1808 1930
1809/* See the spells documentation file for why this is its own 1931/* See the spells documentation file for why this is its own
1810 * function. 1932 * function.
1811 */ 1933 */
1934int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1935cast_light (object *op, object *caster, object *spell, int dir)
1936{
1813 object *target=NULL,*tmp=NULL; 1937 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1938 sint16 x, y;
1815 int dam, mflags; 1939 int dam, mflags;
1816 mapstruct *m; 1940 maptile *m;
1817 1941
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1942 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1943
1820 if(!dir) { 1944 if (!dir)
1945 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1946 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1947 return 0;
1823 } 1948 }
1824 1949
1825 x=op->x+freearr_x[dir]; 1950 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1951 y = op->y + freearr_y[dir];
1827 m = op->map; 1952 m = op->map;
1828 1953
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1954 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1955
1831 if (mflags & P_OUT_OF_MAP) { 1956 if (mflags & P_OUT_OF_MAP)
1957 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1959 return 0;
1834 } 1960 }
1835 1961
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1962 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1963 {
1964 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1965 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1967 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1968 if (target->head)
1969 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1970 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1971 return 1; /* one success only! */
1972 }
1843 } 1973 }
1844 }
1845 1974
1846 /* no live target, perhaps a wall is in the way? */ 1975 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1976 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1977 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1979 return 0;
1850 } 1980 }
1851 1981
1852 /* ok, looks groovy to just insert a new light on the map */ 1982 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1983 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1984 if (!tmp)
1985 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1986 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1987 return 0;
1857 } 1988 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1989 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1990 if (tmp->glow_radius)
1991 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1992 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; 1993 if (tmp->glow_radius > MAX_LIGHT_RADII)
1994 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1995 }
1863 tmp->x=x; 1996
1864 tmp->y=y; 1997 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1998 return 1;
1867} 1999}
1868 2000
1869 2001
1870 2002
1871 2003
1874 * op is the player/monster, caster is the object, dir is the direction 2006 * 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 2007 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2008 * perhaps this should actually be in disease.c?
1877 */ 2009 */
1878 2010
2011int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2012cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{
1880 sint16 x,y; 2014 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2015 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2016 object *walk;
1883 mapstruct *m; 2017 maptile *m;
1884 2018
1885 x = op->x; 2019 x = op->x;
1886 y = op->y; 2020 y = op->y;
1887 2021
1888 /* If casting from a scroll, no direction will be available, so refer to the 2022 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2023 * direction the player is pointing.
1890 */ 2024 */
2025 if (!dir)
1891 if (!dir) dir=op->facing; 2026 dir = op->facing;
2027 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2028 return 0; /* won't find anything if casting on ourself, so just return */
1893 2029
1894 /* Calculate these once here */ 2030 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2031 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2032 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2033 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2034
1899 /* search in a line for a victim */ 2035 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2036 for (i = 1; i < range; i++)
2037 {
1901 x = op->x + i * freearr_x[dir]; 2038 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2039 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2040 m = op->map;
1904 2041
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2042 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2043
1907 if (mflags & P_OUT_OF_MAP) return 0; 2044 if (mflags & P_OUT_OF_MAP)
2045 return 0;
1908 2046
1909 /* don't go through walls - presume diseases are airborne */ 2047 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2048 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2049 return 0;
1911 2050
1912 /* Only bother looking on this space if there is something living here */ 2051 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2052 if (mflags & P_IS_ALIVE)
2053 {
1914 /* search this square for a victim */ 2054 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2055 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 */ 2056 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2057 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2058 object *disease = arch_to_object (spell->other_arch);
1918 2059
1919 set_owner(disease,op); 2060 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2061 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2062 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2063 disease->level = caster_level (caster, spell);
1923 2064
1924 /* do level adjustments */ 2065 /* do level adjustments */
1925 if(disease->stats.wc) 2066 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2067 disease->stats.wc += dur_mod / 2;
1927 2068
1928 if(disease->magic> 0) 2069 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2070 disease->magic += dur_mod / 4;
1930 2071
1931 if(disease->stats.maxhp>0) 2072 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2073 disease->stats.maxhp += dur_mod;
1933 2074
1934 if(disease->stats.maxgrace>0) 2075 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2076 disease->stats.maxgrace += dur_mod;
1936 2077
1937 if(disease->stats.dam) { 2078 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2079 {
1939 disease->stats.dam += dam_mod; 2080 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2081 disease->stats.dam += dam_mod;
1941 } 2082 else
2083 disease->stats.dam -= dam_mod;
2084 }
1942 2085
1943 if(disease->last_sp) { 2086 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2087 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2088 disease->last_sp -= 2 * dam_mod;
1946 } 2089 if (disease->last_sp < 1)
2090 disease->last_sp = 1;
2091 }
1947 2092
1948 if(disease->stats.maxsp) { 2093 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2094 {
1950 disease->stats.maxsp += dam_mod; 2095 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2096 disease->stats.maxsp += dam_mod;
1952 } 2097 else
1953 2098 disease->stats.maxsp -= dam_mod;
2099 }
2100
1954 if(disease->stats.ac) 2101 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2102 disease->stats.ac += dam_mod;
1956 2103
1957 if(disease->last_eat) 2104 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2105 disease->last_eat -= dam_mod;
1959 2106
1960 if(disease->stats.hp) 2107 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2108 disease->stats.hp -= dam_mod;
1962 2109
1963 if(disease->stats.sp) 2110 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2111 disease->stats.sp -= dam_mod;
1965 2112
1966 if(infect_object(walk,disease,1)) { 2113 if (infect_object (walk, disease, 1))
2114 {
1967 object *flash; /* visual effect for inflicting disease */ 2115 object *flash; /* visual effect for inflicting disease */
1968 2116
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2118
1971 free_object(disease); /* don't need this one anymore */ 2119 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1973 flash->x = x; 2121 return 1;
1974 flash->y = y; 2122 }
1975 flash->map = walk->map; 2123
1976 insert_ob_in_map(flash,walk->map,op,0); 2124 disease->destroy ();
1977 return 1; 2125 }
1978 } 2126 } /* if living creature */
1979 free_object(disease); 2127 } /* for range of spaces */
1980 } 2128
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2129 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2130 return 1;
1985} 2131}

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