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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.6 2006/08/29 08:01:38 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 137 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 155 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164 163
164void
165void move_bolt(object *op) { 165move_bolt (object *op)
166{
166 object *tmp; 167 object *tmp;
167 int mflags; 168 int mflags;
168 sint16 x, y; 169 sint16 x, y;
169 mapstruct *m; 170 maptile *m;
170 171
171 if(--(op->duration)<0) { 172 if (--op->duration < 0)
172 remove_ob(op); 173 {
173 free_object(op); 174 op->destroy ();
175 return;
176 }
177
178 hit_map (op, 0, op->attacktype, 1);
179
180 if (!op->direction)
181 return;
182
183 if (--op->range < 0)
184 op->range = 0;
185 else
186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
174 return; 193 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 194
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 195 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 196 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 198 * will be useful.
195 */ 199 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 201 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 203 return;
201 204
202 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 207 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 208 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 209 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 210 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 211 * to the southwest.
209 */ 212 */
210 if(op->direction&1) 213 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 214 op->direction = absdir (op->direction + 4);
212 else { 215 else
216 {
213 int left, right; 217 int left, right;
214 int mflags; 218 int mflags;
215 219
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 221 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 222 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 223 * op->direction-1 or op->direction+1 does not exist.
220 */ 224 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 227
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 229
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 230 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); 231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 233
230 if(left==right) 234 if (left == right)
231 op->direction=absdir(op->direction+4); 235 op->direction = absdir (op->direction + 4);
232 else if(left) 236 else if (left)
233 op->direction=absdir(op->direction+2); 237 op->direction = absdir (op->direction + 2);
234 else if(right) 238 else if (right)
235 op->direction=absdir(op->direction-2); 239 op->direction = absdir (op->direction - 2);
236 } 240 }
241
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 243 return;
239 } 244 }
245 else
240 else { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 247 object *tmp = op->clone ();
242 copy_object(op,tmp); 248
249 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 250 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 252 tmp->duration++;
248 253
249 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 255 * going off in other directions.
251 */ 256 */
252 257 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 259 forklightning (op, tmp);
255 } 260 }
261
256 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
258 */ 264 */
259 op->range = 0; 265 op->range = 0;
260 } /* copy object and move it along */ 266 } /* copy object and move it along */
261 } /* if move bolt along */ 267 } /* if move bolt along */
262} 268}
263 269
264/* fire_bolt 270/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 274 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
270 * pointers. 276 * pointers.
271 */ 277 */
272 278int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
274 object *tmp=NULL; 281 object *tmp = NULL;
275 int mflags; 282 int mflags;
276 283
277 if (!spob->other_arch) 284 if (!spob->other_arch)
278 return 0; 285 return 0;
279 286
280 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 288 if (tmp == NULL)
282 return 0; 289 return 0;
283 290
284 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
292 300
293 tmp->direction=dir; 301 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
296 304
297 set_owner(tmp,op); 305 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
299 307
300 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 310 tmp->map = op->map;
303 311
312 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 315 {
316 tmp->destroy ();
307 return 0; 317 return 0;
308 } 318 }
319
320 tmp->map = newmap;
321
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 325 {
326 tmp->destroy ();
312 return 0; 327 return 0;
313 } 328 }
329
314 tmp->x=op->x; 330 tmp->x = op->x;
315 tmp->y=op->y; 331 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 333 tmp->map = op->map;
318 } 334 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 337 move_bolt (tmp);
338
321 return 1; 339 return 1;
322} 340}
323 341
324 342
325 343
326/*************************************************************************** 344/***************************************************************************
331 349
332/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 352 * At least that is what I think this does.
335 */ 353 */
354void
336void explosion(object *op) { 355explosion (object *op)
337 object *tmp; 356{
338 mapstruct *m=op->map; 357 maptile *m = op->map;
339 int i; 358 int i;
340 359
341 if(--(op->duration)<0) { 360 if (--op->duration < 0)
342 remove_ob(op); 361 {
343 free_object(op); 362 op->destroy ();
344 return; 363 return;
345 } 364 }
365
346 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
347 367
348 if(op->range>0) { 368 if (op->range > 0)
369 {
349 for(i=1;i<9;i++) { 370 for (i = 1; i < 9; i++)
371 {
350 sint16 dx,dy; 372 sint16 dx, dy;
351 373
352 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
354 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 378 * out of map, etc.
356 */ 379 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 381 {
359 copy_object(op,tmp); 382 object *tmp = op->clone ();
383
360 tmp->state=0; 384 tmp->state = 0;
361 tmp->speed_left= -0.21; 385 tmp->speed_left = -0.21;
362 tmp->range--; 386 tmp->range--;
363 tmp->value=0; 387 tmp->value = 0;
364 tmp->x=dx; 388
365 tmp->y=dy; 389 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 390 }
368 } 391 }
369 } 392 }
370} 393}
371 394
372 395
373/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
375 * explode. 398 * explode.
376 */ 399 */
400void
377void explode_bullet(object *op) 401explode_bullet (object *op)
378{ 402{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 403 object *tmp, *owner;
381 404
382 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 408 op->destroy ();
385 free_object (op); 409 return;
410 }
411
412 if (op->env)
413 {
414 object *env = object_get_env_recursive (op);
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy ();
419 return;
420 }
421
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 }
424 else if (out_of_map (op->map, op->x, op->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
435 {
436 op->destroy ();
437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
386 return; 444 return;
387 } 445 }
388 446
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
428 449
429 copy_owner (tmp, op); 450 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 452
433 owner = get_owner(op); 453 owner = op->owner;
454
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 456 {
436 remove_ob (op); 457 op->destroy ();
437 free_object (op);
438 return; 458 return;
439 } 459 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442 460
443 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
445 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 465 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 467 tmp->duration = op->duration;
449 } else { 468 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
451 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 479 * the count of the parent should work fine.
457 */ 480 */
458 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
459 } 482 }
460 483
461 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
464 487
465 /* Prevent recursion */ 488 /* Prevent recursion */
466 op->move_on = 0; 489 op->move_on = 0;
467 490
468 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
469 /* remove the firebullet */ 492 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 494}
475
476
477 495
478/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
480 */ 498 */
481 499void
482void check_bullet(object *op) 500check_bullet (object *op)
483{ 501{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 502 object *tmp;
486 int dam, mflags; 503 int dam, mflags;
487 mapstruct *m; 504 maptile *m;
488 sint16 sx, sy; 505 sint16 sx, sy;
489 506
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 508
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 510 return;
494 511
495 if (op->other_arch) { 512 if (op->other_arch)
513 {
496 /* explode object will also remove op */ 514 /* explode object will also remove op */
497 explode_bullet (op); 515 explode_bullet (op);
498 return; 516 return;
499 } 517 }
500 518
501 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
503 522
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
505 { 524 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 526 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 529 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 531 {
514 free_object(op); 532 op->destroy ();
515 return; 533 return;
516 } 534 }
517 } 535 }
518 } 536 }
519 } 537 }
520} 538}
521
522 539
523/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 541 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
527 */ 544 */
528 545void
529void move_bullet(object *op) 546move_bullet (object *op)
530{ 547{
531 sint16 new_x, new_y; 548 sint16 new_x, new_y;
532 int mflags; 549 int mflags;
533 mapstruct *m; 550 maptile *m;
534 551
535#if 0 552#if 0
536 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
537 554
538 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
541 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
543 return; 561 return;
544 } /* end addition. */ 562 } /* end addition. */
545#endif 563#endif
546 564
547 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
549 if (op->other_arch) { 568 if (op->other_arch)
550 explode_bullet (op); 569 explode_bullet (op);
551 } else { 570 else
552 remove_ob (op); 571 op->destroy ();
553 free_object (op); 572
554 }
555 return; 573 return;
556 } 574 }
557 575
558 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
560 m = op->map; 578 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 580
563 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 582 {
565 free_object (op); 583 op->destroy ();
566 return; 584 return;
567 } 585 }
568 586
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
570 if (op->other_arch) { 589 if (op->other_arch)
571 explode_bullet (op); 590 explode_bullet (op);
572 } else { 591 else
573 remove_ob (op); 592 op->destroy ();
574 free_object (op); 593
575 }
576 return; 594 return;
577 } 595 }
578 596
579 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 598 return;
584 599
585 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
586 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 603 update_turn_face (op);
588 } else { 604 }
605 else
589 check_bullet (op); 606 check_bullet (op);
590 }
591} 607}
592 608
593 609
594 610
595 611
600 * spob->attacktype. 616 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 617 * This function sets up the appropriate owner and skill
602 * pointers. 618 * pointers.
603 */ 619 */
604 620
621int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 622fire_bullet (object *op, object *caster, int dir, object *spob)
623{
606 object *tmp=NULL; 624 object *tmp = NULL;
607 int mflags; 625 int mflags;
608 626
609 if (!spob->other_arch) 627 if (!spob->other_arch)
610 return 0; 628 return 0;
611 629
612 tmp=arch_to_object(spob->other_arch); 630 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 631 if (tmp == NULL)
614 return 0; 632 return 0;
615 633
616 /* peterm: level dependency for bolts */ 634 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 636 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 637 if (spob->slaying)
638 tmp->slaying = spob->slaying;
620 639
621 tmp->range = 50; 640 tmp->range = 50;
622 641
623 /* Need to store duration/range for the ball to use */ 642 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 645 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 646
628 tmp->direction=dir; 647 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 649 SET_ANIMATION (tmp, dir);
631 650
632 set_owner(tmp,op); 651 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 652 set_spell_skill (op, caster, spob, tmp);
634 653
635 tmp->x=op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 656 tmp->map = op->map;
638 657
658 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 660 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 661 {
662 tmp->destroy ();
642 return 0; 663 return 0;
643 } 664 }
665
666 tmp->map = newmap;
667
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
669 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 671 {
672 tmp->destroy ();
647 return 0; 673 return 0;
648 } 674 }
675
649 tmp->x=op->x; 676 tmp->x = op->x;
650 tmp->y=op->y; 677 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 678 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 679 tmp->map = op->map;
653 } 680 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 681
682 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 683 check_bullet (tmp);
656 } 684
657 return 1; 685 return 1;
658} 686}
659 687
660 688
661 689
662 690
666 * 694 *
667 *****************************************************************************/ 695 *****************************************************************************/
668 696
669 697
670/* drops an object based on what is in the cone's "other_arch" */ 698/* drops an object based on what is in the cone's "other_arch" */
699void
671void cone_drop(object *op) { 700cone_drop (object *op)
701{
672 object *new_ob = arch_to_object(op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
673 703
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 704 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 705 new_ob->set_owner (op->owner);
678 706
679 /* preserve skill ownership */ 707 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 708 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill); 709 new_ob->skill = op->skill;
683 } 710
684 insert_ob_in_map(new_ob,op->map,op,0); 711 new_ob->insert_at (op, op);
685
686} 712}
687 713
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 715
716void
690void move_cone(object *op) { 717move_cone (object *op)
718{
691 int i; 719 int i;
692 tag_t tag;
693 720
694 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 722 if (!op->map)
723 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 725 op->set_speed (0);
699 update_ob_speed (op);
700 return; 726 return;
701 } 727 }
702 728
703 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
731 {
705 hit_map(op,0,op->attacktype,0); 732 hit_map (op, 0, op->attacktype, 0);
706 return; 733 return;
707 } 734 }
708 735
709#if 0 736#if 0
710 /* Disable this - enabling it makes monsters easier, as 737 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 738 * when their cone dies when they die.
712 */ 739 */
713 /* If no owner left, the spell dies out. */ 740 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 741 if (op->owner == NULL)
715 remove_ob(op); 742 {
716 free_object(op); 743 op->destroy ();
717 return; 744 return;
718 } 745 }
719#endif 746#endif
720 747
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 748 hit_map (op, 0, op->attacktype, 0);
723 749
724 /* Check to see if we should push anything. 750 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 751 * Spell objects with weight push whatever they encounter to some
726 * degree. 752 * degree.
727 */ 753 */
754 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 755 check_spell_knockback (op);
729 756
730 if (was_destroyed (op, tag)) 757 if (op->destroyed ())
758 return;
759
760 if ((op->duration--) < 0)
761 {
762 op->destroy ();
731 return; 763 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 764 }
738 /* Object has hit maximum range, so don't have it move 765 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 766 * any further. When the duration above expires,
740 * then the object will get removed. 767 * then the object will get removed.
741 */ 768 */
742 if (--op->range < 0) { 769 if (--op->range < 0)
770 {
743 op->range=0; /* just so it doesn't wrap */ 771 op->range = 0; /* just so it doesn't wrap */
744 return; 772 return;
745 } 773 }
746 774
747 for(i= -1;i<2;i++) { 775 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 776 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 778
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 780 {
753 copy_object(op, tmp); 781 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 782
757 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
758 784
759 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 787
788 op->map->insert (tmp, x, y, op);
789
762 if (tmp->other_arch) cone_drop(tmp); 790 if (tmp->other_arch)
791 cone_drop (tmp);
763 } 792 }
764 } 793 }
765} 794}
766 795
767/* cast_cone: casts a cone spell. 796/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 799 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 800 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 801 * to fire.
773 * returns 0 on failure, 1 on success. 802 * returns 0 on failure, 1 on success.
774 */ 803 */
804int
775int cast_cone(object *op, object *caster,int dir, object *spell) 805cast_cone (object *op, object *caster, int dir, object *spell)
776{ 806{
777 object *tmp; 807 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 808 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 809 maptile *m;
780 sint16 sx, sy; 810 sint16 sx, sy;
781 MoveType movetype; 811 MoveType movetype;
782 812
783 if (!spell->other_arch) return 0; 813 if (!spell->other_arch)
814 return 0;
784 815
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 816 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 817 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 818 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 819 return 0;
790 } 820 }
791 821
792 if(!dir) { 822 if (!dir)
823 {
793 range_min= 0; 824 range_min = 0;
794 range_max=8; 825 range_max = 8;
795 } 826 }
796 827
797 /* Need to know what the movetype of the object we are about 828 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 829 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 830 * insert it into is blocked.
800 */ 831 */
801 movetype = spell->other_arch->clone.move_type; 832 movetype = spell->other_arch->clone.move_type;
802 833
803 for(i=range_min;i<=range_max;i++) { 834 for (i = range_min; i <= range_max; i++)
835 {
804 sint16 x,y, d; 836 sint16 x, y, d;
805 837
806 /* We can't use absdir here, because it never returns 838 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 839 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 840 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 841 * to hit that person.
810 */ 842 */
811 d = dir + i; 843 d = dir + i;
812 while (d < 0) d+=8; 844 while (d < 0)
845 d += 8;
813 while (d > 8) d-=8; 846 while (d > 8)
847 d -= 8;
814 848
815 /* If it's not a rune, we don't want to blast the caster. 849 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 850 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 851 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 852 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 853 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 854 * for the rune code.
821 */ 855 */
822 if (caster->type != RUNE && d==0) { 856 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 857 {
826 858 if (dir != 0)
827 x = op->x+freearr_x[d]; 859 d = 8;
828 y = op->y+freearr_y[d]; 860 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 861 continue;
862 }
832 863
864 x = op->x + freearr_x[d];
865 y = op->y + freearr_y[d];
866
867 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
868 continue;
869
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 871 continue;
835 872
836 success=1; 873 success = 1;
837 tmp=arch_to_object(spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 875 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 878 tmp->attacktype = spell->attacktype;
844 879
845 /* holy word stuff */ 880 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 882 if (!tailor_god_spell (tmp, op))
848 } 883 return 0;
849 884
850 if(dir) 885 if (dir)
851 tmp->stats.sp=dir; 886 tmp->stats.sp = dir;
852 else 887 else
853 tmp->stats.sp=i; 888 tmp->stats.sp = i;
854 889
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 890 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 891
857 /* If casting it in all directions, it doesn't go as far */ 892 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 893 if (dir == 0)
894 {
859 tmp->range /= 4; 895 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 896 if (tmp->range < 2 && spell->range >= 2)
897 tmp->range = 2;
861 } 898 }
899
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 900 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 901 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 902
865 /* Special bonus for fear attacks */ 903 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 904 if (tmp->attacktype & AT_FEAR)
905 {
906 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 907 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 908 else
869 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
870 } 910 }
911
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 912 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
913 {
914 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 915 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 916 else
874 tmp->duration += caster->level/3; 917 tmp->duration += caster->level / 3;
875 } 918 }
876 919
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 922
882 if (!tmp->move_on && tmp->stats.dam) { 923 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 925
926 m->insert (tmp, sx, sy, op);
927
889 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 929 * a single space too many times.
891 */ 930 */
892 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
893 932
894 if(tmp->other_arch) cone_drop(tmp); 933 if (tmp->other_arch)
934 cone_drop (tmp);
895 } 935 }
936
896 return success; 937 return success;
897} 938}
898 939
899/**************************************************************************** 940/****************************************************************************
900 * 941 *
901 * BOMB related code 942 * BOMB related code
904 945
905 946
906/* This handles an exploding bomb. 947/* This handles an exploding bomb.
907 * op is the original bomb object. 948 * op is the original bomb object.
908 */ 949 */
950void
909void animate_bomb(object *op) { 951animate_bomb (object *op)
952{
910 int i; 953 int i;
911 object *env, *tmp; 954 object *env, *tmp;
912 archetype *at;
913 955
914 if(op->state!=NUM_ANIMATIONS(op)-1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return;
958
959 env = object_get_env_recursive (op);
960
961 if (op->env)
962 {
963 if (env->map == NULL)
915 return; 964 return;
916 965
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER) 966 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
926 968
927 remove_ob(op); 969 if (!(op = op->insert_at (env, op)))
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 970 return;
942 } 971 }
943 972
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
977 {
978 op->destroy ();
979 return;
980 }
981
944 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 984 * so just set up the appropriate values.
947 */ 985 */
948 at = find_archetype(SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 987 {
950 for(i=1;i<9;i++) { 988 for (i = 1; i < 9; i++)
989 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 991 continue;
992
953 tmp = arch_to_object(at); 993 tmp = arch_to_object (at);
954 tmp->direction = i; 994 tmp->direction = i;
955 tmp->range = op->range; 995 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 997 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 999 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 1000 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill); 1001 tmp->skill = op->skill;
963 } 1002
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1004 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1005
967 tmp->y = op->y + freearr_x[i]; 1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp); 1007 move_bullet (tmp);
970 } 1008 }
971 } 1009 }
972 1010
973 explode_bullet(op); 1011 explode_bullet (op);
974} 1012}
975 1013
1014int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1015create_bomb (object *op, object *caster, int dir, object *spell)
1016{
977 1017
978 object *tmp; 1018 object *tmp;
979 int mflags; 1019 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1021 maptile *m;
982 1022
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1027 return 0;
987 } 1028 }
988 tmp=arch_to_object(spell->other_arch); 1029 tmp = arch_to_object (spell->other_arch);
989 1030
990 /* level dependencies for bomb */ 1031 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
995 1036
996 set_owner(tmp,op); 1037 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1039
999 tmp->y=dy; 1040 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1041 return 1;
1002} 1042}
1003 1043
1004/**************************************************************************** 1044/****************************************************************************
1005 * 1045 *
1006 * smite related spell code. 1046 * smite related spell code.
1014 * dir is the direction to look in. 1054 * dir is the direction to look in.
1015 * range is how far out to look. 1055 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1057 * this info is used for blocked magic/unholy spaces.
1018 */ 1058 */
1019 1059
1060object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1061get_pointed_target (object *op, int dir, int range, int type)
1062{
1021 object *target; 1063 object *target;
1022 sint16 x,y; 1064 sint16 x, y;
1023 int dist, mflags; 1065 int dist, mflags;
1024 mapstruct *mp; 1066 maptile *mp;
1025 1067
1026 if (dir==0) return NULL; 1068 if (dir == 0)
1069 return NULL;
1027 1070
1028 for (dist=1; dist<range; dist++) { 1071 for (dist = 1; dist < range; dist++)
1072 {
1029 x = op->x + freearr_x[dir] * dist; 1073 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1074 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1075 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1077
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1078 if (mflags & P_OUT_OF_MAP)
1079 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1080 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1081 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1082 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1083 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL;
1038 1086
1039 if (mflags & P_IS_ALIVE) { 1087 if (mflags & P_IS_ALIVE)
1088 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1042 return target; 1093 return target;
1043 } 1094 }
1044 } 1095 }
1045 } 1096 }
1046 } 1097 }
1047 return NULL; 1098 return NULL;
1048} 1099}
1049 1100
1050 1101
1051/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1106 * caster = object casting the spell.
1056 * dir = direction being cast 1107 * dir = direction being cast
1057 * spell = spell object 1108 * spell = spell object
1058 */ 1109 */
1059 1110
1111int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1112cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{
1061 object *effect, *target; 1114 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1115 object *god = find_god (determine_god (op));
1063 int range; 1116 int range;
1064 1117
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1118 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1119 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1120
1068 /* Bunch of conditions for casting this spell. Note that only 1121 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1122 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1123 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1124 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1125 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1126 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1127 * can't be friendly to your god.
1075 */ 1128 */
1076 1129
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1131 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1133 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1135 return 0;
1083 } 1136 }
1084 1137
1085 if (spell->other_arch) 1138 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1139 effect = arch_to_object (spell->other_arch);
1087 else 1140 else
1088 return 0; 1141 return 0;
1089 1142
1090 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1144 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1094 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1150 else
1151 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1153 return 0;
1100 } 1154 }
1101 } 1155 }
1102 1156
1103 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1104 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1160
1109 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1162 {
1111 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1164
1113 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1171 effect->x = op->x;
1118 effect->y=op->y; 1172 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1173 }
1174 else
1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy ();
1179 return 0;
1126 } 1180 }
1127 } else { 1181 }
1182 }
1183 else
1184 {
1128 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1187 }
1132 1188
1133 set_owner(effect,op); 1189 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1135 1191
1136 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1193 effect->insert_at (target, op);
1138 effect->y=target->y; 1194
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1195 return 1;
1142} 1196}
1143 1197
1144 1198
1145/**************************************************************************** 1199/****************************************************************************
1146 * 1200 *
1148 * note that the fire_bullet is used to fire the missile. The 1202 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1203 * code here is just to move the missile.
1150 ****************************************************************************/ 1204 ****************************************************************************/
1151 1205
1152/* op is a missile that needs to be moved */ 1206/* op is a missile that needs to be moved */
1207void
1153void move_missile(object *op) { 1208move_missile (object *op)
1209{
1154 int i, mflags; 1210 int i, mflags;
1155 object *owner; 1211 object *owner;
1156 sint16 new_x, new_y; 1212 sint16 new_x, new_y;
1157 mapstruct *m; 1213 maptile *m;
1158 1214
1159 if (op->range-- <=0) { 1215 if (op->range-- <= 0)
1160 remove_ob(op); 1216 {
1161 free_object(op); 1217 op->destroy ();
1162 return; 1218 return;
1163 } 1219 }
1164 1220
1165 owner = get_owner(op); 1221 owner = op->owner;
1166#if 0 1222#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1223 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1224 * monster that are then killed would continue to survive
1169 */ 1225 */
1170 if (owner == NULL) { 1226 if (owner == NULL)
1171 remove_ob(op); 1227 {
1172 free_object(op); 1228 op->destroy ();
1173 return; 1229 return;
1174 } 1230 }
1175#endif 1231#endif
1176 1232
1177 new_x = op->x + DIRX(op); 1233 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1234 new_y = op->y + DIRY (op);
1179 1235
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1237
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1239 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1240 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1241 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1242 * we need to remove it if someone hasn't already done so.
1188 */ 1243 */
1189 if ( ! was_destroyed (op, tag)) { 1244 if (!op->destroyed ())
1190 remove_ob (op); 1245 op->destroy ();
1191 free_object(op); 1246
1192 }
1193 return; 1247 return;
1194 } 1248 }
1195 1249
1196 remove_ob(op); 1250 op->remove ();
1251
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1253 {
1254 op->destroy ();
1199 return; 1255 return;
1200 } 1256 }
1201 op->x = new_x; 1257
1202 op->y = new_y; 1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){ 1259 if (i > 0 && i != op->direction)
1260 {
1206 op->direction=i; 1261 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1208 } 1263 }
1209 insert_ob_in_map(op,op->map,op,0); 1264
1265 m->insert (op, new_x, new_y, op);
1210} 1266}
1211 1267
1212/**************************************************************************** 1268/****************************************************************************
1213 * Destruction 1269 * Destruction
1214 ****************************************************************************/ 1270 ****************************************************************************/
1271
1215/* make_object_glow() - currently only makes living objects glow. 1272/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1273 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1274 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1275 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1276 * give them the capability to have an inventory. b.t.
1220 */ 1277 */
1221 1278
1279int
1222int make_object_glow(object *op, int radius, int time) { 1280make_object_glow (object *op, int radius, int time)
1281{
1223 object *tmp; 1282 object *tmp;
1224 1283
1225 /* some things are unaffected... */ 1284 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1285 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1286 return 0;
1228 1287
1229 tmp=get_archetype(FORCE_NAME); 1288 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1289 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1290 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1291 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1292 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1294 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1295
1237 tmp->x=op->x; 1296 tmp->x = op->x;
1238 tmp->y=op->y; 1297 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1300 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1301 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1302 op->glow_radius = tmp->glow_radius;
1243 1303
1244 if(!tmp->env||op!=tmp->env) { 1304 if (!tmp->env || op != tmp->env)
1305 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name);
1247 return 0; 1307 return 0;
1248 } 1308 }
1249 return 1; 1309 return 1;
1250} 1310}
1251 1311
1252 1312
1253
1254 1313
1314
1315int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1316cast_destruction (object *op, object *caster, object *spell_ob)
1317{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1318 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1319 sint16 sx, sy;
1258 mapstruct *m; 1320 maptile *m;
1259 object *tmp; 1321 object *tmp;
1260 const char *skill; 1322 const char *skill;
1261 1323
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1266 1329
1267 /* destruction doesn't use another spell object, so we need 1330 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1331 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1332 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1333 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1334 * the full share string/free_string route.
1272 */ 1335 */
1273 skill = op->skill; 1336 skill = op->skill;
1337 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1338 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1276 else op->skill = NULL; 1342 op->skill = NULL;
1277 1343
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1344 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1345
1280 for(i= -range; i<range; i++) { 1346 for (i = -range; i < range; i++)
1347 {
1281 for(j=-range; j<range ; j++) { 1348 for (j = -range; j < range; j++)
1349 {
1282 m = op->map; 1350 m = op->map;
1283 sx = op->x + i; 1351 sx = op->x + i;
1284 sy = op->y + j; 1352 sy = op->y + j;
1353
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1287 if (mflags & P_IS_ALIVE) { 1358 if (mflags & P_IS_ALIVE)
1359 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363
1364 if (tmp)
1290 } 1365 {
1291 if (tmp) { 1366 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1367 tmp = tmp->head;
1293 1368
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1375 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 } 1377 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1379 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 } 1382 }
1314 } 1383 }
1315 } 1384 }
1316 } 1385 }
1317 } 1386 }
1318 } 1387 }
1388
1319 op->skill = skill; 1389 op->skill = skill;
1320 return 1; 1390 return 1;
1321} 1391}
1322 1392
1323/*************************************************************************** 1393/***************************************************************************
1324 * 1394 *
1325 * CURSE 1395 * CURSE
1326 * 1396 *
1327 ***************************************************************************/ 1397 ***************************************************************************/
1328 1398
1399int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1400cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{
1330 object *god = find_god(determine_god(op)); 1402 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1403 object *tmp, *force;
1332 1404
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1405 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1406 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1407 {
1337 "There is no one in that direction to curse."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1409 return 0;
1339 } 1410 }
1340 1411
1341 /* If we've already got a force of this type, don't add a new one. */ 1412 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1413 for (force = tmp->inv; force != NULL; force = force->below)
1414 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 {
1344 if (force->name == spell_ob->name) { 1417 if (force->name == spell_ob->name)
1418 {
1345 break; 1419 break;
1346 } 1420 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1421 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1422 {
1349 "You can not cast %s while %s is in effect", 1423 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1424 return 0;
1352 } 1425 }
1353 } 1426 }
1354 } 1427 }
1355 1428
1356 if(force==NULL) { 1429 if (force == NULL)
1430 {
1357 force=get_archetype(FORCE_NAME); 1431 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1432 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1433 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1434 force->name = spell_ob->race;
1362 else 1435 else
1363 force->name = add_refcount(spell_ob->name); 1436 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1437
1365 force->name_pl = add_refcount(spell_ob->name); 1438 force->name_pl = spell_ob->name;
1366 1439
1367 } else { 1440 }
1441 else
1442 {
1368 int duration; 1443 int duration;
1369 1444
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1445 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1446 if (duration > force->duration)
1447 {
1372 force->duration = duration; 1448 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 }
1374 } else { 1451 else
1452 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1454 }
1377 return 1; 1455 return 1;
1378 } 1456 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1458 force->speed = 1.0;
1381 force->speed_left = -1.0; 1459 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1460 SET_FLAG (force, FLAG_APPLIED);
1383 1461
1384 if(god) { 1462 if (god)
1463 {
1385 if (spell_ob->last_grace) 1464 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1465 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1466 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1467 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1468 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1469 }
1391 } else 1470 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1472
1394 1473
1395 if(tmp!=op && op->type==PLAYER) 1474 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1476
1398 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1400 1479
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1481 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1482 tmp->update_stats ();
1404 return 1; 1483 return 1;
1405 1484
1406} 1485}
1407 1486
1408 1487
1409/********************************************************************** 1488/**********************************************************************
1413 ***********************************************************************/ 1492 ***********************************************************************/
1414 1493
1415/* This covers the various spells that change the moods of monsters - 1494/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1495 * makes them angry, peacful, friendly, etc.
1417 */ 1496 */
1497int
1418int mood_change(object *op, object *caster, object *spell) { 1498mood_change (object *op, object *caster, object *spell)
1499{
1419 object *tmp, *god, *head; 1500 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1501 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1502 sint16 x, y, nx, ny;
1422 mapstruct *m; 1503 maptile *m;
1423 const char *race; 1504 const char *race;
1424 1505
1425 /* 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
1426 * doing it over and over again. 1507 * doing it over and over again.
1427 */ 1508 */
1428 god=find_god(determine_god(op)); 1509 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1510 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1511 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1512
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1515 * won't ever match anything.
1435 */ 1516 */
1436 if (!spell->race) race=NULL; 1517 if (!spell->race)
1518 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1519 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1520 race = god->slaying;
1438 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
1439 else race = spell->race; 1524 race = spell->race;
1440
1441 1525
1526
1442 for (x = op->x - range; x <= op->x + range; x++) 1527 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1528 for (y = op->y - range; y <= op->y + range; y++)
1529 {
1444 1530
1445 done_one=0; 1531 done_one = 0;
1446 m = op->map; 1532 m = op->map;
1447 nx = x; 1533 nx = x;
1448 ny = y; 1534 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1536 if (mflags & P_OUT_OF_MAP)
1537 continue;
1451 1538
1452 /* If there is nothing living on this space, no need to go further */ 1539 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1540 if (!(mflags & P_IS_ALIVE))
1541 continue;
1454 1542
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1544 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break;
1457 1546
1458 /* There can be living objects that are not monsters */ 1547 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1548 if (!tmp || tmp->type == PLAYER)
1549 continue;
1460 1550
1461 /* Only the head has meaningful data, so resolve to that */ 1551 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1552 if (tmp->head)
1553 head = tmp->head;
1554 else
1463 else head=tmp; 1555 head = tmp;
1464 1556
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1558 if (race && head->race && !strstr (race, head->race))
1559 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue;
1468 1562
1469 /* Now do a bunch of stuff related to saving throws */ 1563 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1564 best_at = -1;
1471 if (spell->attacktype) { 1565 if (spell->attacktype)
1566 {
1472 for (at=0; at < NROFATTACKS; at++) 1567 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1568 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1569 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1570 best_at = at;
1475 1571
1476 if (best_at == -1) at=0; 1572 if (best_at == -1)
1573 at = 0;
1574 else
1575 {
1576 if (head->resist[best_at] == 100)
1577 continue;
1477 else { 1578 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1579 at = head->resist[best_at] / 5;
1480 } 1580 }
1481 at -= level / 5; 1581 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1582 if (did_make_save (head, head->level, at))
1583 continue;
1483 } 1584 }
1484 else /* spell->attacktype */ 1585 else /* spell->attacktype */
1485 /* 1586 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1588 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1590
1490 The chance will then be in the range [20-70] percent, not too bad. 1591 The chance will then be in the range [20-70] percent, not too bad.
1491 1592
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1594 charm a level 125 monster...
1494 1595
1495 Ryo, august 14th 1596 Ryo, august 14th
1496 */ 1597 */
1497 { 1598 {
1498 if ( head->level > level ) continue; 1599 if (head->level > level)
1600 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1602 /* Failed, no effect */
1501 continue; 1603 continue;
1502 } 1604 }
1503 1605
1504 /* Done with saving throw. Now start effecting the monster */ 1606 /* Done with saving throw. Now start effecting the monster */
1505 1607
1506 /* aggravation */ 1608 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1609 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1611 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1613 remove_friendly_object (head);
1511 1614
1512 done_one = 1; 1615 done_one = 1;
1513 head->enemy = op; 1616 head->enemy = op;
1514 } 1617 }
1515 1618
1516 /* calm monsters */ 1619 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1620 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1621 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1622 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1623 head->enemy = NULL;
1520 done_one = 1; 1624 done_one = 1;
1521 } 1625 }
1522 1626
1523 /* berserk monsters */ 1627 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 {
1525 SET_FLAG(head, FLAG_BERSERK); 1630 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1631 done_one = 1;
1527 } 1632 }
1528 /* charm */ 1633 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1636 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1637 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1638 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1640 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1641 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1642 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1643 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1644 head->attack_movement = PETMOVE;
1539 done_one = 1; 1645 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1646 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1647 head->stats.exp = 0;
1542 } 1648 }
1543 1649
1544 /* If a monster was effected, put an effect in */ 1650 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1651 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1652 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1653 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1654
1553 return 1; 1655 return 1;
1554} 1656}
1555 1657
1556 1658
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1659/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1660 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1661 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1662 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1663 * note that duration is handled by process_object() in time.c
1562 */ 1664 */
1563 1665
1666void
1564void move_ball_spell(object *op) { 1667move_ball_spell (object *op)
1668{
1565 int i,j,dam_save,dir, mflags; 1669 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1670 sint16 nx, ny, hx, hy;
1567 object *owner; 1671 object *owner;
1568 mapstruct *m; 1672 maptile *m;
1569 1673
1570 owner = get_owner(op); 1674 owner = op->owner;
1571 1675
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1676 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1677 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1678 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1679 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1680 * deviations.
1577 */ 1681 */
1578 1682
1579 dir = 0; 1683 dir = 0;
1580 if(!(rndm(0, 3))) 1684 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1685 j = rndm (0, 1);
1582 else j=0; 1686 else
1687 j = 0;
1583 1688
1584 for(i = 1; i < 9; i++) { 1689 for (i = 1; i < 9; i++)
1690 {
1585 /* i bit 0: alters sign of offset 1691 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1692 * other bits (i / 2): absolute value of offset
1587 */ 1693 */
1588 1694
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1696 int tmpdir = absdir (op->direction + offset);
1591 1697
1592 nx = op->x + freearr_x[tmpdir]; 1698 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1699 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1700 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1701 {
1596 dir = tmpdir; 1702 dir = tmpdir;
1597 break; 1703 break;
1598 } 1704 }
1599 } 1705 }
1600 if (dir == 0) { 1706 if (dir == 0)
1707 {
1601 nx = op->x; 1708 nx = op->x;
1602 ny = op->y; 1709 ny = op->y;
1603 m = op->map; 1710 m = op->map;
1604 } 1711 }
1605 1712
1606 remove_ob(op); 1713 m->insert (op, nx, ny, op);
1607 op->y=ny; 1714
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1715 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1716 surrounding squares */
1613 1717
1614 /* loop over current square and neighbors to hit. 1718 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1719 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1720 * the surround spaces.
1617 */ 1721 */
1618 for(j=0;j<9;j++) { 1722 for (j = 0; j < 9; j++)
1723 {
1619 object *new_ob; 1724 object *new_ob;
1620 1725
1621 hx = nx+freearr_x[j]; 1726 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1727 hy = ny + freearr_y[j];
1623 1728
1624 m = op->map; 1729 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1731
1627 if (mflags & P_OUT_OF_MAP) continue; 1732 if (mflags & P_OUT_OF_MAP)
1733 continue;
1628 1734
1629 /* first, don't ever, ever hit the owner. Don't hit out 1735 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1736 * of the map either.
1631 */ 1737 */
1632 1738
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1740 {
1741 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1742 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1743 hit_map (op, j, op->attacktype, 1);
1636 1744
1637 } 1745 }
1638 1746
1639 /* insert the other arch */ 1747 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1749 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1750 }
1647 1751
1648 /* restore to the center location and damage*/ 1752 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1753 op->stats.dam = dam_save;
1650 1754
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1755 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1756
1653 if(i>=0) { /* we have a preferred direction! */ 1757 if (i >= 0)
1758 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1759 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1760 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1761 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1762 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1763
1659 op->direction=i; 1764 op->direction = i;
1660 } 1765 }
1661} 1766}
1662 1767
1663 1768
1664/* move_swarm_spell: peterm 1769/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1772 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1773 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1774 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1775 */
1671 1776
1777void
1672void move_swarm_spell(object *op) 1778move_swarm_spell (object *op)
1673{ 1779{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1780#if 0
1696 // this is bogus: it causes wrong places to be checked below 1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1783 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1784 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1785 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1786#endif
1787 int basedir;
1788 object *owner;
1743 1789
1790 owner = op->owner;
1791 if (op->duration == 0 || owner == NULL)
1792 {
1793 op->destroy ();
1794 return;
1795 }
1796
1797 op->duration--;
1798
1799 basedir = op->direction;
1800 if (basedir == 0)
1801 {
1802 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8);
1804 }
1805
1806#if 0
1807 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space.
1811 // should be fixed later, but correctness before featurs...
1812 // (schmorp)
1813
1814 /* new offset calculation to make swarm element distribution
1815 * more uniform
1816 */
1817 if (op->duration)
1818 {
1819 if (basedir & 1)
1820 {
1821 adjustdir = cardinal_adjust[rndm (0, 8)];
1822 }
1823 else
1824 {
1825 adjustdir = diagonal_adjust[rndm (0, 9)];
1826 }
1827 }
1828 else
1829 {
1830 adjustdir = 0; /* fire the last one from forward. */
1831 }
1832
1833 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1834 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1835
1836 /* back up one space so we can hit point-blank targets, but this
1837 * necessitates extra out_of_map check below
1838 */
1839 origin_x = target_x - freearr_x[basedir];
1840 origin_y = target_y - freearr_y[basedir];
1841
1842
1744 /* spell pointer is set up for the spell this casts. Since this 1843 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1844 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1845 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1846 * do some sanity checking anyways.
1748 */ 1847 */
1749 1848
1750 if (op->spell && op->spell->type == SPELL) 1849 if (op->spell && op->spell->type == SPELL &&
1850 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1851 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1852 {
1853
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1854 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1855 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1856 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1857 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1858 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1859 }
1860#endif
1861
1862 /* spell pointer is set up for the spell this casts. Since this
1863 * should just be a pointer to the spell in some inventory,
1864 * it is unlikely to disappear by the time we need it. However,
1865 * do some sanity checking anyways.
1866 */
1867
1868 if (op->spell && op->spell->type == SPELL)
1869 {
1870 /* Bullet spells have a bunch more customization that needs to be done */
1871 if (op->spell->subtype == SP_BULLET)
1872 fire_bullet (owner, op, basedir, op->spell);
1873 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1875 }
1758} 1876}
1759 1877
1760 1878
1761 1879
1762 1880
1770 * dir: the direction everything will be fired in 1888 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1889 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1890 * n: the number to be fired.
1773 */ 1891 */
1774 1892
1893int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1894fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1895{
1777 object *tmp; 1896 object *tmp;
1778 int i; 1897 int i;
1779 1898
1780 if (!spell->other_arch) return 0; 1899 if (!spell->other_arch)
1900 return 0;
1781 1901
1782 tmp=get_archetype(SWARM_SPELL); 1902 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1904 set_spell_skill (op, caster, spell, tmp);
1787 1905
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1907 tmp->spell = arch_to_object (spell->other_arch);
1790 1908
1791 tmp->attacktype = tmp->spell->attacktype; 1909 tmp->attacktype = tmp->spell->attacktype;
1792 1910
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1912 if (!tailor_god_spell (tmp, op))
1795 return 1; 1913 return 1;
1796 } 1914
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1915 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1916 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1918
1801 tmp->direction=dir; 1919 tmp->direction = dir;
1802 tmp->invisible=1; 1920 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1921
1922 tmp->insert_at (op, op);
1804 return 1; 1923 return 1;
1805} 1924}
1806 1925
1807 1926
1808/* See the spells documentation file for why this is its own 1927/* See the spells documentation file for why this is its own
1809 * function. 1928 * function.
1810 */ 1929 */
1930int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1931cast_light (object *op, object *caster, object *spell, int dir)
1932{
1812 object *target=NULL,*tmp=NULL; 1933 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1934 sint16 x, y;
1814 int dam, mflags; 1935 int dam, mflags;
1815 mapstruct *m; 1936 maptile *m;
1816 1937
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1939
1819 if(!dir) { 1940 if (!dir)
1941 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1943 return 0;
1822 } 1944 }
1823 1945
1824 x=op->x+freearr_x[dir]; 1946 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1947 y = op->y + freearr_y[dir];
1826 m = op->map; 1948 m = op->map;
1827 1949
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1950 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1951
1830 if (mflags & P_OUT_OF_MAP) { 1952 if (mflags & P_OUT_OF_MAP)
1953 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1955 return 0;
1833 } 1956 }
1834 1957
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1958 if (mflags & P_IS_ALIVE && spell->attacktype)
1959 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1961 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1963 /* oky doky. got a target monster. Lets make a blinding attack */
1964 if (target->head)
1839 if(target->head) target = target->head; 1965 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1966 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1967 return 1; /* one success only! */
1842 } 1968 }
1843 } 1969 }
1844 1970
1845 /* no live target, perhaps a wall is in the way? */ 1971 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1975 return 0;
1849 } 1976 }
1850 1977
1851 /* ok, looks groovy to just insert a new light on the map */ 1978 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1979 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1980 if (!tmp)
1981 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1983 return 0;
1856 } 1984 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1986 if (tmp->glow_radius)
1987 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1989 if (tmp->glow_radius > MAX_LIGHT_RADII)
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1991 }
1862 tmp->x=x; 1992
1863 tmp->y=y; 1993 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1994 return 1;
1866} 1995}
1867 1996
1868 1997
1869 1998
1870 1999
1873 * op is the player/monster, caster is the object, dir is the direction 2002 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 2003 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2004 * perhaps this should actually be in disease.c?
1876 */ 2005 */
1877 2006
2007int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2008cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{
1879 sint16 x,y; 2010 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2011 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2012 object *walk;
1882 mapstruct *m; 2013 maptile *m;
1883 2014
1884 x = op->x; 2015 x = op->x;
1885 y = op->y; 2016 y = op->y;
1886 2017
1887 /* If casting from a scroll, no direction will be available, so refer to the 2018 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2019 * direction the player is pointing.
1889 */ 2020 */
2021 if (!dir)
1890 if (!dir) dir=op->facing; 2022 dir = op->facing;
2023 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2024 return 0; /* won't find anything if casting on ourself, so just return */
1892 2025
1893 /* Calculate these once here */ 2026 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2027 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2028 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2029 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2030
1898 /* search in a line for a victim */ 2031 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2032 for (i = 1; i < range; i++)
2033 {
1900 x = op->x + i * freearr_x[dir]; 2034 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2035 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2036 m = op->map;
1903 2037
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2039
1906 if (mflags & P_OUT_OF_MAP) return 0; 2040 if (mflags & P_OUT_OF_MAP)
2041 return 0;
1907 2042
1908 /* don't go through walls - presume diseases are airborne */ 2043 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2044 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2045 return 0;
1910 2046
1911 /* Only bother looking on this space if there is something living here */ 2047 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2048 if (mflags & P_IS_ALIVE)
2049 {
1913 /* search this square for a victim */ 2050 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2051 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2052 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2053 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2054 object *disease = arch_to_object (spell->other_arch);
1917 2055
1918 set_owner(disease,op); 2056 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2057 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2058 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2059 disease->level = caster_level (caster, spell);
1922 2060
1923 /* do level adjustments */ 2061 /* do level adjustments */
1924 if(disease->stats.wc) 2062 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2063 disease->stats.wc += dur_mod / 2;
1926 2064
1927 if(disease->magic> 0) 2065 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2066 disease->magic += dur_mod / 4;
1929 2067
1930 if(disease->stats.maxhp>0) 2068 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2069 disease->stats.maxhp += dur_mod;
1932 2070
1933 if(disease->stats.maxgrace>0) 2071 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2072 disease->stats.maxgrace += dur_mod;
1935 2073
1936 if(disease->stats.dam) { 2074 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2075 {
1953 if(disease->stats.ac) 2076 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2077 disease->stats.dam += dam_mod;
1955 2078 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2079 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2080 }
1978 free_object(disease); 2081
2082 if (disease->last_sp)
2083 {
2084 disease->last_sp -= 2 * dam_mod;
2085 if (disease->last_sp < 1)
2086 disease->last_sp = 1;
1979 } 2087 }
2088
2089 if (disease->stats.maxsp)
2090 {
2091 if (disease->stats.maxsp > 0)
2092 disease->stats.maxsp += dam_mod;
2093 else
2094 disease->stats.maxsp -= dam_mod;
2095 }
2096
2097 if (disease->stats.ac)
2098 disease->stats.ac += dam_mod;
2099
2100 if (disease->last_eat)
2101 disease->last_eat -= dam_mod;
2102
2103 if (disease->stats.hp)
2104 disease->stats.hp -= dam_mod;
2105
2106 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod;
2108
2109 if (infect_object (walk, disease, 1))
2110 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114
2115 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2117 return 1;
2118 }
2119
2120 disease->destroy ();
2121 }
1980 } /* if living creature */ 2122 } /* if living creature */
1981 } /* for range of spaces */ 2123 } /* for range of spaces */
2124
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2125 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2126 return 1;
1984} 2127}

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