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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 138 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
167{
166 object *tmp; 168 object *tmp;
167 int mflags; 169 int mflags;
168 sint16 x, y; 170 sint16 x, y;
169 mapstruct *m; 171 maptile *m;
170 172
171 if(--(op->duration)<0) { 173 if (--op->duration < 0)
172 remove_ob(op); 174 {
173 free_object(op); 175 op->destroy ();
176 return;
177 }
178
179 hit_map (op, 0, op->attacktype, 1);
180
181 if (!op->direction)
182 return;
183
184 if (--op->range < 0)
185 op->range = 0;
186 else
187 {
188 x = op->x + DIRX (op);
189 y = op->y + DIRY (op);
190 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y);
192
193 if (mflags & P_OUT_OF_MAP)
174 return; 194 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 195
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 */ 196 /* 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 197 /* 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 198 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 199 * will be useful.
195 */ 200 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 201 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))) { 202 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 204 return;
201 205
202 /* Since walls don't run diagonal, if the bolt is in 206 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 207 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 208 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 209 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 210 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 211 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 212 * to the southwest.
209 */ 213 */
210 if(op->direction&1) 214 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 215 op->direction = absdir (op->direction + 4);
212 else { 216 else
217 {
213 int left, right; 218 int left, right;
214 int mflags; 219 int mflags;
215 220
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 221 /* 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 222 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 223 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 224 * op->direction-1 or op->direction+1 does not exist.
220 */ 225 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 226 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); 227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 228
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 229 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 230
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 231 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); 232 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)); 233 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 234
230 if(left==right) 235 if (left == right)
231 op->direction=absdir(op->direction+4); 236 op->direction = absdir (op->direction + 4);
232 else if(left) 237 else if (left)
233 op->direction=absdir(op->direction+2); 238 op->direction = absdir (op->direction + 2);
234 else if(right) 239 else if (right)
235 op->direction=absdir(op->direction-2); 240 op->direction = absdir (op->direction - 2);
236 } 241 }
242
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 244 return;
239 } 245 }
246 else
240 else { /* Create a copy of this object and put it ahead */ 247 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 248 object *tmp = op->clone ();
242 copy_object(op,tmp); 249
250 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 251 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 */ 252 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 253 tmp->duration++;
248 254
249 /* New forking code. Possibly create forks of this object 255 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 256 * going off in other directions.
251 */ 257 */
252 258 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 259 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 260 forklightning (op, tmp);
255 } 261 }
262
256 /* In this way, the object left behind sticks on the space, but 263 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 264 * doesn't create any bolts that continue to move onward.
258 */ 265 */
259 op->range = 0; 266 op->range = 0;
260 } /* copy object and move it along */ 267 } /* copy object and move it along */
261 } /* if move bolt along */ 268 } /* if move bolt along */
262} 269}
263 270
264/* fire_bolt 271/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 272 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 273 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 275 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
270 * pointers. 277 * pointers.
271 */ 278 */
272 279int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281{
274 object *tmp=NULL; 282 object *tmp = NULL;
275 int mflags; 283 int mflags;
276 284
277 if (!spob->other_arch) 285 if (!spob->other_arch)
278 return 0; 286 return 0;
279 287
280 tmp=arch_to_object(spob->other_arch); 288 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 289 if (tmp == NULL)
282 return 0; 290 return 0;
283 291
284 /* peterm: level dependency for bolts */ 292 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 294 tmp->attacktype = spob->attacktype;
295 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 296 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 297 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 299 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 300 tmp->stats.Con = spob->stats.Con;
292 301
293 tmp->direction=dir; 302 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 304 SET_ANIMATION (tmp, dir);
296 305
297 set_owner(tmp,op); 306 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 307 set_spell_skill (op, caster, spob, tmp);
299 308
300 tmp->x=op->x + DIRX(tmp); 309 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 310 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 311 tmp->map = op->map;
303 312
313 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 315 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 316 {
317 tmp->destroy ();
307 return 0; 318 return 0;
308 } 319 }
320
321 tmp->map = newmap;
322
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 326 {
327 tmp->destroy ();
312 return 0; 328 return 0;
313 } 329 }
330
314 tmp->x=op->x; 331 tmp->x = op->x;
315 tmp->y=op->y; 332 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 333 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 334 tmp->map = op->map;
318 } 335 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 336
337 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 338 move_bolt (tmp);
339
321 return 1; 340 return 1;
322} 341}
323 342
324 343
325 344
326/*************************************************************************** 345/***************************************************************************
331 350
332/* expands an explosion. op is a piece of the 351/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 352 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 353 * At least that is what I think this does.
335 */ 354 */
355void
336void explosion(object *op) { 356explosion (object *op)
337 object *tmp; 357{
338 mapstruct *m=op->map; 358 maptile *m = op->map;
339 int i; 359 int i;
340 360
341 if(--(op->duration)<0) { 361 if (--op->duration < 0)
342 remove_ob(op); 362 {
343 free_object(op); 363 op->destroy ();
344 return; 364 return;
345 } 365 }
366
346 hit_map(op,0,op->attacktype,0); 367 hit_map (op, 0, op->attacktype, 0);
347 368
348 if(op->range>0) { 369 if (op->range > 0)
370 {
349 for(i=1;i<9;i++) { 371 for (i = 1; i < 9; i++)
372 {
350 sint16 dx,dy; 373 sint16 dx, dy;
351 374
352 dx=op->x+freearr_x[i]; 375 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
354 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 379 * out of map, etc.
356 */ 380 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 382 {
359 copy_object(op,tmp); 383 object *tmp = op->clone ();
384
360 tmp->state=0; 385 tmp->state = 0;
361 tmp->speed_left= -0.21; 386 tmp->speed_left = -0.21;
362 tmp->range--; 387 tmp->range--;
363 tmp->value=0; 388 tmp->value = 0;
364 tmp->x=dx; 389
365 tmp->y=dy; 390 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 391 }
368 } 392 }
369 } 393 }
370} 394}
371 395
372 396
373/* Causes an object to explode, eg, a firebullet, 397/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 398 * poison cloud ball, etc. op is the object to
375 * explode. 399 * explode.
376 */ 400 */
401void
377void explode_bullet(object *op) 402explode_bullet (object *op)
378{ 403{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 404 object *tmp, *owner;
381 405
382 if (op->other_arch == NULL) { 406 if (op->other_arch == NULL)
407 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 409 op->destroy ();
385 free_object (op); 410 return;
411 }
412
413 if (op->env)
414 {
415 object *env = object_get_env_recursive (op);
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy ();
420 return;
421 }
422
423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
424 }
425 else if (out_of_map (op->map, op->x, op->y))
426 {
427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
428 op->destroy ();
429 return;
430 }
431
432 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
433 // NOTE: If this breaks something important: remove this. I can't think of anything
434 // bad at the moment that might happen from this.
435 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
436 {
437 op->destroy ();
438 return;
439 }
440
441 if (op->attacktype)
442 {
443 hit_map (op, 0, op->attacktype, 1);
444 if (op->destroyed ())
386 return; 445 return;
387 } 446 }
388 447
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 */ 448 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 449 tmp = arch_to_object (op->other_arch);
428 450
429 copy_owner (tmp, op); 451 tmp->set_owner (op);
430 tmp->skill = op->skill; 452 tmp->skill = op->skill;
431 453
432 owner = get_owner(op); 454 owner = op->owner;
455
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 457 {
435 remove_ob (op); 458 op->destroy ();
436 free_object (op);
437 return; 459 return;
438 } 460 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 461
442 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
444 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 466 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 468 tmp->duration = op->duration;
448 } else { 469 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
450 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 480 * the count of the parent should work fine.
456 */ 481 */
457 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
458 } 483 }
459 484
460 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
463 488
464 /* Prevent recursion */ 489 /* Prevent recursion */
465 op->move_on = 0; 490 op->move_on = 0;
466 491
467 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
468 /* remove the firebullet */ 493 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 495}
474
475
476 496
477/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
479 */ 499 */
480 500void
481void check_bullet(object *op) 501check_bullet (object *op)
482{ 502{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 503 object *tmp;
485 int dam, mflags; 504 int dam, mflags;
486 mapstruct *m; 505 maptile *m;
487 sint16 sx, sy; 506 sint16 sx, sy;
488 507
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 509
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 511 return;
493 512
494 if (op->other_arch) { 513 if (op->other_arch)
514 {
495 /* explode object will also remove op */ 515 /* explode object will also remove op */
496 explode_bullet (op); 516 explode_bullet (op);
497 return; 517 return;
498 } 518 }
499 519
500 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
502 523
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 525 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 527 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 530 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 531 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 532 {
513 free_object(op); 533 op->destroy ();
514 return; 534 return;
515 } 535 }
516 } 536 }
517 } 537 }
518 } 538 }
519} 539}
520
521 540
522/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 542 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
526 */ 545 */
527 546void
528void move_bullet(object *op) 547move_bullet (object *op)
529{ 548{
530 sint16 new_x, new_y; 549 sint16 new_x, new_y;
531 int mflags; 550 int mflags;
532 mapstruct *m; 551 maptile *m;
533 552
534#if 0 553#if 0
535 /* We need a better general purpose way to do this */ 554 /* We need a better general purpose way to do this */
536 555
537 /* peterm: added to make comet leave a trail of burnouts 556 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 557 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 558 if (op->stats.sp == SP_METEOR)
559 {
540 replace_insert_ob_in_map("fire_trail",op); 560 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 561 if (op->destroyed ())
542 return; 562 return;
543 } /* end addition. */ 563 } /* end addition. */
544#endif 564#endif
545 565
546 /* Reached the end of its life - remove it */ 566 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 567 if (--op->range <= 0)
568 {
548 if (op->other_arch) { 569 if (op->other_arch)
549 explode_bullet (op); 570 explode_bullet (op);
550 } else { 571 else
551 remove_ob (op); 572 op->destroy ();
552 free_object (op); 573
553 }
554 return; 574 return;
555 } 575 }
556 576
557 new_x = op->x + DIRX(op); 577 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 578 new_y = op->y + DIRY (op);
559 m = op->map; 579 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 581
562 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 583 {
564 free_object (op); 584 op->destroy ();
565 return; 585 return;
566 } 586 }
567 587
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589 {
569 if (op->other_arch) { 590 if (op->other_arch)
570 explode_bullet (op); 591 explode_bullet (op);
571 } else { 592 else
572 remove_ob (op); 593 op->destroy ();
573 free_object (op); 594
574 }
575 return; 595 return;
576 } 596 }
577 597
578 remove_ob (op); 598 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 599 return;
583 600
584 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
585 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 604 update_turn_face (op);
587 } else { 605 }
606 else
588 check_bullet (op); 607 check_bullet (op);
589 }
590} 608}
591 609
592 610
593 611
594 612
599 * spob->attacktype. 617 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 618 * This function sets up the appropriate owner and skill
601 * pointers. 619 * pointers.
602 */ 620 */
603 621
622int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
605 object *tmp=NULL; 625 object *tmp = NULL;
606 int mflags; 626 int mflags;
607 627
608 if (!spob->other_arch) 628 if (!spob->other_arch)
609 return 0; 629 return 0;
610 630
611 tmp=arch_to_object(spob->other_arch); 631 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 632 if (tmp == NULL)
613 return 0; 633 return 0;
614 634
615 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
638 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
619 640
620 tmp->range = 50; 641 tmp->range = 50;
621 642
622 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 647
627 tmp->direction=dir; 648 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
630 651
631 set_owner(tmp,op); 652 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
633 654
634 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 657 tmp->map = op->map;
637 658
659 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 662 {
663 tmp->destroy ();
641 return 0; 664 return 0;
642 } 665 }
666
667 tmp->map = newmap;
668
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 672 {
673 tmp->destroy ();
646 return 0; 674 return 0;
647 } 675 }
676
648 tmp->x=op->x; 677 tmp->x = op->x;
649 tmp->y=op->y; 678 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 680 tmp->map = op->map;
652 } 681 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 684 check_bullet (tmp);
655 } 685
656 return 1; 686 return 1;
657} 687}
658 688
659 689
660 690
661 691
665 * 695 *
666 *****************************************************************************/ 696 *****************************************************************************/
667 697
668 698
669/* drops an object based on what is in the cone's "other_arch" */ 699/* drops an object based on what is in the cone's "other_arch" */
700void
670void cone_drop(object *op) { 701cone_drop (object *op)
702{
671 object *new_ob = arch_to_object(op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
672 704
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 705 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 706 new_ob->set_owner (op->owner);
677 707
678 /* preserve skill ownership */ 708 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 709 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 710 new_ob->skill = op->skill;
681 } 711
682 insert_ob_in_map(new_ob,op->map,op,0); 712 new_ob->insert_at (op, op);
683
684} 713}
685 714
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 716
717void
688void move_cone(object *op) { 718move_cone (object *op)
719{
689 int i; 720 int i;
690 tag_t tag;
691 721
692 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 723 if (!op->map)
724 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 726 op->set_speed (0);
697 update_ob_speed (op);
698 return; 727 return;
699 } 728 }
700 729
701 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
732 {
703 hit_map(op,0,op->attacktype,0); 733 hit_map (op, 0, op->attacktype, 0);
704 return; 734 return;
705 } 735 }
706 736
707#if 0 737#if 0
708 /* Disable this - enabling it makes monsters easier, as 738 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 739 * when their cone dies when they die.
710 */ 740 */
711 /* If no owner left, the spell dies out. */ 741 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 742 if (op->owner == NULL)
713 remove_ob(op); 743 {
714 free_object(op); 744 op->destroy ();
715 return; 745 return;
716 } 746 }
717#endif 747#endif
718 748
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 749 hit_map (op, 0, op->attacktype, 0);
721 750
722 /* Check to see if we should push anything. 751 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 752 * Spell objects with weight push whatever they encounter to some
724 * degree. 753 * degree.
725 */ 754 */
755 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 756 check_spell_knockback (op);
727 757
728 if (was_destroyed (op, tag)) 758 if (op->destroyed ())
759 return;
760
761 if ((op->duration--) < 0)
762 {
763 op->destroy ();
729 return; 764 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 765 }
736 /* Object has hit maximum range, so don't have it move 766 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 767 * any further. When the duration above expires,
738 * then the object will get removed. 768 * then the object will get removed.
739 */ 769 */
740 if (--op->range < 0) { 770 if (--op->range < 0)
771 {
741 op->range=0; /* just so it doesn't wrap */ 772 op->range = 0; /* just so it doesn't wrap */
742 return; 773 return;
743 } 774 }
744 775
745 for(i= -1;i<2;i++) { 776 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 777 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 779
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 781 {
751 copy_object(op, tmp); 782 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 783
755 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
756 785
757 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 788
789 op->map->insert (tmp, x, y, op);
790
760 if (tmp->other_arch) cone_drop(tmp); 791 if (tmp->other_arch)
792 cone_drop (tmp);
761 } 793 }
762 } 794 }
763} 795}
764 796
765/* cast_cone: casts a cone spell. 797/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 800 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 801 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 802 * to fire.
771 * returns 0 on failure, 1 on success. 803 * returns 0 on failure, 1 on success.
772 */ 804 */
805int
773int cast_cone(object *op, object *caster,int dir, object *spell) 806cast_cone (object *op, object *caster, int dir, object *spell)
774{ 807{
775 object *tmp; 808 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 809 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 810 maptile *m;
778 sint16 sx, sy; 811 sint16 sx, sy;
779 MoveType movetype; 812 MoveType movetype;
780 813
781 if (!spell->other_arch) return 0; 814 if (!spell->other_arch)
815 return 0;
782 816
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 818 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 820 return 0;
788 } 821 }
789 822
790 if(!dir) { 823 if (!dir)
824 {
791 range_min= 0; 825 range_min = 0;
792 range_max=8; 826 range_max = 8;
793 } 827 }
794 828
795 /* Need to know what the movetype of the object we are about 829 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 830 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 831 * insert it into is blocked.
798 */ 832 */
799 movetype = spell->other_arch->clone.move_type; 833 movetype = spell->other_arch->clone.move_type;
800 834
801 for(i=range_min;i<=range_max;i++) { 835 for (i = range_min; i <= range_max; i++)
836 {
802 sint16 x,y, d; 837 sint16 x, y, d;
803 838
804 /* We can't use absdir here, because it never returns 839 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 840 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 841 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 842 * to hit that person.
808 */ 843 */
809 d = dir + i; 844 d = dir + i;
810 while (d < 0) d+=8; 845 while (d < 0)
846 d += 8;
811 while (d > 8) d-=8; 847 while (d > 8)
848 d -= 8;
812 849
813 /* If it's not a rune, we don't want to blast the caster. 850 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 851 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 852 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 853 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 854 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 855 * for the rune code.
819 */ 856 */
820 if (caster->type != RUNE && d==0) { 857 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 858 {
824 859 if (dir != 0)
825 x = op->x+freearr_x[d]; 860 d = 8;
826 y = op->y+freearr_y[d]; 861 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 862 continue;
863 }
830 864
865 x = op->x + freearr_x[d];
866 y = op->y + freearr_y[d];
867
868 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
869 continue;
870
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 872 continue;
833 873
834 success=1; 874 success = 1;
835 tmp=arch_to_object(spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 876 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 879 tmp->attacktype = spell->attacktype;
842 880
843 /* holy word stuff */ 881 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 883 if (!tailor_god_spell (tmp, op))
846 } 884 return 0;
847 885
848 if(dir) 886 if (dir)
849 tmp->stats.sp=dir; 887 tmp->stats.sp = dir;
850 else 888 else
851 tmp->stats.sp=i; 889 tmp->stats.sp = i;
852 890
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 891 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 892
855 /* If casting it in all directions, it doesn't go as far */ 893 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 894 if (dir == 0)
895 {
857 tmp->range /= 4; 896 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 897 if (tmp->range < 2 && spell->range >= 2)
898 tmp->range = 2;
859 } 899 }
900
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 901 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 902 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 903
863 /* Special bonus for fear attacks */ 904 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 905 if (tmp->attacktype & AT_FEAR)
906 {
907 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 908 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 909 else
867 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
868 } 911 }
912
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 913 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
914 {
915 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 916 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 917 else
872 tmp->duration += caster->level/3; 918 tmp->duration += caster->level / 3;
873 } 919 }
874 920
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 923
880 if (!tmp->move_on && tmp->stats.dam) { 924 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 926
927 m->insert (tmp, sx, sy, op);
928
887 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 930 * a single space too many times.
889 */ 931 */
890 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
891 933
892 if(tmp->other_arch) cone_drop(tmp); 934 if (tmp->other_arch)
935 cone_drop (tmp);
893 } 936 }
937
894 return success; 938 return success;
895} 939}
896 940
897/**************************************************************************** 941/****************************************************************************
898 * 942 *
899 * BOMB related code 943 * BOMB related code
902 946
903 947
904/* This handles an exploding bomb. 948/* This handles an exploding bomb.
905 * op is the original bomb object. 949 * op is the original bomb object.
906 */ 950 */
951void
907void animate_bomb(object *op) { 952animate_bomb (object *op)
953{
908 int i; 954 int i;
909 object *env, *tmp; 955 object *env, *tmp;
910 archetype *at;
911 956
912 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return;
959
960 env = object_get_env_recursive (op);
961
962 if (op->env)
963 {
964 if (env->map == NULL)
913 return; 965 return;
914 966
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 967 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 968 esrv_del_item (env->contr, op->count);
924 969
925 remove_ob(op); 970 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 971 return;
940 } 972 }
941 973
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978 {
979 op->destroy ();
980 return;
981 }
982
942 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 985 * so just set up the appropriate values.
945 */ 986 */
946 at = find_archetype(SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 988 {
948 for(i=1;i<9;i++) { 989 for (i = 1; i < 9; i++)
990 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 992 continue;
993
951 tmp = arch_to_object(at); 994 tmp = arch_to_object (at);
952 tmp->direction = i; 995 tmp->direction = i;
953 tmp->range = op->range; 996 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 998 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1000 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 1001 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 1002 tmp->skill = op->skill;
960 } 1003
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1005 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1006
964 tmp->y = op->y + freearr_x[i]; 1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 1008 move_bullet (tmp);
967 } 1009 }
968 } 1010 }
969 1011
970 explode_bullet(op); 1012 explode_bullet (op);
971} 1013}
972 1014
1015int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1016create_bomb (object *op, object *caster, int dir, object *spell)
1017{
974 1018
975 object *tmp; 1019 object *tmp;
976 int mflags; 1020 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1022 maptile *m;
979 1023
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1028 return 0;
984 } 1029 }
985 tmp=arch_to_object(spell->other_arch); 1030 tmp = arch_to_object (spell->other_arch);
986 1031
987 /* level dependencies for bomb */ 1032 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
992 1037
993 set_owner(tmp,op); 1038 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1040
996 tmp->y=dy; 1041 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1042 return 1;
999} 1043}
1000 1044
1001/**************************************************************************** 1045/****************************************************************************
1002 * 1046 *
1003 * smite related spell code. 1047 * smite related spell code.
1011 * dir is the direction to look in. 1055 * dir is the direction to look in.
1012 * range is how far out to look. 1056 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1058 * this info is used for blocked magic/unholy spaces.
1015 */ 1059 */
1016 1060
1061object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1062get_pointed_target (object *op, int dir, int range, int type)
1063{
1018 object *target; 1064 object *target;
1019 sint16 x,y; 1065 sint16 x, y;
1020 int dist, mflags; 1066 int dist, mflags;
1021 mapstruct *mp; 1067 maptile *mp;
1022 1068
1023 if (dir==0) return NULL; 1069 if (dir == 0)
1070 return NULL;
1024 1071
1025 for (dist=1; dist<range; dist++) { 1072 for (dist = 1; dist < range; dist++)
1073 {
1026 x = op->x + freearr_x[dir] * dist; 1074 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1075 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1076 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1078
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1079 if (mflags & P_OUT_OF_MAP)
1080 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1081 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1083 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL;
1035 1087
1036 if (mflags & P_IS_ALIVE) { 1088 if (mflags & P_IS_ALIVE)
1089 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1039 return target; 1094 return target;
1040 } 1095 }
1041 } 1096 }
1042 } 1097 }
1043 } 1098 }
1044 return NULL; 1099 return NULL;
1045} 1100}
1046 1101
1047 1102
1048/* cast_smite_arch() - the priest points to a creature and causes 1103/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1104 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1107 * caster = object casting the spell.
1053 * dir = direction being cast 1108 * dir = direction being cast
1054 * spell = spell object 1109 * spell = spell object
1055 */ 1110 */
1056 1111
1112int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1113cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{
1058 object *effect, *target; 1115 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1116 object *god = find_god (determine_god (op));
1060 int range; 1117 int range;
1061 1118
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1119 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1120 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1121
1065 /* Bunch of conditions for casting this spell. Note that only 1122 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1123 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1124 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1125 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1126 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1127 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1128 * can't be friendly to your god.
1072 */ 1129 */
1073 1130
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1132 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1134 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1136 return 0;
1080 } 1137 }
1081 1138
1082 if (spell->other_arch) 1139 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1140 effect = arch_to_object (spell->other_arch);
1084 else 1141 else
1085 return 0; 1142 return 0;
1086 1143
1087 /* tailor the effect by priest level and worshipped God */ 1144 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1145 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1146 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 {
1091 if(tailor_god_spell(effect,op)) 1149 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1151 else
1152 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1154 return 0;
1097 } 1155 }
1098 } 1156 }
1099 1157
1100 /* size of the area of destruction */ 1158 /* size of the area of destruction */
1101 effect->range=spell->range + 1159 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1160 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1161
1106 if (effect->attacktype & AT_DEATH) { 1162 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1163 {
1108 SP_level_dam_adjust(caster,spell); 1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1165
1110 /* casting death spells at undead isn't a good thing */ 1166 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1167 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1169 if (random_roll (0, 2, op, PREFER_LOW))
1170 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1172 effect->x = op->x;
1115 effect->y=op->y; 1173 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1174 }
1175 else
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1178 target->stats.hp = target->stats.maxhp * 2;
1179 effect->destroy ();
1180 return 0;
1123 } 1181 }
1124 } else { 1182 }
1183 }
1184 else
1185 {
1125 /* how much woe to inflict :) */ 1186 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1187 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1188 }
1129 1189
1130 set_owner(effect,op); 1190 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1132 1192
1133 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1194 effect->insert_at (target, op);
1135 effect->y=target->y; 1195
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1196 return 1;
1139} 1197}
1140 1198
1141 1199
1142/**************************************************************************** 1200/****************************************************************************
1143 * 1201 *
1145 * note that the fire_bullet is used to fire the missile. The 1203 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1204 * code here is just to move the missile.
1147 ****************************************************************************/ 1205 ****************************************************************************/
1148 1206
1149/* op is a missile that needs to be moved */ 1207/* op is a missile that needs to be moved */
1208void
1150void move_missile(object *op) { 1209move_missile (object *op)
1210{
1151 int i, mflags; 1211 int i, mflags;
1152 object *owner; 1212 object *owner;
1153 sint16 new_x, new_y; 1213 sint16 new_x, new_y;
1154 mapstruct *m; 1214 maptile *m;
1155 1215
1156 if (op->range-- <=0) { 1216 if (op->range-- <= 0)
1157 remove_ob(op); 1217 {
1158 free_object(op); 1218 op->destroy ();
1159 return; 1219 return;
1160 } 1220 }
1161 1221
1162 owner = get_owner(op); 1222 owner = op->owner;
1163#if 0 1223#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1224 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1225 * monster that are then killed would continue to survive
1166 */ 1226 */
1167 if (owner == NULL) { 1227 if (owner == NULL)
1168 remove_ob(op); 1228 {
1169 free_object(op); 1229 op->destroy ();
1170 return; 1230 return;
1171 } 1231 }
1172#endif 1232#endif
1173 1233
1174 new_x = op->x + DIRX(op); 1234 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1235 new_y = op->y + DIRY (op);
1176 1236
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1238
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1240 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1241 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1242 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1243 * we need to remove it if someone hasn't already done so.
1185 */ 1244 */
1186 if ( ! was_destroyed (op, tag)) { 1245 if (!op->destroyed ())
1187 remove_ob (op); 1246 op->destroy ();
1188 free_object(op); 1247
1189 }
1190 return; 1248 return;
1191 } 1249 }
1192 1250
1193 remove_ob(op); 1251 op->remove ();
1252
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1254 {
1255 op->destroy ();
1196 return; 1256 return;
1197 } 1257 }
1198 op->x = new_x; 1258
1199 op->y = new_y; 1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1260 if (i > 0 && i != op->direction)
1261 {
1203 op->direction=i; 1262 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1205 } 1264 }
1206 insert_ob_in_map(op,op->map,op,0); 1265
1266 m->insert (op, new_x, new_y, op);
1207} 1267}
1208 1268
1209/**************************************************************************** 1269/****************************************************************************
1210 * Destruction 1270 * Destruction
1211 ****************************************************************************/ 1271 ****************************************************************************/
1272
1212/* make_object_glow() - currently only makes living objects glow. 1273/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1274 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1275 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1276 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1277 * give them the capability to have an inventory. b.t.
1217 */ 1278 */
1218 1279
1280int
1219int make_object_glow(object *op, int radius, int time) { 1281make_object_glow (object *op, int radius, int time)
1282{
1220 object *tmp; 1283 object *tmp;
1221 1284
1222 /* some things are unaffected... */ 1285 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1286 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1287 return 0;
1225 1288
1226 tmp=get_archetype(FORCE_NAME); 1289 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1290 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1291 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1292 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1293 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1295 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1296
1234 tmp->x=op->x; 1297 tmp->x = op->x;
1235 tmp->y=op->y; 1298 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1301 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1302 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1303 op->glow_radius = tmp->glow_radius;
1240 1304
1241 if(!tmp->env||op!=tmp->env) { 1305 if (!tmp->env || op != tmp->env)
1306 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1308 return 0;
1245 } 1309 }
1246 return 1; 1310 return 1;
1247} 1311}
1248 1312
1249 1313
1250
1251 1314
1315
1316int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1317cast_destruction (object *op, object *caster, object *spell_ob)
1318{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1319 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1320 sint16 sx, sy;
1255 mapstruct *m; 1321 maptile *m;
1256 object *tmp; 1322 object *tmp;
1257 const char *skill; 1323 const char *skill;
1258 1324
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1263 1330
1264 /* destruction doesn't use another spell object, so we need 1331 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1332 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1333 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1334 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1335 * the full share string/free_string route.
1269 */ 1336 */
1270 skill = op->skill; 1337 skill = op->skill;
1338 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1339 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1273 else op->skill = NULL; 1343 op->skill = NULL;
1274 1344
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1345 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1346
1277 for(i= -range; i<range; i++) { 1347 for (i = -range; i < range; i++)
1348 {
1278 for(j=-range; j<range ; j++) { 1349 for (j = -range; j < range; j++)
1350 {
1279 m = op->map; 1351 m = op->map;
1280 sx = op->x + i; 1352 sx = op->x + i;
1281 sy = op->y + j; 1353 sy = op->y + j;
1354
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1284 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1360 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364
1365 if (tmp)
1287 } 1366 {
1288 if (tmp) { 1367 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1368 tmp = tmp->head;
1290 1369
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1376 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1378 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1380 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1383 }
1311 } 1384 }
1312 } 1385 }
1313 } 1386 }
1314 } 1387 }
1315 } 1388 }
1389
1316 op->skill = skill; 1390 op->skill = skill;
1317 return 1; 1391 return 1;
1318} 1392}
1319 1393
1320/*************************************************************************** 1394/***************************************************************************
1321 * 1395 *
1322 * CURSE 1396 * CURSE
1323 * 1397 *
1324 ***************************************************************************/ 1398 ***************************************************************************/
1325 1399
1400int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1401cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{
1327 object *god = find_god(determine_god(op)); 1403 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1404 object *tmp, *force;
1329 1405
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1406 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1407 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1408 {
1334 "There is no one in that direction to curse."); 1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1410 return 0;
1336 } 1411 }
1337 1412
1338 /* If we've already got a force of this type, don't add a new one. */ 1413 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1414 for (force = tmp->inv; force != NULL; force = force->below)
1415 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 {
1341 if (force->name == spell_ob->name) { 1418 if (force->name == spell_ob->name)
1419 {
1342 break; 1420 break;
1343 } 1421 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1422 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1423 {
1346 "You can not cast %s while %s is in effect", 1424 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1425 return 0;
1349 } 1426 }
1350 } 1427 }
1351 } 1428 }
1352 1429
1353 if(force==NULL) { 1430 if (force == NULL)
1431 {
1354 force=get_archetype(FORCE_NAME); 1432 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1433 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1434 if (spell_ob->race)
1357 force->name = spell_ob->race; 1435 force->name = spell_ob->race;
1358 else 1436 else
1359 force->name = spell_ob->name; 1437 force->name = spell_ob->name;
1360 1438
1361 force->name_pl = spell_ob->name; 1439 force->name_pl = spell_ob->name;
1362 1440
1363 } else { 1441 }
1442 else
1443 {
1364 int duration; 1444 int duration;
1365 1445
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1446 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1447 if (duration > force->duration)
1448 {
1368 force->duration = duration; 1449 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 }
1370 } else { 1452 else
1453 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1455 }
1373 return 1; 1456 return 1;
1374 } 1457 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1459 force->speed = 1.0;
1377 force->speed_left = -1.0; 1460 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1461 SET_FLAG (force, FLAG_APPLIED);
1379 1462
1380 if(god) { 1463 if (god)
1464 {
1381 if (spell_ob->last_grace) 1465 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1466 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1467 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1468 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1469 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1470 }
1387 } else 1471 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1473
1390 1474
1391 if(tmp!=op && op->type==PLAYER) 1475 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1477
1394 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1396 1480
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1482 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1483 tmp->update_stats ();
1400 return 1; 1484 return 1;
1401 1485
1402} 1486}
1403 1487
1404 1488
1405/********************************************************************** 1489/**********************************************************************
1409 ***********************************************************************/ 1493 ***********************************************************************/
1410 1494
1411/* This covers the various spells that change the moods of monsters - 1495/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1496 * makes them angry, peacful, friendly, etc.
1413 */ 1497 */
1498int
1414int mood_change(object *op, object *caster, object *spell) { 1499mood_change (object *op, object *caster, object *spell)
1500{
1415 object *tmp, *god, *head; 1501 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1502 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1503 sint16 x, y, nx, ny;
1418 mapstruct *m; 1504 maptile *m;
1419 const char *race; 1505 const char *race;
1420 1506
1421 /* We precompute some values here so that we don't have to keep 1507 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1508 * doing it over and over again.
1423 */ 1509 */
1424 god=find_god(determine_god(op)); 1510 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1511 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1512 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1513
1428 /* On the bright side, no monster should ever have a race of GOD_... 1514 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1515 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1516 * won't ever match anything.
1431 */ 1517 */
1432 if (!spell->race) race=NULL; 1518 if (!spell->race)
1519 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1520 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1521 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1522 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race;
1524 else
1435 else race = spell->race; 1525 race = spell->race;
1436
1437 1526
1527
1438 for (x = op->x - range; x <= op->x + range; x++) 1528 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1529 for (y = op->y - range; y <= op->y + range; y++)
1530 {
1440 1531
1441 done_one=0; 1532 done_one = 0;
1442 m = op->map; 1533 m = op->map;
1443 nx = x; 1534 nx = x;
1444 ny = y; 1535 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1447 1539
1448 /* If there is nothing living on this space, no need to go further */ 1540 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1541 if (!(mflags & P_IS_ALIVE))
1542 continue;
1450 1543
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1545 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break;
1453 1547
1454 /* There can be living objects that are not monsters */ 1548 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1549 if (!tmp || tmp->type == PLAYER)
1550 continue;
1456 1551
1457 /* Only the head has meaningful data, so resolve to that */ 1552 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1553 if (tmp->head)
1554 head = tmp->head;
1555 else
1459 else head=tmp; 1556 head = tmp;
1460 1557
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1559 if (race && head->race && !strstr (race, head->race))
1560 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue;
1464 1563
1465 /* Now do a bunch of stuff related to saving throws */ 1564 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1565 best_at = -1;
1467 if (spell->attacktype) { 1566 if (spell->attacktype)
1567 {
1468 for (at=0; at < NROFATTACKS; at++) 1568 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1569 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1570 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at;
1471 1572
1472 if (best_at == -1) at=0; 1573 if (best_at == -1)
1574 at = 0;
1575 else
1576 {
1577 if (head->resist[best_at] == 100)
1578 continue;
1473 else { 1579 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1580 at = head->resist[best_at] / 5;
1476 } 1581 }
1477 at -= level / 5; 1582 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1583 if (did_make_save (head, head->level, at))
1584 continue;
1479 } 1585 }
1480 else /* spell->attacktype */ 1586 else /* spell->attacktype */
1481 /* 1587 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1589 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1591
1486 The chance will then be in the range [20-70] percent, not too bad. 1592 The chance will then be in the range [20-70] percent, not too bad.
1487 1593
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1595 charm a level 125 monster...
1490 1596
1491 Ryo, august 14th 1597 Ryo, august 14th
1492 */ 1598 */
1493 { 1599 {
1494 if ( head->level > level ) continue; 1600 if (head->level > level)
1601 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1603 /* Failed, no effect */
1497 continue; 1604 continue;
1498 } 1605 }
1499 1606
1500 /* Done with saving throw. Now start effecting the monster */ 1607 /* Done with saving throw. Now start effecting the monster */
1501 1608
1502 /* aggravation */ 1609 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1610 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1612 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1614 remove_friendly_object (head);
1507 1615
1508 done_one = 1; 1616 done_one = 1;
1509 head->enemy = op; 1617 head->enemy = op;
1510 } 1618 }
1511 1619
1512 /* calm monsters */ 1620 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1623 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1624 head->enemy = NULL;
1516 done_one = 1; 1625 done_one = 1;
1517 } 1626 }
1518 1627
1519 /* berserk monsters */ 1628 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 {
1521 SET_FLAG(head, FLAG_BERSERK); 1631 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1632 done_one = 1;
1523 } 1633 }
1634
1524 /* charm */ 1635 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1636 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1637 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1638 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1639 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1641 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1642 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1643 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1644 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1645 head->attack_movement = PETMOVE;
1535 done_one = 1; 1646 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1647 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1648 head->stats.exp = 0;
1538 } 1649 }
1539 1650
1540 /* If a monster was effected, put an effect in */ 1651 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1652 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1654 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1655
1549 return 1; 1656 return 1;
1550} 1657}
1551 1658
1552 1659
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1660/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1661 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1662 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1663 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1664 * note that duration is handled by process_object() in time.c
1558 */ 1665 */
1559 1666
1667void
1560void move_ball_spell(object *op) { 1668move_ball_spell (object *op)
1669{
1561 int i,j,dam_save,dir, mflags; 1670 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1671 sint16 nx, ny, hx, hy;
1563 object *owner; 1672 object *owner;
1564 mapstruct *m; 1673 maptile *m;
1565 1674
1566 owner = get_owner(op); 1675 owner = op->owner;
1567 1676
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1677 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1678 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1679 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1680 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1681 * deviations.
1573 */ 1682 */
1574 1683
1575 dir = 0; 1684 dir = 0;
1576 if(!(rndm(0, 3))) 1685 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1686 j = rndm (0, 1);
1578 else j=0; 1687 else
1688 j = 0;
1579 1689
1580 for(i = 1; i < 9; i++) { 1690 for (i = 1; i < 9; i++)
1691 {
1581 /* i bit 0: alters sign of offset 1692 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1693 * other bits (i / 2): absolute value of offset
1583 */ 1694 */
1584 1695
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1697 int tmpdir = absdir (op->direction + offset);
1587 1698
1588 nx = op->x + freearr_x[tmpdir]; 1699 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1700 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1701 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1702 {
1592 dir = tmpdir; 1703 dir = tmpdir;
1593 break; 1704 break;
1594 } 1705 }
1595 } 1706 }
1596 if (dir == 0) { 1707 if (dir == 0)
1708 {
1597 nx = op->x; 1709 nx = op->x;
1598 ny = op->y; 1710 ny = op->y;
1599 m = op->map; 1711 m = op->map;
1600 } 1712 }
1601 1713
1602 remove_ob(op); 1714 m->insert (op, nx, ny, op);
1603 op->y=ny; 1715
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1716 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1717 surrounding squares */
1609 1718
1610 /* loop over current square and neighbors to hit. 1719 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1720 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1721 * the surround spaces.
1613 */ 1722 */
1614 for(j=0;j<9;j++) { 1723 for (j = 0; j < 9; j++)
1724 {
1615 object *new_ob; 1725 object *new_ob;
1616 1726
1617 hx = nx+freearr_x[j]; 1727 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1728 hy = ny + freearr_y[j];
1619 1729
1620 m = op->map; 1730 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1732
1623 if (mflags & P_OUT_OF_MAP) continue; 1733 if (mflags & P_OUT_OF_MAP)
1734 continue;
1624 1735
1625 /* first, don't ever, ever hit the owner. Don't hit out 1736 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1737 * of the map either.
1627 */ 1738 */
1628 1739
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 {
1742 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1743 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1744 hit_map (op, j, op->attacktype, 1);
1632 1745
1633 } 1746 }
1634 1747
1635 /* insert the other arch */ 1748 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1750 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1751 }
1643 1752
1644 /* restore to the center location and damage*/ 1753 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1646 1755
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1756 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1757
1649 if(i>=0) { /* we have a preferred direction! */ 1758 if (i >= 0)
1759 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1760 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1761 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1762 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1764
1655 op->direction=i; 1765 op->direction = i;
1656 } 1766 }
1657} 1767}
1658 1768
1659 1769
1660/* move_swarm_spell: peterm 1770/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1773 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1774 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1775 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1776 */
1667 1777
1778void
1668void move_swarm_spell(object *op) 1779move_swarm_spell (object *op)
1669{ 1780{
1670#if 0 1781#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1784 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1785 int adjustdir;
1675 mapstruct *m; 1786 maptile *m;
1676#endif 1787#endif
1677 int basedir; 1788 int basedir;
1678 object *owner; 1789 object *owner;
1679 1790
1680 owner = get_owner(op); 1791 owner = op->owner;
1681 if(op->duration == 0 || owner == NULL) { 1792 if (op->duration == 0 || owner == NULL)
1682 remove_ob(op); 1793 {
1683 free_object(op); 1794 op->destroy ();
1684 return; 1795 return;
1685 } 1796 }
1797
1686 op->duration--; 1798 op->duration--;
1687 1799
1688 basedir = op->direction; 1800 basedir = op->direction;
1689 if(basedir == 0) { 1801 if (basedir == 0)
1802 {
1690 /* spray in all directions! 8) */ 1803 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1804 basedir = rndm (1, 8);
1692 } 1805 }
1693 1806
1694#if 0 1807#if 0
1695 // this is bogus: it causes wrong places to be checked below 1808 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1809 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1811 // space.
1699 // should be fixed later, but correctness before featurs... 1812 // should be fixed later, but correctness before featurs...
1700 // (schmorp) 1813 // (schmorp)
1701 1814
1702 /* new offset calculation to make swarm element distribution 1815 /* new offset calculation to make swarm element distribution
1703 * more uniform 1816 * more uniform
1704 */ 1817 */
1705 if(op->duration) { 1818 if (op->duration)
1819 {
1706 if(basedir & 1) { 1820 if (basedir & 1)
1821 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1822 adjustdir = cardinal_adjust[rndm (0, 8)];
1823 }
1708 } else { 1824 else
1825 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1826 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1827 }
1711 } else { 1828 }
1829 else
1830 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1831 adjustdir = 0; /* fire the last one from forward. */
1713 } 1832 }
1714 1833
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1834 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1835 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1836
1718 /* back up one space so we can hit point-blank targets, but this 1837 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1838 * necessitates extra out_of_map check below
1720 */ 1839 */
1721 origin_x = target_x - freearr_x[basedir]; 1840 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1841 origin_y = target_y - freearr_y[basedir];
1723 1842
1724 1843
1725 /* spell pointer is set up for the spell this casts. Since this 1844 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1845 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1846 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1847 * do some sanity checking anyways.
1729 */ 1848 */
1730 1849
1731 if (op->spell && op->spell->type == SPELL && 1850 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1851 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1852 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1853 {
1734 1854
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1855 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1856 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1857 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1858 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1859 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1860 }
1741#endif 1861#endif
1742 1862
1743 /* spell pointer is set up for the spell this casts. Since this 1863 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1864 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1865 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1866 * do some sanity checking anyways.
1747 */ 1867 */
1748 1868
1749 if (op->spell && op->spell->type == SPELL) 1869 if (op->spell && op->spell->type == SPELL)
1750 { 1870 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1871 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1872 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1873 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1874 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 } 1876 }
1757} 1877}
1758 1878
1759 1879
1760 1880
1761 1881
1769 * dir: the direction everything will be fired in 1889 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1890 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1891 * n: the number to be fired.
1772 */ 1892 */
1773 1893
1894int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1895fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1896{
1776 object *tmp; 1897 object *tmp;
1777 int i; 1898 int i;
1778 1899
1779 if (!spell->other_arch) return 0; 1900 if (!spell->other_arch)
1901 return 0;
1780 1902
1781 tmp=get_archetype(SWARM_SPELL); 1903 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x;
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1785 set_spell_skill(op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1786 1906
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1789 1909
1790 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1791 1911
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1793 if ( ! tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1794 return 1; 1914 return 1;
1795 } 1915
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1919
1800 tmp->direction=dir; 1920 tmp->direction = dir;
1801 tmp->invisible=1; 1921 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1922
1923 tmp->insert_at (op, op);
1803 return 1; 1924 return 1;
1804} 1925}
1805 1926
1806 1927
1807/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
1808 * function. 1929 * function.
1809 */ 1930 */
1931int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1932cast_light (object *op, object *caster, object *spell, int dir)
1933{
1811 object *target=NULL,*tmp=NULL; 1934 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 1935 sint16 x, y;
1813 int dam, mflags; 1936 int dam, mflags;
1814 mapstruct *m; 1937 maptile *m;
1815 1938
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1940
1818 if(!dir) { 1941 if (!dir)
1942 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 1944 return 0;
1821 } 1945 }
1822 1946
1823 x=op->x+freearr_x[dir]; 1947 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 1948 y = op->y + freearr_y[dir];
1825 m = op->map; 1949 m = op->map;
1826 1950
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 1951 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 1952
1829 if (mflags & P_OUT_OF_MAP) { 1953 if (mflags & P_OUT_OF_MAP)
1954 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 1956 return 0;
1832 } 1957 }
1833 1958
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 1959 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1962 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 1964 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head)
1838 if(target->head) target = target->head; 1966 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 1967 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 1968 return 1; /* one success only! */
1841 } 1969 }
1842 } 1970 }
1843 1971
1844 /* no live target, perhaps a wall is in the way? */ 1972 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 1976 return 0;
1848 } 1977 }
1849 1978
1850 /* ok, looks groovy to just insert a new light on the map */ 1979 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 1980 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 1981 if (!tmp)
1982 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 1984 return 0;
1855 } 1985 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 1987 if (tmp->glow_radius)
1988 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1860 } 1992 }
1861 tmp->x=x; 1993
1862 tmp->y=y; 1994 m->insert (tmp, x, y, op);
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1; 1995 return 1;
1865} 1996}
1866 1997
1867 1998
1868 1999
1869 2000
1872 * op is the player/monster, caster is the object, dir is the direction 2003 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 2004 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 2005 * perhaps this should actually be in disease.c?
1875 */ 2006 */
1876 2007
2008int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2009cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{
1878 sint16 x,y; 2011 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 2012 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 2013 object *walk;
1881 mapstruct *m; 2014 maptile *m;
1882 2015
1883 x = op->x; 2016 x = op->x;
1884 y = op->y; 2017 y = op->y;
1885 2018
1886 /* If casting from a scroll, no direction will be available, so refer to the 2019 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 2020 * direction the player is pointing.
1888 */ 2021 */
2022 if (!dir)
1889 if (!dir) dir=op->facing; 2023 dir = op->facing;
2024 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2025 return 0; /* won't find anything if casting on ourself, so just return */
1891 2026
1892 /* Calculate these once here */ 2027 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 2028 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 2029 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 2030 dur_mod = SP_level_duration_adjust (caster, spell);
1896 2031
1897 /* search in a line for a victim */ 2032 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 2033 for (i = 1; i < range; i++)
2034 {
1899 x = op->x + i * freearr_x[dir]; 2035 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2036 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2037 m = op->map;
1902 2038
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2039 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2040
1905 if (mflags & P_OUT_OF_MAP) return 0; 2041 if (mflags & P_OUT_OF_MAP)
2042 return 0;
1906 2043
1907 /* don't go through walls - presume diseases are airborne */ 2044 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2045 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2046 return 0;
1909 2047
1910 /* Only bother looking on this space if there is something living here */ 2048 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 2049 if (mflags & P_IS_ALIVE)
2050 {
1912 /* search this square for a victim */ 2051 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2054 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 2055 object *disease = arch_to_object (spell->other_arch);
1916 2056
1917 set_owner(disease,op); 2057 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2058 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2059 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2060 disease->level = caster_level (caster, spell);
1921 2061
1922 /* do level adjustments */ 2062 /* do level adjustments */
1923 if(disease->stats.wc) 2063 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2064 disease->stats.wc += dur_mod / 2;
1925 2065
1926 if(disease->magic> 0) 2066 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2067 disease->magic += dur_mod / 4;
1928 2068
1929 if(disease->stats.maxhp>0) 2069 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2070 disease->stats.maxhp += dur_mod;
1931 2071
1932 if(disease->stats.maxgrace>0) 2072 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2073 disease->stats.maxgrace += dur_mod;
1934 2074
1935 if(disease->stats.dam) { 2075 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2076 {
1952 if(disease->stats.ac) 2077 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2078 disease->stats.dam += dam_mod;
1954 2079 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2080 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2081 }
1977 free_object(disease); 2082
2083 if (disease->last_sp)
2084 {
2085 disease->last_sp -= 2 * dam_mod;
2086 if (disease->last_sp < 1)
2087 disease->last_sp = 1;
1978 } 2088 }
2089
2090 if (disease->stats.maxsp)
2091 {
2092 if (disease->stats.maxsp > 0)
2093 disease->stats.maxsp += dam_mod;
2094 else
2095 disease->stats.maxsp -= dam_mod;
2096 }
2097
2098 if (disease->stats.ac)
2099 disease->stats.ac += dam_mod;
2100
2101 if (disease->last_eat)
2102 disease->last_eat -= dam_mod;
2103
2104 if (disease->stats.hp)
2105 disease->stats.hp -= dam_mod;
2106
2107 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod;
2109
2110 if (infect_object (walk, disease, 1))
2111 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115
2116 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2118 return 1;
2119 }
2120
2121 disease->destroy ();
2122 }
1979 } /* if living creature */ 2123 } /* if living creature */
1980 } /* for range of spaces */ 2124 } /* for range of spaces */
2125
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2126 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2127 return 1;
1983} 2128}

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