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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.28 by pippijn, Mon Jan 15 21:06:20 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167{
167 object *tmp; 168 object *tmp;
168 int mflags; 169 int mflags;
169 sint16 x, y; 170 sint16 x, y;
170 mapstruct *m; 171 maptile *m;
171 172
172 if(--(op->duration)<0) { 173 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 174 {
175 op->destroy ();
176 return;
177 }
178
177 hit_map(op,0,op->attacktype,1); 179 hit_map (op, 0, op->attacktype, 1);
178 180
179 if(!op->direction) 181 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 182 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 183
250 /* New forking code. Possibly create forks of this object 184 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 185 op->range = 0;
261 } /* copy object and move it along */ 186 else
262 } /* if move bolt along */ 187 {
188 x = op->x + DIRX (op);
189 y = op->y + DIRY (op);
190 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y);
192
193 if (mflags & P_OUT_OF_MAP)
194 return;
195
196 /* We are about to run into something - we may bounce */
197 /* Calling reflwall is pretty costly, as it has to look at all the objects
198 * on the space. So only call reflwall if we think the data it returns
199 * will be useful.
200 */
201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
204 return;
205
206 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling
209 * on the diagonal, it is trickier - eg, a bolt travelling
210 * northwest bounces different if it hits a north/south
211 * wall (bounces to northeast) vs an east/west (bounces
212 * to the southwest.
213 */
214 if (op->direction & 1)
215 op->direction = absdir (op->direction + 4);
216 else
217 {
218 int left, right;
219 int mflags;
220
221 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
222 * over a corner in a tiled map, it is possible that
223 * op->direction is within an adjacent map but either
224 * op->direction-1 or op->direction+1 does not exist.
225 */
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
228
229 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
232 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
233 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 if (left == right)
236 op->direction = absdir (op->direction + 4);
237 else if (left)
238 op->direction = absdir (op->direction + 2);
239 else if (right)
240 op->direction = absdir (op->direction - 2);
241 }
242
243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
244 return;
245 }
246 else
247 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone ();
249
250 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1;
252 /* To make up for the decrease at the top of the function */
253 tmp->duration++;
254
255 /* New forking code. Possibly create forks of this object
256 * going off in other directions.
257 */
258 if (rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262
263 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward.
265 */
266 op->range = 0;
267 } /* copy object and move it along */
268 } /* if move bolt along */
263} 269}
264 270
265/* fire_bolt 271/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 272 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 273 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 275 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
271 * pointers. 277 * pointers.
272 */ 278 */
273 279int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281{
275 object *tmp=NULL; 282 object *tmp = NULL;
276 int mflags; 283 int mflags;
277 284
278 if (!spob->other_arch) 285 if (!spob->other_arch)
279 return 0; 286 return 0;
280 287
281 tmp=arch_to_object(spob->other_arch); 288 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 289 if (tmp == NULL)
283 return 0; 290 return 0;
284 291
285 /* peterm: level dependency for bolts */ 292 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 294 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 295 if (spob->slaying)
296 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 297 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 299 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 300 tmp->stats.Con = spob->stats.Con;
293 301
294 tmp->direction=dir; 302 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 304 SET_ANIMATION (tmp, dir);
297 305
298 set_owner(tmp,op); 306 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 307 set_spell_skill (op, caster, spob, tmp);
300 308
301 tmp->x=op->x + DIRX(tmp); 309 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 310 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 311 tmp->map = op->map;
304 312
313 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 315 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 316 {
317 tmp->destroy ();
318 return 0;
319 }
320
321 tmp->map = newmap;
322
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 326 {
327 tmp->destroy ();
313 return 0; 328 return 0;
314 } 329 }
315 tmp->x=op->x; 330
316 tmp->y=op->y; 331 tmp->x = op->x;
332 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 333 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 334 tmp->map = op->map;
319 } 335 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 336
337 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 338 move_bolt (tmp);
339
322 return 1; 340 return 1;
323} 341}
324 342
325 343
326 344
327/*************************************************************************** 345/***************************************************************************
332 350
333/* expands an explosion. op is a piece of the 351/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 352 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 353 * At least that is what I think this does.
336 */ 354 */
355void
337void explosion(object *op) { 356explosion (object *op)
338 object *tmp; 357{
339 mapstruct *m=op->map; 358 maptile *m = op->map;
340 int i; 359 int i;
341 360
342 if(--(op->duration)<0) { 361 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 362 {
363 op->destroy ();
364 return;
365 }
366
347 hit_map(op,0,op->attacktype,0); 367 hit_map (op, 0, op->attacktype, 0);
348 368
349 if(op->range>0) { 369 if (op->range > 0)
350 for(i=1;i<9;i++) { 370 {
371 for (i = 1; i < 9; i++)
372 {
351 sint16 dx,dy; 373 sint16 dx, dy;
352 374
353 dx=op->x+freearr_x[i]; 375 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
355 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 379 * out of map, etc.
357 */ 380 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 382 {
360 copy_object(op,tmp); 383 object *tmp = op->clone ();
361 tmp->state=0; 384
362 tmp->speed_left= -0.21; 385 tmp->state = 0;
363 tmp->range--; 386 tmp->speed_left = -0.21;
364 tmp->value=0; 387 tmp->range--;
365 tmp->x=dx; 388 tmp->value = 0;
366 tmp->y=dy; 389
367 insert_ob_in_map(tmp,m,op,0); 390 m->insert (tmp, dx, dy, op);
368 } 391 }
369 } 392 }
370 } 393 }
371} 394}
372 395
373 396
374/* Causes an object to explode, eg, a firebullet, 397/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 398 * poison cloud ball, etc. op is the object to
376 * explode. 399 * explode.
377 */ 400 */
401void
378void explode_bullet(object *op) 402explode_bullet (object *op)
379{ 403{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 404 object *tmp, *owner;
382 405
383 if (op->other_arch == NULL) { 406 if (op->other_arch == NULL)
407 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 409 op->destroy ();
386 free_object (op); 410 return;
387 return;
388 } 411 }
389 412
390 if (op->env) { 413 if (op->env)
391 object *env; 414 {
392
393 env = object_get_env_recursive(op); 415 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 419 op->destroy ();
397 free_object (op);
398 return; 420 return;
399 } 421 }
400 remove_ob (op); 422
401 op->x = env->x; 423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 424 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 425 else if (out_of_map (op->map, op->x, op->y))
426 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 428 op->destroy ();
407 free_object (op); 429 return;
408 return; 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)
409 } 436 {
437 op->destroy ();
438 return;
439 }
410 440
411 if (op->attacktype) { 441 if (op->attacktype)
442 {
412 hit_map (op, 0, op->attacktype, 1); 443 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 444 if (op->destroyed ())
414 return; 445 return;
415 } 446 }
416 447
417 /* other_arch contains what this explodes into */ 448 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 449 tmp = arch_to_object (op->other_arch);
419 450
420 copy_owner (tmp, op); 451 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 452 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 453
424 owner = get_owner(op); 454 owner = op->owner;
455
425 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))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 457 {
431 tmp->x = op->x; 458 op->destroy ();
432 tmp->y = op->y; 459 return;
460 }
433 461
434 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
436 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 466 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 468 tmp->duration = op->duration;
440 } else { 469 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
442 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 480 * the count of the parent should work fine.
448 */ 481 */
449 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
450 } 483 }
451 484
452 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
455 488
456 /* Prevent recursion */ 489 /* Prevent recursion */
457 op->move_on = 0; 490 op->move_on = 0;
458 491
459 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
460 /* remove the firebullet */ 493 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 495}
466
467
468 496
469/* 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
470 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
471 */ 499 */
472 500void
473void check_bullet(object *op) 501check_bullet (object *op)
474{ 502{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 503 object *tmp;
477 int dam, mflags; 504 int dam, mflags;
478 mapstruct *m; 505 maptile *m;
479 sint16 sx, sy; 506 sint16 sx, sy;
480 507
481 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);
482 509
483 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)))
484 return; 511 return;
485 512
486 if (op->other_arch) { 513 if (op->other_arch)
514 {
487 /* explode object will also remove op */ 515 /* explode object will also remove op */
488 explode_bullet (op); 516 explode_bullet (op);
489 return; 517 return;
490 } 518 }
491 519
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
494 523
495 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)
496 { 525 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 527 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 530 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 531 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 532 {
505 free_object(op); 533 op->destroy ();
506 return; 534 return;
507 } 535 }
508 } 536 }
509 } 537 }
510 } 538 }
511} 539}
512
513 540
514/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 542 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
518 */ 545 */
519 546void
520void move_bullet(object *op) 547move_bullet (object *op)
521{ 548{
522 sint16 new_x, new_y; 549 sint16 new_x, new_y;
523 int mflags; 550 int mflags;
524 mapstruct *m; 551 maptile *m;
525 552
526#if 0 553#if 0
527 /* We need a better general purpose way to do this */ 554 /* We need a better general purpose way to do this */
528 555
529 /* peterm: added to make comet leave a trail of burnouts 556 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 557 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 558 if (op->stats.sp == SP_METEOR)
559 {
532 replace_insert_ob_in_map("fire_trail",op); 560 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 561 if (op->destroyed ())
534 return; 562 return;
535 } /* end addition. */ 563 } /* end addition. */
536#endif 564#endif
537 565
538 /* Reached the end of its life - remove it */ 566 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 567 if (--op->range <= 0)
568 {
540 if (op->other_arch) { 569 if (op->other_arch)
541 explode_bullet (op); 570 explode_bullet (op);
542 } else { 571 else
543 remove_ob (op); 572 op->destroy ();
544 free_object (op); 573
545 }
546 return; 574 return;
547 } 575 }
548 576
549 new_x = op->x + DIRX(op); 577 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 578 new_y = op->y + DIRY (op);
551 m = op->map; 579 m = op->map;
552 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);
553 581
554 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 583 {
556 free_object (op); 584 op->destroy ();
557 return; 585 return;
558 } 586 }
559 587
560 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 {
561 if (op->other_arch) { 590 if (op->other_arch)
562 explode_bullet (op); 591 explode_bullet (op);
563 } else { 592 else
564 remove_ob (op); 593 op->destroy ();
565 free_object (op); 594
566 }
567 return; 595 return;
568 } 596 }
569 597
570 remove_ob (op); 598 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 599 return;
575 600
576 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
577 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 604 update_turn_face (op);
579 } else { 605 }
606 else
580 check_bullet (op); 607 check_bullet (op);
581 }
582} 608}
583 609
584 610
585 611
586 612
591 * spob->attacktype. 617 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 618 * This function sets up the appropriate owner and skill
593 * pointers. 619 * pointers.
594 */ 620 */
595 621
622int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
597 object *tmp=NULL; 625 object *tmp = NULL;
598 int mflags; 626 int mflags;
599 627
600 if (!spob->other_arch) 628 if (!spob->other_arch)
601 return 0; 629 return 0;
602 630
603 tmp=arch_to_object(spob->other_arch); 631 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 632 if (tmp == NULL)
605 return 0; 633 return 0;
606 634
607 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
611 640
612 tmp->range = 50; 641 tmp->range = 50;
613 642
614 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 647
619 tmp->direction=dir; 648 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
622 651
623 set_owner(tmp,op); 652 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
625 654
626 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 657 tmp->map = op->map;
629 658
659 maptile *newmap;
630 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);
631 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 662 {
663 tmp->destroy ();
664 return 0;
665 }
666
667 tmp->map = newmap;
668
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 672 {
673 tmp->destroy ();
638 return 0; 674 return 0;
639 } 675 }
640 tmp->x=op->x; 676
641 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 680 tmp->map = op->map;
644 } 681 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 684 check_bullet (tmp);
647 } 685
648 return 1; 686 return 1;
649} 687}
650 688
651 689
652 690
653 691
657 * 695 *
658 *****************************************************************************/ 696 *****************************************************************************/
659 697
660 698
661/* 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
662void cone_drop(object *op) { 701cone_drop (object *op)
702{
663 object *new_ob = arch_to_object(op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
664 704
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 705 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 706 new_ob->set_owner (op->owner);
669 707
670 /* preserve skill ownership */ 708 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 709 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 710 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 711
674 } 712 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 713}
678 714
679/* 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 */
680 716
717void
681void move_cone(object *op) { 718move_cone (object *op)
719{
682 int i; 720 int i;
683 tag_t tag;
684 721
685 /* 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 */
686 if (! op->map) { 723 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 724 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0);
727 return;
728 }
693 729
694 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
732 {
696 hit_map(op,0,op->attacktype,0); 733 hit_map (op, 0, op->attacktype, 0);
697 return; 734 return;
698 } 735 }
699 736
700#if 0 737#if 0
701 /* Disable this - enabling it makes monsters easier, as 738 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 739 * when their cone dies when they die.
703 */ 740 */
704 /* If no owner left, the spell dies out. */ 741 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 742 if (op->owner == NULL)
706 remove_ob(op); 743 {
707 free_object(op); 744 op->destroy ();
708 return; 745 return;
709 } 746 }
710#endif 747#endif
711 748
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 749 hit_map (op, 0, op->attacktype, 0);
714 750
715 /* Check to see if we should push anything. 751 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 752 * Spell objects with weight push whatever they encounter to some
717 * degree. 753 * degree.
718 */ 754 */
755 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 756 check_spell_knockback (op);
720 757
721 if (was_destroyed (op, tag)) 758 if (op->destroyed ())
759 return;
760
761 if ((op->duration--) < 0)
762 {
763 op->destroy ();
722 return; 764 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 765 }
729 /* Object has hit maximum range, so don't have it move 766 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 767 * any further. When the duration above expires,
731 * then the object will get removed. 768 * then the object will get removed.
732 */ 769 */
733 if (--op->range < 0) { 770 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 771 {
772 op->range = 0; /* just so it doesn't wrap */
773 return;
774 }
737 775
738 for(i= -1;i<2;i++) { 776 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 777 {
740 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)];
741 779
742 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))
743 object *tmp=get_object(); 781 {
744 copy_object(op, tmp); 782 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 783
748 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
749 785
750 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 788
753 if (tmp->other_arch) cone_drop(tmp); 789 op->map->insert (tmp, x, y, op);
754 } 790
791 if (tmp->other_arch)
792 cone_drop (tmp);
793 }
755 } 794 }
756} 795}
757 796
758/* cast_cone: casts a cone spell. 797/* cast_cone: casts a cone spell.
759 * op: person firing the object. 798 * op: person firing the object.
761 * dir: direction to fire in. 800 * dir: direction to fire in.
762 * 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
763 * to fire. 802 * to fire.
764 * returns 0 on failure, 1 on success. 803 * returns 0 on failure, 1 on success.
765 */ 804 */
805int
766int cast_cone(object *op, object *caster,int dir, object *spell) 806cast_cone (object *op, object *caster, int dir, object *spell)
767{ 807{
768 object *tmp; 808 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 809 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 810 maptile *m;
771 sint16 sx, sy; 811 sint16 sx, sy;
772 MoveType movetype; 812 MoveType movetype;
773 813
774 if (!spell->other_arch) return 0; 814 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 815 return 0;
816
817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
820 return 0;
821 }
782 822
783 if(!dir) { 823 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 824 {
825 range_min = 0;
826 range_max = 8;
827 }
787 828
788 /* 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
789 * 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
790 * insert it into is blocked. 831 * insert it into is blocked.
791 */ 832 */
792 movetype = spell->other_arch->clone.move_type; 833 movetype = spell->other_arch->clone.move_type;
793 834
794 for(i=range_min;i<=range_max;i++) { 835 for (i = range_min; i <= range_max; i++)
836 {
795 sint16 x,y, d; 837 sint16 x, y, d;
796 838
797 /* We can't use absdir here, because it never returns 839 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 842 * to hit that person.
801 */ 843 */
802 d = dir + i; 844 d = dir + i;
803 while (d < 0) d+=8; 845 while (d < 0)
804 while (d > 8) d-=8; 846 d += 8;
847 while (d > 8)
848 d -= 8;
805 849
806 /* 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.
807 * In that case, we have to see - if dir is specified, 851 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 852 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 853 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 854 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 855 * for the rune code.
812 */ 856 */
813 if (caster->type != RUNE && d==0) { 857 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 858 {
815 else continue; 859 if (dir != 0)
816 } 860 d = 8;
861 else
862 continue;
863 }
817 864
818 x = op->x+freearr_x[d]; 865 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 866 y = op->y + freearr_y[d];
820 867
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 868 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 869 continue;
823 870
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 872 continue;
826 873
827 success=1; 874 success = 1;
828 tmp=arch_to_object(spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 876 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 879 tmp->attacktype = spell->attacktype;
835 880
836 /* holy word stuff */ 881 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 883 if (!tailor_god_spell (tmp, op))
839 } 884 return 0;
840 885
841 if(dir) 886 if (dir)
842 tmp->stats.sp=dir; 887 tmp->stats.sp = dir;
843 else 888 else
844 tmp->stats.sp=i; 889 tmp->stats.sp = i;
845 890
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 891 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 892
848 /* 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 */
849 if (dir == 0) { 894 if (dir == 0)
895 {
850 tmp->range /= 4; 896 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 897 if (tmp->range < 2 && spell->range >= 2)
852 } 898 tmp->range = 2;
899 }
900
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 902 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 903
856 /* Special bonus for fear attacks */ 904 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 905 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 906 {
859 else 907 if (caster->type == PLAYER)
908 tmp->duration += fear_bonus[caster->stats.Cha];
909 else
860 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
861 } 911 }
912
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 913 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 914 {
864 else 915 if (caster->type == PLAYER)
916 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
917 else
865 tmp->duration += caster->level/3; 918 tmp->duration += caster->level / 3;
866 } 919 }
867 920
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 923
873 if (!tmp->move_on && tmp->stats.dam) { 924 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 926
927 m->insert (tmp, sx, sy, op);
928
880 /* 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
881 * a single space too many times. 930 * a single space too many times.
882 */ 931 */
883 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
884 933
885 if(tmp->other_arch) cone_drop(tmp); 934 if (tmp->other_arch)
935 cone_drop (tmp);
886 } 936 }
937
887 return success; 938 return success;
888} 939}
889 940
890/**************************************************************************** 941/****************************************************************************
891 * 942 *
892 * BOMB related code 943 * BOMB related code
895 946
896 947
897/* This handles an exploding bomb. 948/* This handles an exploding bomb.
898 * op is the original bomb object. 949 * op is the original bomb object.
899 */ 950 */
951void
900void animate_bomb(object *op) { 952animate_bomb (object *op)
953{
901 int i; 954 int i;
902 object *env, *tmp; 955 object *env, *tmp;
903 archetype *at;
904 956
905 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 958 return;
907 959
908 env = object_get_env_recursive(op); 960 env = object_get_env_recursive (op);
909 961
910 if (op->env) { 962 if (op->env)
963 {
911 if (env->map == NULL) 964 if (env->map == NULL)
912 return; 965 return;
913 966
914 if (env->type == PLAYER) 967 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 968 esrv_del_item (env->contr, op->count);
916 969
917 remove_ob(op); 970 if (!(op = op->insert_at (env, op)))
918 op->x = env->x; 971 return;
919 op->y = env->y; 972 }
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 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 ();
921 return; 980 return;
922 } 981 }
923 982
924 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 985 * so just set up the appropriate values.
927 */ 986 */
928 at = find_archetype(SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 988 {
930 for(i=1;i<9;i++) { 989 for (i = 1; i < 9; i++)
990 {
931 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]))
932 continue; 992 continue;
993
933 tmp = arch_to_object(at); 994 tmp = arch_to_object (at);
934 tmp->direction = i; 995 tmp->direction = i;
935 tmp->range = op->range; 996 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 998 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1000 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 1001 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1002 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 1003
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1005 SET_ANIMATION (tmp, i);
1006
1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 move_bullet (tmp);
1009 }
943 } 1010 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 1011
953 explode_bullet(op); 1012 explode_bullet (op);
954} 1013}
955 1014
1015int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1016create_bomb (object *op, object *caster, int dir, object *spell)
1017{
957 1018
958 object *tmp; 1019 object *tmp;
959 int mflags; 1020 int mflags;
960 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];
961 mapstruct *m; 1022 maptile *m;
962 1023
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 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 {
965 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.");
966 return 0; 1028 return 0;
967 } 1029 }
968 tmp=arch_to_object(spell->other_arch); 1030 tmp = arch_to_object (spell->other_arch);
969 1031
970 /* level dependencies for bomb */ 1032 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
975 1037
976 set_owner(tmp,op); 1038 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1040
979 tmp->y=dy; 1041 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1042 return 1;
982} 1043}
983 1044
984/**************************************************************************** 1045/****************************************************************************
985 * 1046 *
986 * smite related spell code. 1047 * smite related spell code.
994 * dir is the direction to look in. 1055 * dir is the direction to look in.
995 * range is how far out to look. 1056 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1058 * this info is used for blocked magic/unholy spaces.
998 */ 1059 */
999 1060
1061object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1062get_pointed_target (object *op, int dir, int range, int type)
1063{
1001 object *target; 1064 object *target;
1002 sint16 x,y; 1065 sint16 x, y;
1003 int dist, mflags; 1066 int dist, mflags;
1004 mapstruct *mp; 1067 maptile *mp;
1005 1068
1006 if (dir==0) return NULL; 1069 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1070 return NULL;
1071
1072 for (dist = 1; dist < range; dist++)
1073 {
1074 x = op->x + freearr_x[dir] * dist;
1075 y = op->y + freearr_y[dir] * dist;
1076 mp = op->map;
1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078
1079 if (mflags & P_OUT_OF_MAP)
1080 return NULL;
1081 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082 return NULL;
1083 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL;
1087
1088 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 {
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target;
1095 }
1096 }
1097 }
1098 }
1099 return NULL;
1028} 1100}
1029 1101
1030 1102
1031/* cast_smite_arch() - the priest points to a creature and causes 1103/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1104 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1107 * caster = object casting the spell.
1036 * dir = direction being cast 1108 * dir = direction being cast
1037 * spell = spell object 1109 * spell = spell object
1038 */ 1110 */
1039 1111
1112int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1113cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{
1041 object *effect, *target; 1115 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1116 object *god = find_god (determine_god (op));
1043 int range; 1117 int range;
1044 1118
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1119 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1121
1048 /* Bunch of conditions for casting this spell. Note that only 1122 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1123 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1126 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1128 * can't be friendly to your god.
1055 */ 1129 */
1056 1130
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1132 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1134 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1136 return 0;
1063 } 1137 }
1064 1138
1065 if (spell->other_arch) 1139 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1140 effect = arch_to_object (spell->other_arch);
1067 else 1141 else
1068 return 0; 1142 return 0;
1069 1143
1070 /* tailor the effect by priest level and worshipped God */ 1144 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1145 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1146 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 {
1074 if(tailor_god_spell(effect,op)) 1149 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1151 else
1152 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1154 return 0;
1080 } 1155 }
1081 } 1156 }
1082 1157
1083 /* size of the area of destruction */ 1158 /* size of the area of destruction */
1084 effect->range=spell->range + 1159 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1160 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1161
1089 if (effect->attacktype & AT_DEATH) { 1162 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1163 {
1091 SP_level_dam_adjust(caster,spell); 1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1165
1093 /* casting death spells at undead isn't a good thing */ 1166 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1167 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1169 if (random_roll (0, 2, op, PREFER_LOW))
1170 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1172 effect->x = op->x;
1098 effect->y=op->y; 1173 effect->y = op->y;
1099 } else { 1174 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1175 else
1101 query_name(target)); 1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1178 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1179 effect->destroy ();
1104 return 0; 1180 return 0;
1181 }
1182 }
1105 } 1183 }
1106 } 1184 else
1107 } else { 1185 {
1108 /* how much woe to inflict :) */ 1186 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1187 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1188 }
1112 1189
1113 set_owner(effect,op); 1190 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1115 1192
1116 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1194 effect->insert_at (target, op);
1118 effect->y=target->y; 1195
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1196 return 1;
1122} 1197}
1123 1198
1124 1199
1125/**************************************************************************** 1200/****************************************************************************
1126 * 1201 *
1128 * 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
1129 * code here is just to move the missile. 1204 * code here is just to move the missile.
1130 ****************************************************************************/ 1205 ****************************************************************************/
1131 1206
1132/* op is a missile that needs to be moved */ 1207/* op is a missile that needs to be moved */
1208void
1133void move_missile(object *op) { 1209move_missile (object *op)
1210{
1134 int i, mflags; 1211 int i, mflags;
1135 object *owner; 1212 object *owner;
1136 sint16 new_x, new_y; 1213 sint16 new_x, new_y;
1137 mapstruct *m; 1214 maptile *m;
1138 1215
1139 if (op->range-- <=0) { 1216 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1217 {
1218 op->destroy ();
1219 return;
1220 }
1144 1221
1145 owner = get_owner(op); 1222 owner = op->owner;
1146#if 0 1223#if 0
1147 /* 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
1148 * monster that are then killed would continue to survive 1225 * monster that are then killed would continue to survive
1149 */ 1226 */
1150 if (owner == NULL) { 1227 if (owner == NULL)
1151 remove_ob(op); 1228 {
1152 free_object(op); 1229 op->destroy ();
1153 return; 1230 return;
1154 } 1231 }
1155#endif 1232#endif
1156 1233
1157 new_x = op->x + DIRX(op); 1234 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1235 new_y = op->y + DIRY (op);
1159 1236
1160 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);
1161 1238
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((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))))
1164 tag_t tag = op->count; 1240 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1241 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1242 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1244 */
1169 if ( ! was_destroyed (op, tag)) { 1245 if (!op->destroyed ())
1170 remove_ob (op); 1246 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1247
1176 remove_ob(op); 1248 return;
1249 }
1250
1251 op->remove ();
1252
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1254 {
1181 op->x = new_x; 1255 op->destroy ();
1182 op->y = new_y; 1256 return;
1183 op->map = m; 1257 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1258
1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1260 if (i > 0 && i != op->direction)
1261 {
1186 op->direction=i; 1262 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1188 } 1264 }
1189 insert_ob_in_map(op,op->map,op,0); 1265
1266 m->insert (op, new_x, new_y, op);
1190} 1267}
1191 1268
1192/**************************************************************************** 1269/****************************************************************************
1193 * Destruction 1270 * Destruction
1194 ****************************************************************************/ 1271 ****************************************************************************/
1272
1195/* make_object_glow() - currently only makes living objects glow. 1273/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1275 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1276 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1277 * give them the capability to have an inventory. b.t.
1200 */ 1278 */
1201 1279
1280int
1202int make_object_glow(object *op, int radius, int time) { 1281make_object_glow (object *op, int radius, int time)
1282{
1203 object *tmp; 1283 object *tmp;
1204 1284
1205 /* some things are unaffected... */ 1285 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1286 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1287 return 0;
1208 1288
1209 tmp=get_archetype(FORCE_NAME); 1289 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1290 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1291 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1292 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1293 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1295 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1296
1217 tmp->x=op->x; 1297 tmp->x = op->x;
1218 tmp->y=op->y; 1298 tmp->y = op->y;
1219 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 */
1220 tmp=insert_ob_in_ob(tmp,op); 1301 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1302 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1303 op->glow_radius = tmp->glow_radius;
1223 1304
1224 if(!tmp->env||op!=tmp->env) { 1305 if (!tmp->env || op != tmp->env)
1306 {
1225 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);
1226 op->name); 1308 return 0;
1227 return 0;
1228 } 1309 }
1229 return 1; 1310 return 1;
1230} 1311}
1231 1312
1232 1313
1233
1234 1314
1315
1316int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1317cast_destruction (object *op, object *caster, object *spell_ob)
1318{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1319 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1320 sint16 sx, sy;
1238 mapstruct *m; 1321 maptile *m;
1239 object *tmp; 1322 object *tmp;
1240 const char *skill; 1323 const char *skill;
1241 1324
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1246 1330
1247 /* destruction doesn't use another spell object, so we need 1331 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1332 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1333 * We do some shortcuts here - since this is just temporary
1250 * 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
1251 * the full share string/free_string route. 1335 * the full share string/free_string route.
1252 */ 1336 */
1253 skill = op->skill; 1337 skill = op->skill;
1338 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1339 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1256 else op->skill = NULL; 1343 op->skill = NULL;
1257 1344
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1345 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1346
1260 for(i= -range; i<range; i++) { 1347 for (i = -range; i < range; i++)
1348 {
1261 for(j=-range; j<range ; j++) { 1349 for (j = -range; j < range; j++)
1350 {
1262 m = op->map; 1351 m = op->map;
1263 sx = op->x + i; 1352 sx = op->x + i;
1264 sy = op->y + j; 1353 sy = op->y + j;
1354
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1267 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1363 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1364
1365 if (tmp)
1366 {
1367 if (tmp->head)
1368 tmp = tmp->head;
1369
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1376 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1378 }
1281 tmp->y = sy; 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1380 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1383 }
1290 effect->y = sy; 1384 }
1291 insert_ob_in_map(effect, m, op, 0); 1385 }
1292 } 1386 }
1293 } 1387 }
1294 }
1295 }
1296 } 1388 }
1297 } 1389
1298 }
1299 op->skill = skill; 1390 op->skill = skill;
1300 return 1; 1391 return 1;
1301} 1392}
1302 1393
1303/*************************************************************************** 1394/***************************************************************************
1304 * 1395 *
1305 * CURSE 1396 * CURSE
1306 * 1397 *
1307 ***************************************************************************/ 1398 ***************************************************************************/
1308 1399
1400int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1401cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{
1310 object *god = find_god(determine_god(op)); 1403 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1404 object *tmp, *force;
1312 1405
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1407 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1408 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0;
1411 }
1320 1412
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1414 for (force = tmp->inv; force != NULL; force = force->below)
1415 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 {
1324 if (force->name == spell_ob->name) { 1418 if (force->name == spell_ob->name)
1325 break; 1419 {
1326 } 1420 break;
1421 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1422 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1423 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1425 return 0;
1331 return 0; 1426 }
1427 }
1332 } 1428 }
1333 }
1334 }
1335 1429
1336 if(force==NULL) { 1430 if (force == NULL)
1431 {
1337 force=get_archetype(FORCE_NAME); 1432 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1433 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1434 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1435 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1436 else
1437 force->name = spell_ob->name;
1438
1439 force->name_pl = spell_ob->name;
1440
1441 }
1442 else
1443 {
1348 int duration; 1444 int duration;
1349 1445
1350 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;
1351 if (duration > force->duration) { 1447 if (duration > force->duration)
1448 {
1352 force->duration = duration; 1449 force->duration = duration;
1353 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.");
1354 } else { 1451 }
1452 else
1453 {
1355 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.");
1356 } 1455 }
1357 return 1; 1456 return 1;
1358 } 1457 }
1359 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;
1360 force->speed = 1.0; 1459 force->speed = 1.0;
1361 force->speed_left = -1.0; 1460 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1461 SET_FLAG (force, FLAG_APPLIED);
1363 1462
1364 if(god) { 1463 if (god)
1464 {
1365 if (spell_ob->last_grace) 1465 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1466 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1467 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1468 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1470 }
1371 } else 1471 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1473
1374 1474
1375 if(tmp!=op && op->type==PLAYER) 1475 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1477
1378 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1380 1480
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1482 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1483 tmp->update_stats ();
1384 return 1; 1484 return 1;
1385 1485
1386} 1486}
1387 1487
1388 1488
1389/********************************************************************** 1489/**********************************************************************
1393 ***********************************************************************/ 1493 ***********************************************************************/
1394 1494
1395/* This covers the various spells that change the moods of monsters - 1495/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1496 * makes them angry, peacful, friendly, etc.
1397 */ 1497 */
1498int
1398int mood_change(object *op, object *caster, object *spell) { 1499mood_change (object *op, object *caster, object *spell)
1500{
1399 object *tmp, *god, *head; 1501 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1502 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1503 sint16 x, y, nx, ny;
1402 mapstruct *m; 1504 maptile *m;
1403 const char *race; 1505 const char *race;
1404 1506
1405 /* 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
1406 * doing it over and over again. 1508 * doing it over and over again.
1407 */ 1509 */
1408 god=find_god(determine_god(op)); 1510 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1511 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1512 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1513
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1516 * won't ever match anything.
1415 */ 1517 */
1416 if (!spell->race) race=NULL; 1518 if (!spell->race)
1519 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1520 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1521 race = god->slaying;
1418 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
1419 else race = spell->race; 1525 race = spell->race;
1420
1421 1526
1527
1422 for (x = op->x - range; x <= op->x + range; x++) 1528 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1529 for (y = op->y - range; y <= op->y + range; y++)
1530 {
1424 1531
1425 done_one=0; 1532 done_one = 0;
1426 m = op->map; 1533 m = op->map;
1427 nx = x; 1534 nx = x;
1428 ny = y; 1535 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1431 1539
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1541 if (!(mflags & P_IS_ALIVE))
1542 continue;
1434 1543
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1545 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break;
1437 1547
1438 /* There can be living objects that are not monsters */ 1548 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1549 if (!tmp || tmp->type == PLAYER)
1550 continue;
1440 1551
1441 /* Only the head has meaningful data, so resolve to that */ 1552 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1553 if (tmp->head)
1443 else head=tmp; 1554 head = tmp->head;
1555 else
1556 head = tmp;
1444 1557
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1559 if (race && head->race && !strstr (race, head->race))
1560 continue;
1447 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;
1448 1563
1449 /* Now do a bunch of stuff related to saving throws */ 1564 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1565 best_at = -1;
1451 if (spell->attacktype) { 1566 if (spell->attacktype)
1567 {
1452 for (at=0; at < NROFATTACKS; at++) 1568 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1569 if (spell->attacktype & (1 << at))
1454 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;
1455 1572
1456 if (best_at == -1) at=0; 1573 if (best_at == -1)
1574 at = 0;
1457 else { 1575 else
1576 {
1458 if (head->resist[best_at] == 100) continue; 1577 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1578 continue;
1460 } 1579 else
1580 at = head->resist[best_at] / 5;
1581 }
1461 at -= level / 5; 1582 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1583 if (did_make_save (head, head->level, at))
1463 } 1584 continue;
1585 }
1464 else /* spell->attacktype */ 1586 else /* spell->attacktype */
1465 /* 1587 /*
1466 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:
1467 * if spell level < monster level, no go 1589 * if spell level < monster level, no go
1468 * 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 ) )
1469 1591
1470 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.
1471 1593
1472 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
1473 charm a level 125 monster... 1595 charm a level 125 monster...
1474 1596
1475 Ryo, august 14th 1597 Ryo, august 14th
1476 */ 1598 */
1477 { 1599 {
1478 if ( head->level > level ) continue; 1600 if (head->level > level)
1601 continue;
1479 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))))
1480 /* Failed, no effect */ 1603 /* Failed, no effect */
1481 continue; 1604 continue;
1482 } 1605 }
1483 1606
1484 /* Done with saving throw. Now start effecting the monster */ 1607 /* Done with saving throw. Now start effecting the monster */
1485 1608
1486 /* aggravation */ 1609 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1610 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1612 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1614 remove_friendly_object (head);
1491 1615
1492 done_one = 1; 1616 done_one = 1;
1493 head->enemy = op; 1617 head->enemy = op;
1494 } 1618 }
1495 1619
1496 /* calm monsters */ 1620 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1623 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1624 head->enemy = NULL;
1500 done_one = 1; 1625 done_one = 1;
1501 } 1626 }
1502 1627
1503 /* berserk monsters */ 1628 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 {
1505 SET_FLAG(head, FLAG_BERSERK); 1631 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1632 done_one = 1;
1507 } 1633 }
1634
1508 /* charm */ 1635 /* charm */
1509 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))
1510 SET_FLAG(head, FLAG_FRIENDLY); 1637 {
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1638 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1641 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1642 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1643 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1644 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1645 head->attack_movement = PETMOVE;
1519 done_one = 1; 1646 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1648 head->stats.exp = 0;
1522 } 1649 }
1523 1650
1524 /* If a monster was effected, put an effect in */ 1651 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1652 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1654 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1655
1533 return 1; 1656 return 1;
1534} 1657}
1535 1658
1536 1659
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1662 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1663 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1664 * note that duration is handled by process_object() in time.c
1542 */ 1665 */
1543 1666
1667void
1544void move_ball_spell(object *op) { 1668move_ball_spell (object *op)
1669{
1545 int i,j,dam_save,dir, mflags; 1670 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1671 sint16 nx, ny, hx, hy;
1547 object *owner; 1672 object *owner;
1548 mapstruct *m; 1673 maptile *m;
1549 1674
1550 owner = get_owner(op); 1675 owner = op->owner;
1551 1676
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1679 * victim. The block immediately below more or less chooses a random
1555 * 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
1556 * deviations. 1681 * deviations.
1557 */ 1682 */
1558 1683
1559 dir = 0; 1684 dir = 0;
1560 if(!(rndm(0, 3))) 1685 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1686 j = rndm (0, 1);
1562 else j=0; 1687 else
1688 j = 0;
1563 1689
1564 for(i = 1; i < 9; i++) { 1690 for (i = 1; i < 9; i++)
1691 {
1565 /* i bit 0: alters sign of offset 1692 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1693 * other bits (i / 2): absolute value of offset
1567 */ 1694 */
1568 1695
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1697 int tmpdir = absdir (op->direction + offset);
1571 1698
1572 nx = op->x + freearr_x[tmpdir]; 1699 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1700 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1702 {
1576 dir = tmpdir; 1703 dir = tmpdir;
1577 break; 1704 break;
1578 } 1705 }
1579 } 1706 }
1580 if (dir == 0) { 1707 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1708 {
1709 nx = op->x;
1710 ny = op->y;
1711 m = op->map;
1712 }
1585 1713
1586 remove_ob(op); 1714 m->insert (op, nx, ny, op);
1587 op->y=ny; 1715
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 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
1592 surrounding squares */ 1717 surrounding squares */
1593 1718
1594 /* loop over current square and neighbors to hit. 1719 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1720 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1721 * the surround spaces.
1597 */ 1722 */
1598 for(j=0;j<9;j++) { 1723 for (j = 0; j < 9; j++)
1724 {
1599 object *new_ob; 1725 object *new_ob;
1600 1726
1601 hx = nx+freearr_x[j]; 1727 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1728 hy = ny + freearr_y[j];
1603 1729
1604 m = op->map; 1730 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1732
1607 if (mflags & P_OUT_OF_MAP) continue; 1733 if (mflags & P_OUT_OF_MAP)
1734 continue;
1608 1735
1609 /* 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
1610 * of the map either. 1737 * of the map either.
1611 */ 1738 */
1612 1739
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1741 {
1742 if (j)
1743 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1744 hit_map (op, j, op->attacktype, 1);
1616 1745
1617 } 1746 }
1618 1747
1619 /* insert the other arch */ 1748 /* insert the other arch */
1620 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))))
1621 new_ob = arch_to_object(op->other_arch); 1750 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1751 }
1627 1752
1628 /* restore to the center location and damage*/ 1753 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1630 1755
1631 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);
1632 1757
1633 if(i>=0) { /* we have a preferred direction! */ 1758 if (i >= 0)
1759 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1760 /* pick another direction if the preferred dir is blocked. */
1635 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 ||
1636 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)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1764
1639 op->direction=i; 1765 op->direction = i;
1640 } 1766 }
1641} 1767}
1642 1768
1643 1769
1644/* move_swarm_spell: peterm 1770/* move_swarm_spell: peterm
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1776 */
1651 1777
1778void
1652void move_swarm_spell(object *op) 1779move_swarm_spell (object *op)
1653{ 1780{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1781#if 0
1676 // this is bogus: it causes wrong places to be checked below 1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1784 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1785 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1786 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1787#endif
1788 int basedir;
1789 object *owner;
1723 1790
1791 owner = op->owner;
1792 if (op->duration == 0 || owner == NULL)
1793 {
1794 op->destroy ();
1795 return;
1796 }
1797
1798 op->duration--;
1799
1800 basedir = op->direction;
1801 if (basedir == 0)
1802 {
1803 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8);
1805 }
1806
1807#if 0
1808 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space.
1812 // should be fixed later, but correctness before featurs...
1813 // (schmorp)
1814
1815 /* new offset calculation to make swarm element distribution
1816 * more uniform
1817 */
1818 if (op->duration)
1819 {
1820 if (basedir & 1)
1821 {
1822 adjustdir = cardinal_adjust[rndm (0, 8)];
1823 }
1824 else
1825 {
1826 adjustdir = diagonal_adjust[rndm (0, 9)];
1827 }
1828 }
1829 else
1830 {
1831 adjustdir = 0; /* fire the last one from forward. */
1832 }
1833
1834 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1835 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1836
1837 /* back up one space so we can hit point-blank targets, but this
1838 * necessitates extra out_of_map check below
1839 */
1840 origin_x = target_x - freearr_x[basedir];
1841 origin_y = target_y - freearr_y[basedir];
1842
1843
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1845 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1847 * do some sanity checking anyways.
1728 */ 1848 */
1849
1850 if (op->spell && op->spell->type == SPELL &&
1851 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1852 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1853 {
1854
1855 /* Bullet spells have a bunch more customization that needs to be done */
1856 if (op->spell->subtype == SP_BULLET)
1857 fire_bullet (owner, op, basedir, op->spell);
1858 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1859 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1860 }
1861#endif
1862
1863 /* spell pointer is set up for the spell this casts. Since this
1864 * should just be a pointer to the spell in some inventory,
1865 * it is unlikely to disappear by the time we need it. However,
1866 * do some sanity checking anyways.
1867 */
1868
1730 if (op->spell && op->spell->type == SPELL) 1869 if (op->spell && op->spell->type == SPELL)
1731 { 1870 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1872 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1873 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1874 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1876 }
1738} 1877}
1739 1878
1740 1879
1741 1880
1742 1881
1750 * dir: the direction everything will be fired in 1889 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1890 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1891 * n: the number to be fired.
1753 */ 1892 */
1754 1893
1894int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1895fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1896{
1757 object *tmp; 1897 object *tmp;
1758 int i; 1898 int i;
1759 1899
1760 if (!spell->other_arch) return 0; 1900 if (!spell->other_arch)
1901 return 0;
1761 1902
1762 tmp=get_archetype(SWARM_SPELL); 1903 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 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. */
1766 set_spell_skill(op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1767 1906
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1770 1909
1771 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1772 1911
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1775 return 1; 1914 return 1;
1776 } 1915
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1919
1781 tmp->direction=dir; 1920 tmp->direction = dir;
1782 tmp->invisible=1; 1921 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1922
1923 tmp->insert_at (op, op);
1784 return 1; 1924 return 1;
1785} 1925}
1786 1926
1787 1927
1788/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
1789 * function. 1929 * function.
1790 */ 1930 */
1931int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1932cast_light (object *op, object *caster, object *spell, int dir)
1933{
1792 object *target=NULL,*tmp=NULL; 1934 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1935 sint16 x, y;
1794 int dam, mflags; 1936 int dam, mflags;
1795 mapstruct *m; 1937 maptile *m;
1796 1938
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1940
1799 if(!dir) { 1941 if (!dir)
1942 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1944 return 0;
1802 } 1945 }
1803 1946
1804 x=op->x+freearr_x[dir]; 1947 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1948 y = op->y + freearr_y[dir];
1806 m = op->map; 1949 m = op->map;
1807 1950
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1951 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1952
1810 if (mflags & P_OUT_OF_MAP) { 1953 if (mflags & P_OUT_OF_MAP)
1954 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1956 return 0;
1813 } 1957 }
1814 1958
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1959 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1960 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1962 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1964 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1965 if (target->head)
1966 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1967 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1968 return 1; /* one success only! */
1969 }
1822 } 1970 }
1823 }
1824 1971
1825 /* no live target, perhaps a wall is in the way? */ 1972 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 1976 return 0;
1829 } 1977 }
1830 1978
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 1980 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1981 if (!tmp)
1982 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1984 return 0;
1836 } 1985 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1987 if (tmp->glow_radius)
1988 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 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;
1841 } 1992 }
1842 tmp->x=x; 1993
1843 tmp->y=y; 1994 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1995 return 1;
1846} 1996}
1847 1997
1848 1998
1849 1999
1850 2000
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 2005 * perhaps this should actually be in disease.c?
1856 */ 2006 */
1857 2007
2008int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2009cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{
1859 sint16 x,y; 2011 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2012 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2013 object *walk;
1862 mapstruct *m; 2014 maptile *m;
1863 2015
1864 x = op->x; 2016 x = op->x;
1865 y = op->y; 2017 y = op->y;
1866 2018
1867 /* 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
1868 * direction the player is pointing. 2020 * direction the player is pointing.
1869 */ 2021 */
2022 if (!dir)
1870 if (!dir) dir=op->facing; 2023 dir = op->facing;
2024 if (!dir)
1871 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 */
1872 2026
1873 /* Calculate these once here */ 2027 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2028 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2029 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2030 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2031
1878 /* search in a line for a victim */ 2032 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2033 for (i = 1; i < range; i++)
2034 {
1880 x = op->x + i * freearr_x[dir]; 2035 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2036 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2037 m = op->map;
1883 2038
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2039 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2040
1886 if (mflags & P_OUT_OF_MAP) return 0; 2041 if (mflags & P_OUT_OF_MAP)
2042 return 0;
1887 2043
1888 /* don't go through walls - presume diseases are airborne */ 2044 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 2047
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 2049 if (mflags & P_IS_ALIVE)
2050 {
1893 /* search this square for a victim */ 2051 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2055 object *disease = arch_to_object (spell->other_arch);
1897 2056
1898 set_owner(disease,op); 2057 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2058 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2059 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2060 disease->level = caster_level (caster, spell);
1902 2061
1903 /* do level adjustments */ 2062 /* do level adjustments */
1904 if(disease->stats.wc) 2063 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2064 disease->stats.wc += dur_mod / 2;
1906 2065
1907 if(disease->magic> 0) 2066 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2067 disease->magic += dur_mod / 4;
1909 2068
1910 if(disease->stats.maxhp>0) 2069 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2070 disease->stats.maxhp += dur_mod;
1912 2071
1913 if(disease->stats.maxgrace>0) 2072 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2073 disease->stats.maxgrace += dur_mod;
1915 2074
1916 if(disease->stats.dam) { 2075 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2076 {
1918 disease->stats.dam += dam_mod; 2077 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2078 disease->stats.dam += dam_mod;
1920 } 2079 else
2080 disease->stats.dam -= dam_mod;
2081 }
1921 2082
1922 if(disease->last_sp) { 2083 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2084 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2085 disease->last_sp -= 2 * dam_mod;
1925 } 2086 if (disease->last_sp < 1)
2087 disease->last_sp = 1;
2088 }
1926 2089
1927 if(disease->stats.maxsp) { 2090 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2091 {
1929 disease->stats.maxsp += dam_mod; 2092 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2093 disease->stats.maxsp += dam_mod;
1931 } 2094 else
1932 2095 disease->stats.maxsp -= dam_mod;
2096 }
2097
1933 if(disease->stats.ac) 2098 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2099 disease->stats.ac += dam_mod;
1935 2100
1936 if(disease->last_eat) 2101 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2102 disease->last_eat -= dam_mod;
1938 2103
1939 if(disease->stats.hp) 2104 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2105 disease->stats.hp -= dam_mod;
1941 2106
1942 if(disease->stats.sp) 2107 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
1944 2109
1945 if(infect_object(walk,disease,1)) { 2110 if (infect_object (walk, disease, 1))
2111 {
1946 object *flash; /* visual effect for inflicting disease */ 2112 object *flash; /* visual effect for inflicting disease */
1947 2113
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2115
1950 free_object(disease); /* don't need this one anymore */ 2116 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1952 flash->x = x; 2118 return 1;
1953 flash->y = y; 2119 }
1954 flash->map = walk->map; 2120
1955 insert_ob_in_map(flash,walk->map,op,0); 2121 disease->destroy ();
1956 return 1; 2122 }
1957 } 2123 } /* if living creature */
1958 free_object(disease); 2124 } /* for range of spaces */
1959 } 2125
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2126 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2127 return 1;
1964} 2128}

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