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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
166{
167 object *tmp; 167 object *tmp;
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 181 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 182
250 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324 341
325 342
326 343
327/*************************************************************************** 344/***************************************************************************
332 349
333/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 352 * At least that is what I think this does.
336 */ 353 */
354void
337void explosion(object *op) { 355explosion (object *op)
338 object *tmp; 356{
339 mapstruct *m=op->map; 357 maptile *m = op->map;
340 int i; 358 int i;
341 359
342 if(--(op->duration)<0) { 360 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 361 {
362 op->destroy ();
363 return;
364 }
365
347 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
348 367
349 if(op->range>0) { 368 if (op->range > 0)
350 for(i=1;i<9;i++) { 369 {
370 for (i = 1; i < 9; i++)
371 {
351 sint16 dx,dy; 372 sint16 dx, dy;
352 373
353 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
355 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 378 * out of map, etc.
357 */ 379 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 381 {
360 copy_object(op,tmp); 382 object *tmp = op->clone ();
361 tmp->state=0; 383
362 tmp->speed_left= -0.21; 384 tmp->state = 0;
363 tmp->range--; 385 tmp->speed_left = -0.21;
364 tmp->value=0; 386 tmp->range--;
365 tmp->x=dx; 387 tmp->value = 0;
366 tmp->y=dy; 388
367 insert_ob_in_map(tmp,m,op,0); 389 m->insert (tmp, dx, dy, op);
368 } 390 }
369 } 391 }
370 } 392 }
371} 393}
372 394
373 395
374/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
376 * explode. 398 * explode.
377 */ 399 */
400void
378void explode_bullet(object *op) 401explode_bullet (object *op)
379{ 402{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 403 object *tmp, *owner;
382 404
383 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 408 op->destroy ();
386 free_object (op); 409 return;
387 return;
388 } 410 }
389 411
390 if (op->env) { 412 if (op->env)
391 object *env; 413 {
392
393 env = object_get_env_recursive(op); 414 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 418 op->destroy ();
397 free_object (op);
398 return; 419 return;
399 } 420 }
400 remove_ob (op); 421
401 op->x = env->x; 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 423 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 424 else if (out_of_map (op->map, op->x, op->y))
425 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 427 op->destroy ();
407 free_object (op); 428 return;
408 return;
409 } 429 }
410 430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 435 {
413 remove_ob (op); 436 op->destroy ();
414 free_object (op); 437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
415 return; 444 return;
416 } 445 }
417 446
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
426 449
427 copy_owner (tmp, op); 450 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 452
431 owner = get_owner(op); 453 owner = op->owner;
454
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 456 {
438 tmp->x = op->x; 457 op->destroy ();
439 tmp->y = op->y; 458 return;
459 }
440 460
441 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
443 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 465 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 467 tmp->duration = op->duration;
447 } else { 468 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
449 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 479 * the count of the parent should work fine.
455 */ 480 */
456 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
457 } 482 }
458 483
459 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
462 487
463 /* Prevent recursion */ 488 /* Prevent recursion */
464 op->move_on = 0; 489 op->move_on = 0;
465 490
466 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
467 /* remove the firebullet */ 492 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 494}
473
474
475 495
476/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
478 */ 498 */
479 499void
480void check_bullet(object *op) 500check_bullet (object *op)
481{ 501{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 502 object *tmp;
484 int dam, mflags; 503 int dam, mflags;
485 mapstruct *m; 504 maptile *m;
486 sint16 sx, sy; 505 sint16 sx, sy;
487 506
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 508
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 510 return;
492 511
493 if (op->other_arch) { 512 if (op->other_arch)
513 {
494 /* explode object will also remove op */ 514 /* explode object will also remove op */
495 explode_bullet (op); 515 explode_bullet (op);
496 return; 516 return;
497 } 517 }
498 518
499 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
501 522
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 524 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 526 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 529 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 531 {
512 free_object(op); 532 op->destroy ();
513 return; 533 return;
514 } 534 }
515 } 535 }
516 } 536 }
517 } 537 }
518} 538}
519
520 539
521/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 541 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
525 */ 544 */
526 545void
527void move_bullet(object *op) 546move_bullet (object *op)
528{ 547{
529 sint16 new_x, new_y; 548 sint16 new_x, new_y;
530 int mflags; 549 int mflags;
531 mapstruct *m; 550 maptile *m;
532 551
533#if 0 552#if 0
534 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
535 554
536 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
539 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
541 return; 561 return;
542 } /* end addition. */ 562 } /* end addition. */
543#endif 563#endif
544 564
545 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
547 if (op->other_arch) { 568 if (op->other_arch)
548 explode_bullet (op); 569 explode_bullet (op);
549 } else { 570 else
550 remove_ob (op); 571 op->destroy ();
551 free_object (op); 572
552 }
553 return; 573 return;
554 } 574 }
555 575
556 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
558 m = op->map; 578 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 580
561 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 582 {
563 free_object (op); 583 op->destroy ();
564 return; 584 return;
565 } 585 }
566 586
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
568 if (op->other_arch) { 589 if (op->other_arch)
569 explode_bullet (op); 590 explode_bullet (op);
570 } else { 591 else
571 remove_ob (op); 592 op->destroy ();
572 free_object (op); 593
573 }
574 return; 594 return;
575 } 595 }
576 596
577 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 598 return;
582 599
583 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
584 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 603 update_turn_face (op);
586 } else { 604 }
605 else
587 check_bullet (op); 606 check_bullet (op);
588 }
589} 607}
590 608
591 609
592 610
593 611
598 * spob->attacktype. 616 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 617 * This function sets up the appropriate owner and skill
600 * pointers. 618 * pointers.
601 */ 619 */
602 620
621int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 622fire_bullet (object *op, object *caster, int dir, object *spob)
623{
604 object *tmp=NULL; 624 object *tmp = NULL;
605 int mflags; 625 int mflags;
606 626
607 if (!spob->other_arch) 627 if (!spob->other_arch)
608 return 0; 628 return 0;
609 629
610 tmp=arch_to_object(spob->other_arch); 630 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 631 if (tmp == NULL)
612 return 0; 632 return 0;
613 633
614 /* peterm: level dependency for bolts */ 634 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 636 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 637 if (spob->slaying)
638 tmp->slaying = spob->slaying;
618 639
619 tmp->range = 50; 640 tmp->range = 50;
620 641
621 /* Need to store duration/range for the ball to use */ 642 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 645 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 646
626 tmp->direction=dir; 647 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 649 SET_ANIMATION (tmp, dir);
629 650
630 set_owner(tmp,op); 651 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 652 set_spell_skill (op, caster, spob, tmp);
632 653
633 tmp->x=op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 656 tmp->map = op->map;
636 657
658 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 660 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 661 {
662 tmp->destroy ();
663 return 0;
664 }
665
666 tmp->map = newmap;
667
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
669 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 671 {
672 tmp->destroy ();
645 return 0; 673 return 0;
646 } 674 }
647 tmp->x=op->x; 675
648 tmp->y=op->y; 676 tmp->x = op->x;
677 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 678 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 679 tmp->map = op->map;
651 } 680 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 681
682 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 683 check_bullet (tmp);
654 } 684
655 return 1; 685 return 1;
656} 686}
657 687
658 688
659 689
660 690
664 * 694 *
665 *****************************************************************************/ 695 *****************************************************************************/
666 696
667 697
668/* drops an object based on what is in the cone's "other_arch" */ 698/* drops an object based on what is in the cone's "other_arch" */
699void
669void cone_drop(object *op) { 700cone_drop (object *op)
701{
670 object *new_ob = arch_to_object(op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
671 703
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 704 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 705 new_ob->set_owner (op->owner);
676 706
677 /* preserve skill ownership */ 707 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 708 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 709 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 710
681 } 711 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 712}
685 713
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 715
716void
688void move_cone(object *op) { 717move_cone (object *op)
718{
689 int i; 719 int i;
690 tag_t tag;
691 720
692 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 722 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 723 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0);
726 return;
727 }
700 728
701 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
731 {
703 hit_map(op,0,op->attacktype,0); 732 hit_map (op, 0, op->attacktype, 0);
704 return; 733 return;
705 } 734 }
706 735
707#if 0 736#if 0
708 /* Disable this - enabling it makes monsters easier, as 737 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 738 * when their cone dies when they die.
710 */ 739 */
711 /* If no owner left, the spell dies out. */ 740 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 741 if (op->owner == NULL)
713 remove_ob(op); 742 {
714 free_object(op); 743 op->destroy ();
715 return; 744 return;
716 } 745 }
717#endif 746#endif
718 747
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 748 hit_map (op, 0, op->attacktype, 0);
721 749
722 /* Check to see if we should push anything. 750 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 751 * Spell objects with weight push whatever they encounter to some
724 * degree. 752 * degree.
725 */ 753 */
754 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 755 check_spell_knockback (op);
727 756
728 if (was_destroyed (op, tag)) 757 if (op->destroyed ())
758 return;
759
760 if ((op->duration--) < 0)
761 {
762 op->destroy ();
729 return; 763 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 764 }
736 /* Object has hit maximum range, so don't have it move 765 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 766 * any further. When the duration above expires,
738 * then the object will get removed. 767 * then the object will get removed.
739 */ 768 */
740 if (--op->range < 0) { 769 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 770 {
771 op->range = 0; /* just so it doesn't wrap */
772 return;
773 }
744 774
745 for(i= -1;i<2;i++) { 775 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 776 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 778
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 780 {
751 copy_object(op, tmp); 781 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 782
755 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
756 784
757 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 787
760 if (tmp->other_arch) cone_drop(tmp); 788 op->map->insert (tmp, x, y, op);
761 } 789
790 if (tmp->other_arch)
791 cone_drop (tmp);
792 }
762 } 793 }
763} 794}
764 795
765/* cast_cone: casts a cone spell. 796/* cast_cone: casts a cone spell.
766 * op: person firing the object. 797 * op: person firing the object.
768 * dir: direction to fire in. 799 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 800 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 801 * to fire.
771 * returns 0 on failure, 1 on success. 802 * returns 0 on failure, 1 on success.
772 */ 803 */
804int
773int cast_cone(object *op, object *caster,int dir, object *spell) 805cast_cone (object *op, object *caster, int dir, object *spell)
774{ 806{
775 object *tmp; 807 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 808 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 809 maptile *m;
778 sint16 sx, sy; 810 sint16 sx, sy;
779 MoveType movetype; 811 MoveType movetype;
780 812
781 if (!spell->other_arch) return 0; 813 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 814 return 0;
815
816 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
819 return 0;
820 }
789 821
790 if(!dir) { 822 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 823 {
824 range_min = 0;
825 range_max = 8;
826 }
794 827
795 /* Need to know what the movetype of the object we are about 828 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 829 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 830 * insert it into is blocked.
798 */ 831 */
799 movetype = spell->other_arch->clone.move_type; 832 movetype = spell->other_arch->clone.move_type;
800 833
801 for(i=range_min;i<=range_max;i++) { 834 for (i = range_min; i <= range_max; i++)
835 {
802 sint16 x,y, d; 836 sint16 x, y, d;
803 837
804 /* We can't use absdir here, because it never returns 838 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 839 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 840 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 841 * to hit that person.
808 */ 842 */
809 d = dir + i; 843 d = dir + i;
810 while (d < 0) d+=8; 844 while (d < 0)
811 while (d > 8) d-=8; 845 d += 8;
846 while (d > 8)
847 d -= 8;
812 848
813 /* If it's not a rune, we don't want to blast the caster. 849 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 850 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 851 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 852 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 853 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 854 * for the rune code.
819 */ 855 */
820 if (caster->type != RUNE && d==0) { 856 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 857 {
822 else continue; 858 if (dir != 0)
823 } 859 d = 8;
860 else
861 continue;
862 }
824 863
825 x = op->x+freearr_x[d]; 864 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 865 y = op->y + freearr_y[d];
827 866
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 867 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 868 continue;
830 869
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 871 continue;
833 872
834 success=1; 873 success = 1;
835 tmp=arch_to_object(spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 875 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 878 tmp->attacktype = spell->attacktype;
842 879
843 /* holy word stuff */ 880 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 882 if (!tailor_god_spell (tmp, op))
846 } 883 return 0;
847 884
848 if(dir) 885 if (dir)
849 tmp->stats.sp=dir; 886 tmp->stats.sp = dir;
850 else 887 else
851 tmp->stats.sp=i; 888 tmp->stats.sp = i;
852 889
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 890 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 891
855 /* If casting it in all directions, it doesn't go as far */ 892 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 893 if (dir == 0)
894 {
857 tmp->range /= 4; 895 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 896 if (tmp->range < 2 && spell->range >= 2)
859 } 897 tmp->range = 2;
898 }
899
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 900 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 901 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 902
863 /* Special bonus for fear attacks */ 903 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 904 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 905 {
866 else 906 if (caster->type == PLAYER)
907 tmp->duration += fear_bonus[caster->stats.Cha];
908 else
867 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
868 } 910 }
911
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 912 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 913 {
871 else 914 if (caster->type == PLAYER)
915 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
916 else
872 tmp->duration += caster->level/3; 917 tmp->duration += caster->level / 3;
873 } 918 }
874 919
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 922
880 if (!tmp->move_on && tmp->stats.dam) { 923 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 925
926 m->insert (tmp, sx, sy, op);
927
887 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 929 * a single space too many times.
889 */ 930 */
890 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
891 932
892 if(tmp->other_arch) cone_drop(tmp); 933 if (tmp->other_arch)
934 cone_drop (tmp);
893 } 935 }
936
894 return success; 937 return success;
895} 938}
896 939
897/**************************************************************************** 940/****************************************************************************
898 * 941 *
899 * BOMB related code 942 * BOMB related code
902 945
903 946
904/* This handles an exploding bomb. 947/* This handles an exploding bomb.
905 * op is the original bomb object. 948 * op is the original bomb object.
906 */ 949 */
950void
907void animate_bomb(object *op) { 951animate_bomb (object *op)
952{
908 int i; 953 int i;
909 object *env, *tmp; 954 object *env, *tmp;
910 archetype *at;
911 955
912 if(op->state!=NUM_ANIMATIONS(op)-1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 957 return;
914 958
915 env = object_get_env_recursive(op); 959 env = object_get_env_recursive (op);
916 960
917 if (op->env) { 961 if (op->env)
962 {
918 if (env->map == NULL) 963 if (env->map == NULL)
919 return; 964 return;
920 965
921 if (env->type == PLAYER) 966 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
923 968
924 remove_ob(op); 969 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 970 return;
926 op->y = env->y; 971 }
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 972
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
977 {
978 op->destroy ();
928 return; 979 return;
929 } 980 }
930 981
931 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 984 * so just set up the appropriate values.
934 */ 985 */
935 at = find_archetype(SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 987 {
937 for(i=1;i<9;i++) { 988 for (i = 1; i < 9; i++)
989 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 991 continue;
992
940 tmp = arch_to_object(at); 993 tmp = arch_to_object (at);
941 tmp->direction = i; 994 tmp->direction = i;
942 tmp->range = op->range; 995 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 997 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 999 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 1000 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1001 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 1002
1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1004 SET_ANIMATION (tmp, i);
1005
1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1007 move_bullet (tmp);
1008 }
950 } 1009 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 1010
960 explode_bullet(op); 1011 explode_bullet (op);
961} 1012}
962 1013
1014int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1015create_bomb (object *op, object *caster, int dir, object *spell)
1016{
964 1017
965 object *tmp; 1018 object *tmp;
966 int mflags; 1019 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1021 maptile *m;
969 1022
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1027 return 0;
974 } 1028 }
975 tmp=arch_to_object(spell->other_arch); 1029 tmp = arch_to_object (spell->other_arch);
976 1030
977 /* level dependencies for bomb */ 1031 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
982 1036
983 set_owner(tmp,op); 1037 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1039
986 tmp->y=dy; 1040 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1041 return 1;
989} 1042}
990 1043
991/**************************************************************************** 1044/****************************************************************************
992 * 1045 *
993 * smite related spell code. 1046 * smite related spell code.
1001 * dir is the direction to look in. 1054 * dir is the direction to look in.
1002 * range is how far out to look. 1055 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1057 * this info is used for blocked magic/unholy spaces.
1005 */ 1058 */
1006 1059
1060object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1061get_pointed_target (object *op, int dir, int range, int type)
1062{
1008 object *target; 1063 object *target;
1009 sint16 x,y; 1064 sint16 x, y;
1010 int dist, mflags; 1065 int dist, mflags;
1011 mapstruct *mp; 1066 maptile *mp;
1012 1067
1013 if (dir==0) return NULL; 1068 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1069 return NULL;
1070
1071 for (dist = 1; dist < range; dist++)
1072 {
1073 x = op->x + freearr_x[dir] * dist;
1074 y = op->y + freearr_y[dir] * dist;
1075 mp = op->map;
1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1077
1078 if (mflags & P_OUT_OF_MAP)
1079 return NULL;
1080 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1081 return NULL;
1082 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1083 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL;
1086
1087 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 {
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target;
1094 }
1095 }
1096 }
1097 }
1098 return NULL;
1035} 1099}
1036 1100
1037 1101
1038/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1106 * caster = object casting the spell.
1043 * dir = direction being cast 1107 * dir = direction being cast
1044 * spell = spell object 1108 * spell = spell object
1045 */ 1109 */
1046 1110
1111int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1112cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{
1048 object *effect, *target; 1114 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1115 object *god = find_god (determine_god (op));
1050 int range; 1116 int range;
1051 1117
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1118 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1119 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1120
1055 /* Bunch of conditions for casting this spell. Note that only 1121 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1122 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1123 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1124 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1125 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1126 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1127 * can't be friendly to your god.
1062 */ 1128 */
1063 1129
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1131 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1133 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1135 return 0;
1070 } 1136 }
1071 1137
1072 if (spell->other_arch) 1138 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1139 effect = arch_to_object (spell->other_arch);
1074 else 1140 else
1075 return 0; 1141 return 0;
1076 1142
1077 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1144 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1081 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1150 else
1151 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1153 return 0;
1087 } 1154 }
1088 } 1155 }
1089 1156
1090 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1091 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1160
1096 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1162 {
1098 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1164
1100 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1171 effect->x = op->x;
1105 effect->y=op->y; 1172 effect->y = op->y;
1106 } else { 1173 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1108 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1178 effect->destroy ();
1111 return 0; 1179 return 0;
1180 }
1181 }
1112 } 1182 }
1113 } 1183 else
1114 } else { 1184 {
1115 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1187 }
1119 1188
1120 set_owner(effect,op); 1189 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1122 1191
1123 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1193 effect->insert_at (target, op);
1125 effect->y=target->y; 1194
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1195 return 1;
1129} 1196}
1130 1197
1131 1198
1132/**************************************************************************** 1199/****************************************************************************
1133 * 1200 *
1135 * note that the fire_bullet is used to fire the missile. The 1202 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1203 * code here is just to move the missile.
1137 ****************************************************************************/ 1204 ****************************************************************************/
1138 1205
1139/* op is a missile that needs to be moved */ 1206/* op is a missile that needs to be moved */
1207void
1140void move_missile(object *op) { 1208move_missile (object *op)
1209{
1141 int i, mflags; 1210 int i, mflags;
1142 object *owner; 1211 object *owner;
1143 sint16 new_x, new_y; 1212 sint16 new_x, new_y;
1144 mapstruct *m; 1213 maptile *m;
1145 1214
1146 if (op->range-- <=0) { 1215 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1216 {
1217 op->destroy ();
1218 return;
1219 }
1151 1220
1152 owner = get_owner(op); 1221 owner = op->owner;
1153#if 0 1222#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1223 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1224 * monster that are then killed would continue to survive
1156 */ 1225 */
1157 if (owner == NULL) { 1226 if (owner == NULL)
1158 remove_ob(op); 1227 {
1159 free_object(op); 1228 op->destroy ();
1160 return; 1229 return;
1161 } 1230 }
1162#endif 1231#endif
1163 1232
1164 new_x = op->x + DIRX(op); 1233 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1234 new_y = op->y + DIRY (op);
1166 1235
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1237
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1239 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1240 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1241 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1242 * we need to remove it if someone hasn't already done so.
1175 */ 1243 */
1176 if ( ! was_destroyed (op, tag)) { 1244 if (!op->destroyed ())
1177 remove_ob (op); 1245 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1246
1183 remove_ob(op); 1247 return;
1248 }
1249
1250 op->remove ();
1251
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1253 {
1188 op->x = new_x; 1254 op->destroy ();
1189 op->y = new_y; 1255 return;
1190 op->map = m; 1256 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1257
1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1259 if (i > 0 && i != op->direction)
1260 {
1193 op->direction=i; 1261 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1195 } 1263 }
1196 insert_ob_in_map(op,op->map,op,0); 1264
1265 m->insert (op, new_x, new_y, op);
1197} 1266}
1198 1267
1199/**************************************************************************** 1268/****************************************************************************
1200 * Destruction 1269 * Destruction
1201 ****************************************************************************/ 1270 ****************************************************************************/
1271
1202/* make_object_glow() - currently only makes living objects glow. 1272/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1273 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1274 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1275 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1276 * give them the capability to have an inventory. b.t.
1207 */ 1277 */
1208 1278
1279int
1209int make_object_glow(object *op, int radius, int time) { 1280make_object_glow (object *op, int radius, int time)
1281{
1210 object *tmp; 1282 object *tmp;
1211 1283
1212 /* some things are unaffected... */ 1284 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1285 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1286 return 0;
1215 1287
1216 tmp=get_archetype(FORCE_NAME); 1288 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1289 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1290 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1291 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1292 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1294 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1295
1224 tmp->x=op->x; 1296 tmp->x = op->x;
1225 tmp->y=op->y; 1297 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1300 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1301 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1302 op->glow_radius = tmp->glow_radius;
1230 1303
1231 if(!tmp->env||op!=tmp->env) { 1304 if (!tmp->env || op != tmp->env)
1305 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1307 return 0;
1234 return 0;
1235 } 1308 }
1236 return 1; 1309 return 1;
1237} 1310}
1238 1311
1239 1312
1240
1241 1313
1314
1315int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1316cast_destruction (object *op, object *caster, object *spell_ob)
1317{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1318 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1319 sint16 sx, sy;
1245 mapstruct *m; 1320 maptile *m;
1246 object *tmp; 1321 object *tmp;
1247 const char *skill; 1322 const char *skill;
1248 1323
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1253 1329
1254 /* destruction doesn't use another spell object, so we need 1330 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1331 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1332 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1333 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1334 * the full share string/free_string route.
1259 */ 1335 */
1260 skill = op->skill; 1336 skill = op->skill;
1337 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1338 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1263 else op->skill = NULL; 1342 op->skill = NULL;
1264 1343
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1344 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1345
1267 for(i= -range; i<range; i++) { 1346 for (i = -range; i < range; i++)
1347 {
1268 for(j=-range; j<range ; j++) { 1348 for (j = -range; j < range; j++)
1349 {
1269 m = op->map; 1350 m = op->map;
1270 sx = op->x + i; 1351 sx = op->x + i;
1271 sy = op->y + j; 1352 sy = op->y + j;
1353
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1274 if (mflags & P_IS_ALIVE) { 1358 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1359 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1362 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1363
1364 if (tmp)
1365 {
1366 if (tmp->head)
1367 tmp = tmp->head;
1368
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1371 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1375 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1377 }
1288 tmp->y = sy; 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1379 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1382 }
1297 effect->y = sy; 1383 }
1298 insert_ob_in_map(effect, m, op, 0); 1384 }
1299 } 1385 }
1300 } 1386 }
1301 }
1302 }
1303 } 1387 }
1304 } 1388
1305 }
1306 op->skill = skill; 1389 op->skill = skill;
1307 return 1; 1390 return 1;
1308} 1391}
1309 1392
1310/*************************************************************************** 1393/***************************************************************************
1311 * 1394 *
1312 * CURSE 1395 * CURSE
1313 * 1396 *
1314 ***************************************************************************/ 1397 ***************************************************************************/
1315 1398
1399int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1400cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{
1317 object *god = find_god(determine_god(op)); 1402 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1403 object *tmp, *force;
1319 1404
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1405 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1406 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1407 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0;
1410 }
1327 1411
1328 /* If we've already got a force of this type, don't add a new one. */ 1412 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1413 for (force = tmp->inv; force != NULL; force = force->below)
1414 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 {
1331 if (force->name == spell_ob->name) { 1417 if (force->name == spell_ob->name)
1332 break; 1418 {
1333 } 1419 break;
1420 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1421 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1422 {
1336 "You can not cast %s while %s is in effect", 1423 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1424 return 0;
1338 return 0; 1425 }
1426 }
1339 } 1427 }
1340 }
1341 }
1342 1428
1343 if(force==NULL) { 1429 if (force == NULL)
1430 {
1344 force=get_archetype(FORCE_NAME); 1431 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1432 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1433 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1434 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1435 else
1436 force->name = spell_ob->name;
1437
1438 force->name_pl = spell_ob->name;
1439
1440 }
1441 else
1442 {
1355 int duration; 1443 int duration;
1356 1444
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1445 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1446 if (duration > force->duration)
1447 {
1359 force->duration = duration; 1448 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1450 }
1451 else
1452 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1454 }
1364 return 1; 1455 return 1;
1365 } 1456 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1458 force->speed = 1.0;
1368 force->speed_left = -1.0; 1459 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1460 SET_FLAG (force, FLAG_APPLIED);
1370 1461
1371 if(god) { 1462 if (god)
1463 {
1372 if (spell_ob->last_grace) 1464 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1465 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1466 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1467 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1468 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1469 }
1378 } else 1470 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1472
1381 1473
1382 if(tmp!=op && op->type==PLAYER) 1474 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1476
1385 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1387 1479
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1481 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1482 tmp->update_stats ();
1391 return 1; 1483 return 1;
1392 1484
1393} 1485}
1394 1486
1395 1487
1396/********************************************************************** 1488/**********************************************************************
1400 ***********************************************************************/ 1492 ***********************************************************************/
1401 1493
1402/* This covers the various spells that change the moods of monsters - 1494/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1495 * makes them angry, peacful, friendly, etc.
1404 */ 1496 */
1497int
1405int mood_change(object *op, object *caster, object *spell) { 1498mood_change (object *op, object *caster, object *spell)
1499{
1406 object *tmp, *god, *head; 1500 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1501 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1502 sint16 x, y, nx, ny;
1409 mapstruct *m; 1503 maptile *m;
1410 const char *race; 1504 const char *race;
1411 1505
1412 /* We precompute some values here so that we don't have to keep 1506 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1507 * doing it over and over again.
1414 */ 1508 */
1415 god=find_god(determine_god(op)); 1509 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1510 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1511 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1512
1419 /* On the bright side, no monster should ever have a race of GOD_... 1513 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1514 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1515 * won't ever match anything.
1422 */ 1516 */
1423 if (!spell->race) race=NULL; 1517 if (!spell->race)
1518 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1519 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1520 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1521 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race;
1523 else
1426 else race = spell->race; 1524 race = spell->race;
1427
1428 1525
1526
1429 for (x = op->x - range; x <= op->x + range; x++) 1527 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1528 for (y = op->y - range; y <= op->y + range; y++)
1529 {
1431 1530
1432 done_one=0; 1531 done_one = 0;
1433 m = op->map; 1532 m = op->map;
1434 nx = x; 1533 nx = x;
1435 ny = y; 1534 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1536 if (mflags & P_OUT_OF_MAP)
1537 continue;
1438 1538
1439 /* If there is nothing living on this space, no need to go further */ 1539 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1540 if (!(mflags & P_IS_ALIVE))
1541 continue;
1441 1542
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1544 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break;
1444 1546
1445 /* There can be living objects that are not monsters */ 1547 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1548 if (!tmp || tmp->type == PLAYER)
1549 continue;
1447 1550
1448 /* Only the head has meaningful data, so resolve to that */ 1551 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1552 if (tmp->head)
1450 else head=tmp; 1553 head = tmp->head;
1554 else
1555 head = tmp;
1451 1556
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1558 if (race && head->race && !strstr (race, head->race))
1559 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue;
1455 1562
1456 /* Now do a bunch of stuff related to saving throws */ 1563 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1564 best_at = -1;
1458 if (spell->attacktype) { 1565 if (spell->attacktype)
1566 {
1459 for (at=0; at < NROFATTACKS; at++) 1567 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1568 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1569 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1570 best_at = at;
1462 1571
1463 if (best_at == -1) at=0; 1572 if (best_at == -1)
1573 at = 0;
1464 else { 1574 else
1575 {
1465 if (head->resist[best_at] == 100) continue; 1576 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1577 continue;
1467 } 1578 else
1579 at = head->resist[best_at] / 5;
1580 }
1468 at -= level / 5; 1581 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1582 if (did_make_save (head, head->level, at))
1470 } 1583 continue;
1584 }
1471 else /* spell->attacktype */ 1585 else /* spell->attacktype */
1472 /* 1586 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1588 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1590
1477 The chance will then be in the range [20-70] percent, not too bad. 1591 The chance will then be in the range [20-70] percent, not too bad.
1478 1592
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1594 charm a level 125 monster...
1481 1595
1482 Ryo, august 14th 1596 Ryo, august 14th
1483 */ 1597 */
1484 { 1598 {
1485 if ( head->level > level ) continue; 1599 if (head->level > level)
1600 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1602 /* Failed, no effect */
1488 continue; 1603 continue;
1489 } 1604 }
1490 1605
1491 /* Done with saving throw. Now start effecting the monster */ 1606 /* Done with saving throw. Now start effecting the monster */
1492 1607
1493 /* aggravation */ 1608 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1609 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1611 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1613 remove_friendly_object (head);
1498 1614
1499 done_one = 1; 1615 done_one = 1;
1500 head->enemy = op; 1616 head->enemy = op;
1501 } 1617 }
1502 1618
1503 /* calm monsters */ 1619 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1620 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1621 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1622 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1623 head->enemy = NULL;
1507 done_one = 1; 1624 done_one = 1;
1508 } 1625 }
1509 1626
1510 /* berserk monsters */ 1627 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 {
1512 SET_FLAG(head, FLAG_BERSERK); 1630 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1631 done_one = 1;
1514 } 1632 }
1515 /* charm */ 1633 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1636 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1637 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1638 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1640 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1641 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1642 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1643 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1644 head->attack_movement = PETMOVE;
1526 done_one = 1; 1645 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1646 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1647 head->stats.exp = 0;
1529 } 1648 }
1530 1649
1531 /* If a monster was effected, put an effect in */ 1650 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1651 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1652 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1653 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1654
1540 return 1; 1655 return 1;
1541} 1656}
1542 1657
1543 1658
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1659/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1660 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1661 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1662 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1663 * note that duration is handled by process_object() in time.c
1549 */ 1664 */
1550 1665
1666void
1551void move_ball_spell(object *op) { 1667move_ball_spell (object *op)
1668{
1552 int i,j,dam_save,dir, mflags; 1669 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1670 sint16 nx, ny, hx, hy;
1554 object *owner; 1671 object *owner;
1555 mapstruct *m; 1672 maptile *m;
1556 1673
1557 owner = get_owner(op); 1674 owner = op->owner;
1558 1675
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1676 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1677 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1678 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1679 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1680 * deviations.
1564 */ 1681 */
1565 1682
1566 dir = 0; 1683 dir = 0;
1567 if(!(rndm(0, 3))) 1684 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1685 j = rndm (0, 1);
1569 else j=0; 1686 else
1687 j = 0;
1570 1688
1571 for(i = 1; i < 9; i++) { 1689 for (i = 1; i < 9; i++)
1690 {
1572 /* i bit 0: alters sign of offset 1691 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1692 * other bits (i / 2): absolute value of offset
1574 */ 1693 */
1575 1694
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1696 int tmpdir = absdir (op->direction + offset);
1578 1697
1579 nx = op->x + freearr_x[tmpdir]; 1698 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1699 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1700 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1701 {
1583 dir = tmpdir; 1702 dir = tmpdir;
1584 break; 1703 break;
1585 } 1704 }
1586 } 1705 }
1587 if (dir == 0) { 1706 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1707 {
1708 nx = op->x;
1709 ny = op->y;
1710 m = op->map;
1711 }
1592 1712
1593 remove_ob(op); 1713 m->insert (op, nx, ny, op);
1594 op->y=ny; 1714
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1715 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1716 surrounding squares */
1600 1717
1601 /* loop over current square and neighbors to hit. 1718 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1719 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1720 * the surround spaces.
1604 */ 1721 */
1605 for(j=0;j<9;j++) { 1722 for (j = 0; j < 9; j++)
1723 {
1606 object *new_ob; 1724 object *new_ob;
1607 1725
1608 hx = nx+freearr_x[j]; 1726 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1727 hy = ny + freearr_y[j];
1610 1728
1611 m = op->map; 1729 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1731
1614 if (mflags & P_OUT_OF_MAP) continue; 1732 if (mflags & P_OUT_OF_MAP)
1733 continue;
1615 1734
1616 /* first, don't ever, ever hit the owner. Don't hit out 1735 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1736 * of the map either.
1618 */ 1737 */
1619 1738
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1740 {
1741 if (j)
1742 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1743 hit_map (op, j, op->attacktype, 1);
1623 1744
1624 } 1745 }
1625 1746
1626 /* insert the other arch */ 1747 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1749 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1750 }
1634 1751
1635 /* restore to the center location and damage*/ 1752 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1753 op->stats.dam = dam_save;
1637 1754
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1755 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1756
1640 if(i>=0) { /* we have a preferred direction! */ 1757 if (i >= 0)
1758 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1759 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1760 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1761 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1762 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1763
1646 op->direction=i; 1764 op->direction = i;
1647 } 1765 }
1648} 1766}
1649 1767
1650 1768
1651/* move_swarm_spell: peterm 1769/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1772 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1773 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1774 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1775 */
1658 1776
1777void
1659void move_swarm_spell(object *op) 1778move_swarm_spell (object *op)
1660{ 1779{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1780#if 0
1683 // this is bogus: it causes wrong places to be checked below 1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1783 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1784 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1785 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1786#endif
1787 int basedir;
1788 object *owner;
1730 1789
1790 owner = op->owner;
1791 if (op->duration == 0 || owner == NULL)
1792 {
1793 op->destroy ();
1794 return;
1795 }
1796
1797 op->duration--;
1798
1799 basedir = op->direction;
1800 if (basedir == 0)
1801 {
1802 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8);
1804 }
1805
1806#if 0
1807 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space.
1811 // should be fixed later, but correctness before featurs...
1812 // (schmorp)
1813
1814 /* new offset calculation to make swarm element distribution
1815 * more uniform
1816 */
1817 if (op->duration)
1818 {
1819 if (basedir & 1)
1820 {
1821 adjustdir = cardinal_adjust[rndm (0, 8)];
1822 }
1823 else
1824 {
1825 adjustdir = diagonal_adjust[rndm (0, 9)];
1826 }
1827 }
1828 else
1829 {
1830 adjustdir = 0; /* fire the last one from forward. */
1831 }
1832
1833 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1834 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1835
1836 /* back up one space so we can hit point-blank targets, but this
1837 * necessitates extra out_of_map check below
1838 */
1839 origin_x = target_x - freearr_x[basedir];
1840 origin_y = target_y - freearr_y[basedir];
1841
1842
1731 /* spell pointer is set up for the spell this casts. Since this 1843 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1844 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1845 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1846 * do some sanity checking anyways.
1735 */ 1847 */
1848
1849 if (op->spell && op->spell->type == SPELL &&
1850 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1851 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1852 {
1853
1854 /* Bullet spells have a bunch more customization that needs to be done */
1855 if (op->spell->subtype == SP_BULLET)
1856 fire_bullet (owner, op, basedir, op->spell);
1857 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1858 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1859 }
1860#endif
1861
1862 /* spell pointer is set up for the spell this casts. Since this
1863 * should just be a pointer to the spell in some inventory,
1864 * it is unlikely to disappear by the time we need it. However,
1865 * do some sanity checking anyways.
1866 */
1867
1737 if (op->spell && op->spell->type == SPELL) 1868 if (op->spell && op->spell->type == SPELL)
1738 { 1869 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1870 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1871 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1872 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1873 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1875 }
1745} 1876}
1746 1877
1747 1878
1748 1879
1749 1880
1757 * dir: the direction everything will be fired in 1888 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1889 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1890 * n: the number to be fired.
1760 */ 1891 */
1761 1892
1893int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1894fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1895{
1764 object *tmp; 1896 object *tmp;
1765 int i; 1897 int i;
1766 1898
1767 if (!spell->other_arch) return 0; 1899 if (!spell->other_arch)
1900 return 0;
1768 1901
1769 tmp=get_archetype(SWARM_SPELL); 1902 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1904 set_spell_skill (op, caster, spell, tmp);
1774 1905
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1907 tmp->spell = arch_to_object (spell->other_arch);
1777 1908
1778 tmp->attacktype = tmp->spell->attacktype; 1909 tmp->attacktype = tmp->spell->attacktype;
1779 1910
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1912 if (!tailor_god_spell (tmp, op))
1782 return 1; 1913 return 1;
1783 } 1914
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1915 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1916 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1918
1788 tmp->direction=dir; 1919 tmp->direction = dir;
1789 tmp->invisible=1; 1920 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1921
1922 tmp->insert_at (op, op);
1791 return 1; 1923 return 1;
1792} 1924}
1793 1925
1794 1926
1795/* See the spells documentation file for why this is its own 1927/* See the spells documentation file for why this is its own
1796 * function. 1928 * function.
1797 */ 1929 */
1930int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1931cast_light (object *op, object *caster, object *spell, int dir)
1932{
1799 object *target=NULL,*tmp=NULL; 1933 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1934 sint16 x, y;
1801 int dam, mflags; 1935 int dam, mflags;
1802 mapstruct *m; 1936 maptile *m;
1803 1937
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1939
1806 if(!dir) { 1940 if (!dir)
1941 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1943 return 0;
1809 } 1944 }
1810 1945
1811 x=op->x+freearr_x[dir]; 1946 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1947 y = op->y + freearr_y[dir];
1813 m = op->map; 1948 m = op->map;
1814 1949
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1950 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1951
1817 if (mflags & P_OUT_OF_MAP) { 1952 if (mflags & P_OUT_OF_MAP)
1953 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1955 return 0;
1820 } 1956 }
1821 1957
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1958 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1959 {
1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1961 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1963 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1964 if (target->head)
1965 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1966 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1967 return 1; /* one success only! */
1968 }
1829 } 1969 }
1830 }
1831 1970
1832 /* no live target, perhaps a wall is in the way? */ 1971 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1975 return 0;
1836 } 1976 }
1837 1977
1838 /* ok, looks groovy to just insert a new light on the map */ 1978 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1979 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1980 if (!tmp)
1981 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1983 return 0;
1843 } 1984 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1986 if (tmp->glow_radius)
1987 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1989 if (tmp->glow_radius > MAX_LIGHT_RADII)
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1991 }
1849 tmp->x=x; 1992
1850 tmp->y=y; 1993 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1994 return 1;
1853} 1995}
1854 1996
1855 1997
1856 1998
1857 1999
1860 * op is the player/monster, caster is the object, dir is the direction 2002 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2003 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2004 * perhaps this should actually be in disease.c?
1863 */ 2005 */
1864 2006
2007int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2008cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{
1866 sint16 x,y; 2010 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2011 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2012 object *walk;
1869 mapstruct *m; 2013 maptile *m;
1870 2014
1871 x = op->x; 2015 x = op->x;
1872 y = op->y; 2016 y = op->y;
1873 2017
1874 /* If casting from a scroll, no direction will be available, so refer to the 2018 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2019 * direction the player is pointing.
1876 */ 2020 */
2021 if (!dir)
1877 if (!dir) dir=op->facing; 2022 dir = op->facing;
2023 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2024 return 0; /* won't find anything if casting on ourself, so just return */
1879 2025
1880 /* Calculate these once here */ 2026 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2027 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2028 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2029 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2030
1885 /* search in a line for a victim */ 2031 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2032 for (i = 1; i < range; i++)
2033 {
1887 x = op->x + i * freearr_x[dir]; 2034 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2035 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2036 m = op->map;
1890 2037
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2039
1893 if (mflags & P_OUT_OF_MAP) return 0; 2040 if (mflags & P_OUT_OF_MAP)
2041 return 0;
1894 2042
1895 /* don't go through walls - presume diseases are airborne */ 2043 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2044 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2045 return 0;
1897 2046
1898 /* Only bother looking on this space if there is something living here */ 2047 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2048 if (mflags & P_IS_ALIVE)
2049 {
1900 /* search this square for a victim */ 2050 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2051 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2052 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2053 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2054 object *disease = arch_to_object (spell->other_arch);
1904 2055
1905 set_owner(disease,op); 2056 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2057 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2058 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2059 disease->level = caster_level (caster, spell);
1909 2060
1910 /* do level adjustments */ 2061 /* do level adjustments */
1911 if(disease->stats.wc) 2062 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2063 disease->stats.wc += dur_mod / 2;
1913 2064
1914 if(disease->magic> 0) 2065 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2066 disease->magic += dur_mod / 4;
1916 2067
1917 if(disease->stats.maxhp>0) 2068 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2069 disease->stats.maxhp += dur_mod;
1919 2070
1920 if(disease->stats.maxgrace>0) 2071 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2072 disease->stats.maxgrace += dur_mod;
1922 2073
1923 if(disease->stats.dam) { 2074 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2075 {
1925 disease->stats.dam += dam_mod; 2076 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2077 disease->stats.dam += dam_mod;
1927 } 2078 else
2079 disease->stats.dam -= dam_mod;
2080 }
1928 2081
1929 if(disease->last_sp) { 2082 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2083 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2084 disease->last_sp -= 2 * dam_mod;
1932 } 2085 if (disease->last_sp < 1)
2086 disease->last_sp = 1;
2087 }
1933 2088
1934 if(disease->stats.maxsp) { 2089 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2090 {
1936 disease->stats.maxsp += dam_mod; 2091 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2092 disease->stats.maxsp += dam_mod;
1938 } 2093 else
1939 2094 disease->stats.maxsp -= dam_mod;
2095 }
2096
1940 if(disease->stats.ac) 2097 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2098 disease->stats.ac += dam_mod;
1942 2099
1943 if(disease->last_eat) 2100 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2101 disease->last_eat -= dam_mod;
1945 2102
1946 if(disease->stats.hp) 2103 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2104 disease->stats.hp -= dam_mod;
1948 2105
1949 if(disease->stats.sp) 2106 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2107 disease->stats.sp -= dam_mod;
1951 2108
1952 if(infect_object(walk,disease,1)) { 2109 if (infect_object (walk, disease, 1))
2110 {
1953 object *flash; /* visual effect for inflicting disease */ 2111 object *flash; /* visual effect for inflicting disease */
1954 2112
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2114
1957 free_object(disease); /* don't need this one anymore */ 2115 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1959 flash->x = x; 2117 return 1;
1960 flash->y = y; 2118 }
1961 flash->map = walk->map; 2119
1962 insert_ob_in_map(flash,walk->map,op,0); 2120 disease->destroy ();
1963 return 1; 2121 }
1964 } 2122 } /* if living creature */
1965 free_object(disease); 2123 } /* for range of spaces */
1966 } 2124
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2125 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2126 return 1;
1971} 2127}

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