ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167{
167 object *tmp; 168 object *tmp;
168 int mflags; 169 int mflags;
169 sint16 x, y; 170 sint16 x, y;
170 mapstruct *m; 171 maptile *m;
171 172
172 if(--(op->duration)<0) { 173 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 174 {
175 op->destroy ();
176 return;
177 }
178
177 hit_map(op,0,op->attacktype,1); 179 hit_map (op, 0, op->attacktype, 1);
178 180
179 if(!op->direction) 181 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 182 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 183
250 /* New forking code. Possibly create forks of this object 184 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 185 op->range = 0;
261 } /* copy object and move it along */ 186 else
262 } /* if move bolt along */ 187 {
188 x = op->x + DIRX (op);
189 y = op->y + DIRY (op);
190 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y);
192
193 if (mflags & P_OUT_OF_MAP)
194 return;
195
196 /* We are about to run into something - we may bounce */
197 /* Calling reflwall is pretty costly, as it has to look at all the objects
198 * on the space. So only call reflwall if we think the data it returns
199 * will be useful.
200 */
201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
204 return;
205
206 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling
209 * on the diagonal, it is trickier - eg, a bolt travelling
210 * northwest bounces different if it hits a north/south
211 * wall (bounces to northeast) vs an east/west (bounces
212 * to the southwest.
213 */
214 if (op->direction & 1)
215 op->direction = absdir (op->direction + 4);
216 else
217 {
218 int left, right;
219 int mflags;
220
221 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
222 * over a corner in a tiled map, it is possible that
223 * op->direction is within an adjacent map but either
224 * op->direction-1 or op->direction+1 does not exist.
225 */
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
228
229 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
232 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
233 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 if (left == right)
236 op->direction = absdir (op->direction + 4);
237 else if (left)
238 op->direction = absdir (op->direction + 2);
239 else if (right)
240 op->direction = absdir (op->direction - 2);
241 }
242
243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
244 return;
245 }
246 else
247 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone ();
249
250 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1;
252 /* To make up for the decrease at the top of the function */
253 tmp->duration++;
254
255 /* New forking code. Possibly create forks of this object
256 * going off in other directions.
257 */
258 if (rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262
263 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward.
265 */
266 op->range = 0;
267 } /* copy object and move it along */
268 } /* if move bolt along */
263} 269}
264 270
265/* fire_bolt 271/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 272 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 273 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 275 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
271 * pointers. 277 * pointers.
272 */ 278 */
273 279int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281{
275 object *tmp=NULL; 282 object *tmp = NULL;
276 int mflags; 283 int mflags;
277 284
278 if (!spob->other_arch) 285 if (!spob->other_arch)
279 return 0; 286 return 0;
280 287
281 tmp=arch_to_object(spob->other_arch); 288 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 289 if (tmp == NULL)
283 return 0; 290 return 0;
284 291
285 /* peterm: level dependency for bolts */ 292 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 294 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 295 if (spob->slaying)
296 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 297 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 299 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 300 tmp->stats.Con = spob->stats.Con;
293 301
294 tmp->direction=dir; 302 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 304 SET_ANIMATION (tmp, dir);
297 305
298 set_owner(tmp,op); 306 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 307 set_spell_skill (op, caster, spob, tmp);
300 308
301 tmp->x=op->x + DIRX(tmp); 309 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 310 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 311 tmp->map = op->map;
304 312
313 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 315 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 316 {
317 tmp->destroy ();
318 return 0;
319 }
320
321 tmp->map = newmap;
322
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 326 {
327 tmp->destroy ();
313 return 0; 328 return 0;
314 } 329 }
315 tmp->x=op->x; 330
316 tmp->y=op->y; 331 tmp->x = op->x;
332 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 333 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 334 tmp->map = op->map;
319 } 335 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 336
337 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 338 move_bolt (tmp);
339
322 return 1; 340 return 1;
323} 341}
324 342
325 343
326 344
327/*************************************************************************** 345/***************************************************************************
332 350
333/* expands an explosion. op is a piece of the 351/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 352 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 353 * At least that is what I think this does.
336 */ 354 */
355void
337void explosion(object *op) { 356explosion (object *op)
338 object *tmp; 357{
339 mapstruct *m=op->map; 358 maptile *m = op->map;
340 int i; 359 int i;
341 360
342 if(--(op->duration)<0) { 361 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 362 {
363 op->destroy ();
364 return;
365 }
366
347 hit_map(op,0,op->attacktype,0); 367 hit_map (op, 0, op->attacktype, 0);
348 368
349 if(op->range>0) { 369 if (op->range > 0)
350 for(i=1;i<9;i++) { 370 {
371 for (i = 1; i < 9; i++)
372 {
351 sint16 dx,dy; 373 sint16 dx, dy;
352 374
353 dx=op->x+freearr_x[i]; 375 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
355 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 379 * out of map, etc.
357 */ 380 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 382 {
360 copy_object(op,tmp); 383 object *tmp = op->clone ();
361 tmp->state=0; 384
362 tmp->speed_left= -0.21; 385 tmp->state = 0;
363 tmp->range--; 386 tmp->speed_left = -0.21;
364 tmp->value=0; 387 tmp->range--;
365 tmp->x=dx; 388 tmp->value = 0;
366 tmp->y=dy; 389
367 insert_ob_in_map(tmp,m,op,0); 390 m->insert (tmp, dx, dy, op);
368 } 391 }
369 } 392 }
370 } 393 }
371} 394}
372 395
373 396
374/* Causes an object to explode, eg, a firebullet, 397/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 398 * poison cloud ball, etc. op is the object to
376 * explode. 399 * explode.
377 */ 400 */
401void
378void explode_bullet(object *op) 402explode_bullet (object *op)
379{ 403{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 404 object *tmp, *owner;
382 405
383 if (op->other_arch == NULL) { 406 if (op->other_arch == NULL)
407 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 409 op->destroy ();
386 free_object (op); 410 return;
387 return;
388 } 411 }
389 412
390 if (op->env) { 413 if (op->env)
391 object *env; 414 {
392
393 env = object_get_env_recursive(op); 415 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 419 op->destroy ();
397 free_object (op);
398 return; 420 return;
399 } 421 }
400 remove_ob (op); 422
401 op->x = env->x; 423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 424 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 425 else if (out_of_map (op->map, op->x, op->y))
426 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 428 op->destroy ();
407 free_object (op); 429 return;
408 return;
409 } 430 }
410 431
432 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
433 // NOTE: If this breaks something important: remove this. I can't think of anything
434 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 435 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 436 {
413 remove_ob (op); 437 op->destroy ();
414 free_object (op); 438 return;
439 }
440
441 if (op->attacktype)
442 {
443 hit_map (op, 0, op->attacktype, 1);
444 if (op->destroyed ())
415 return; 445 return;
416 } 446 }
417 447
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 */ 448 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 449 tmp = arch_to_object (op->other_arch);
426 450
427 copy_owner (tmp, op); 451 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 452 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 453
431 owner = get_owner(op); 454 owner = op->owner;
455
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 457 {
438 tmp->x = op->x; 458 op->destroy ();
439 tmp->y = op->y; 459 return;
460 }
440 461
441 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
443 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 466 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 468 tmp->duration = op->duration;
447 } else { 469 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
449 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 480 * the count of the parent should work fine.
455 */ 481 */
456 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
457 } 483 }
458 484
459 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
462 488
463 /* Prevent recursion */ 489 /* Prevent recursion */
464 op->move_on = 0; 490 op->move_on = 0;
465 491
466 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
467 /* remove the firebullet */ 493 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 495}
473
474
475 496
476/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
478 */ 499 */
479 500void
480void check_bullet(object *op) 501check_bullet (object *op)
481{ 502{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 503 object *tmp;
484 int dam, mflags; 504 int dam, mflags;
485 mapstruct *m; 505 maptile *m;
486 sint16 sx, sy; 506 sint16 sx, sy;
487 507
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 509
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 511 return;
492 512
493 if (op->other_arch) { 513 if (op->other_arch)
514 {
494 /* explode object will also remove op */ 515 /* explode object will also remove op */
495 explode_bullet (op); 516 explode_bullet (op);
496 return; 517 return;
497 } 518 }
498 519
499 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
501 523
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 525 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 527 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 530 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 531 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 532 {
512 free_object(op); 533 op->destroy ();
513 return; 534 return;
514 } 535 }
515 } 536 }
516 } 537 }
517 } 538 }
518} 539}
519
520 540
521/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 542 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
525 */ 545 */
526 546void
527void move_bullet(object *op) 547move_bullet (object *op)
528{ 548{
529 sint16 new_x, new_y; 549 sint16 new_x, new_y;
530 int mflags; 550 int mflags;
531 mapstruct *m; 551 maptile *m;
532 552
533#if 0 553#if 0
534 /* We need a better general purpose way to do this */ 554 /* We need a better general purpose way to do this */
535 555
536 /* peterm: added to make comet leave a trail of burnouts 556 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 557 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 558 if (op->stats.sp == SP_METEOR)
559 {
539 replace_insert_ob_in_map("fire_trail",op); 560 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 561 if (op->destroyed ())
541 return; 562 return;
542 } /* end addition. */ 563 } /* end addition. */
543#endif 564#endif
544 565
545 /* Reached the end of its life - remove it */ 566 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 567 if (--op->range <= 0)
568 {
547 if (op->other_arch) { 569 if (op->other_arch)
548 explode_bullet (op); 570 explode_bullet (op);
549 } else { 571 else
550 remove_ob (op); 572 op->destroy ();
551 free_object (op); 573
552 }
553 return; 574 return;
554 } 575 }
555 576
556 new_x = op->x + DIRX(op); 577 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 578 new_y = op->y + DIRY (op);
558 m = op->map; 579 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 581
561 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 583 {
563 free_object (op); 584 op->destroy ();
564 return; 585 return;
565 } 586 }
566 587
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589 {
568 if (op->other_arch) { 590 if (op->other_arch)
569 explode_bullet (op); 591 explode_bullet (op);
570 } else { 592 else
571 remove_ob (op); 593 op->destroy ();
572 free_object (op); 594
573 }
574 return; 595 return;
575 } 596 }
576 597
577 remove_ob (op); 598 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; 599 return;
582 600
583 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
584 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 604 update_turn_face (op);
586 } else { 605 }
606 else
587 check_bullet (op); 607 check_bullet (op);
588 }
589} 608}
590 609
591 610
592 611
593 612
598 * spob->attacktype. 617 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 618 * This function sets up the appropriate owner and skill
600 * pointers. 619 * pointers.
601 */ 620 */
602 621
622int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
604 object *tmp=NULL; 625 object *tmp = NULL;
605 int mflags; 626 int mflags;
606 627
607 if (!spob->other_arch) 628 if (!spob->other_arch)
608 return 0; 629 return 0;
609 630
610 tmp=arch_to_object(spob->other_arch); 631 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 632 if (tmp == NULL)
612 return 0; 633 return 0;
613 634
614 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
618 640
619 tmp->range = 50; 641 tmp->range = 50;
620 642
621 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 647
626 tmp->direction=dir; 648 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
629 651
630 set_owner(tmp,op); 652 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
632 654
633 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 657 tmp->map = op->map;
636 658
659 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 662 {
663 tmp->destroy ();
664 return 0;
665 }
666
667 tmp->map = newmap;
668
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 672 {
673 tmp->destroy ();
645 return 0; 674 return 0;
646 } 675 }
647 tmp->x=op->x; 676
648 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 680 tmp->map = op->map;
651 } 681 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 684 check_bullet (tmp);
654 } 685
655 return 1; 686 return 1;
656} 687}
657 688
658 689
659 690
660 691
664 * 695 *
665 *****************************************************************************/ 696 *****************************************************************************/
666 697
667 698
668/* drops an object based on what is in the cone's "other_arch" */ 699/* drops an object based on what is in the cone's "other_arch" */
700void
669void cone_drop(object *op) { 701cone_drop (object *op)
702{
670 object *new_ob = arch_to_object(op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
671 704
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 705 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 706 new_ob->set_owner (op->owner);
676 707
677 /* preserve skill ownership */ 708 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 709 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 710 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 711
681 } 712 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 713}
685 714
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 716
717void
688void move_cone(object *op) { 718move_cone (object *op)
719{
689 int i; 720 int i;
690 tag_t tag;
691 721
692 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 723 if (!op->map)
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 } 724 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0);
727 return;
728 }
700 729
701 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
732 {
703 hit_map(op,0,op->attacktype,0); 733 hit_map (op, 0, op->attacktype, 0);
704 return; 734 return;
705 } 735 }
706 736
707#if 0 737#if 0
708 /* Disable this - enabling it makes monsters easier, as 738 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 739 * when their cone dies when they die.
710 */ 740 */
711 /* If no owner left, the spell dies out. */ 741 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 742 if (op->owner == NULL)
713 remove_ob(op); 743 {
714 free_object(op); 744 op->destroy ();
715 return; 745 return;
716 } 746 }
717#endif 747#endif
718 748
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 749 hit_map (op, 0, op->attacktype, 0);
721 750
722 /* Check to see if we should push anything. 751 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 752 * Spell objects with weight push whatever they encounter to some
724 * degree. 753 * degree.
725 */ 754 */
755 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 756 check_spell_knockback (op);
727 757
728 if (was_destroyed (op, tag)) 758 if (op->destroyed ())
759 return;
760
761 if ((op->duration--) < 0)
762 {
763 op->destroy ();
729 return; 764 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 765 }
736 /* Object has hit maximum range, so don't have it move 766 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 767 * any further. When the duration above expires,
738 * then the object will get removed. 768 * then the object will get removed.
739 */ 769 */
740 if (--op->range < 0) { 770 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 771 {
772 op->range = 0; /* just so it doesn't wrap */
773 return;
774 }
744 775
745 for(i= -1;i<2;i++) { 776 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 777 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 779
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 781 {
751 copy_object(op, tmp); 782 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 783
755 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
756 785
757 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 788
760 if (tmp->other_arch) cone_drop(tmp); 789 op->map->insert (tmp, x, y, op);
761 } 790
791 if (tmp->other_arch)
792 cone_drop (tmp);
793 }
762 } 794 }
763} 795}
764 796
765/* cast_cone: casts a cone spell. 797/* cast_cone: casts a cone spell.
766 * op: person firing the object. 798 * op: person firing the object.
768 * dir: direction to fire in. 800 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 801 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 802 * to fire.
771 * returns 0 on failure, 1 on success. 803 * returns 0 on failure, 1 on success.
772 */ 804 */
805int
773int cast_cone(object *op, object *caster,int dir, object *spell) 806cast_cone (object *op, object *caster, int dir, object *spell)
774{ 807{
775 object *tmp; 808 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 809 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 810 maptile *m;
778 sint16 sx, sy; 811 sint16 sx, sy;
779 MoveType movetype; 812 MoveType movetype;
780 813
781 if (!spell->other_arch) return 0; 814 if (!spell->other_arch)
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; 815 return 0;
816
817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
820 return 0;
821 }
789 822
790 if(!dir) { 823 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 824 {
825 range_min = 0;
826 range_max = 8;
827 }
794 828
795 /* Need to know what the movetype of the object we are about 829 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 830 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 831 * insert it into is blocked.
798 */ 832 */
799 movetype = spell->other_arch->clone.move_type; 833 movetype = spell->other_arch->clone.move_type;
800 834
801 for(i=range_min;i<=range_max;i++) { 835 for (i = range_min; i <= range_max; i++)
836 {
802 sint16 x,y, d; 837 sint16 x, y, d;
803 838
804 /* We can't use absdir here, because it never returns 839 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 840 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 841 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 842 * to hit that person.
808 */ 843 */
809 d = dir + i; 844 d = dir + i;
810 while (d < 0) d+=8; 845 while (d < 0)
811 while (d > 8) d-=8; 846 d += 8;
847 while (d > 8)
848 d -= 8;
812 849
813 /* If it's not a rune, we don't want to blast the caster. 850 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 851 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 852 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 853 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 854 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 855 * for the rune code.
819 */ 856 */
820 if (caster->type != RUNE && d==0) { 857 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 858 {
822 else continue; 859 if (dir != 0)
823 } 860 d = 8;
861 else
862 continue;
863 }
824 864
825 x = op->x+freearr_x[d]; 865 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 866 y = op->y + freearr_y[d];
827 867
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 868 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 869 continue;
830 870
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 872 continue;
833 873
834 success=1; 874 success = 1;
835 tmp=arch_to_object(spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 876 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 879 tmp->attacktype = spell->attacktype;
842 880
843 /* holy word stuff */ 881 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 883 if (!tailor_god_spell (tmp, op))
846 } 884 return 0;
847 885
848 if(dir) 886 if (dir)
849 tmp->stats.sp=dir; 887 tmp->stats.sp = dir;
850 else 888 else
851 tmp->stats.sp=i; 889 tmp->stats.sp = i;
852 890
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 891 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 892
855 /* If casting it in all directions, it doesn't go as far */ 893 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 894 if (dir == 0)
895 {
857 tmp->range /= 4; 896 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 897 if (tmp->range < 2 && spell->range >= 2)
859 } 898 tmp->range = 2;
899 }
900
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 901 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 902 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 903
863 /* Special bonus for fear attacks */ 904 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 905 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 906 {
866 else 907 if (caster->type == PLAYER)
908 tmp->duration += fear_bonus[caster->stats.Cha];
909 else
867 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
868 } 911 }
912
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 913 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 914 {
871 else 915 if (caster->type == PLAYER)
916 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
917 else
872 tmp->duration += caster->level/3; 918 tmp->duration += caster->level / 3;
873 } 919 }
874 920
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 923
880 if (!tmp->move_on && tmp->stats.dam) { 924 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 926
927 m->insert (tmp, sx, sy, op);
928
887 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 930 * a single space too many times.
889 */ 931 */
890 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
891 933
892 if(tmp->other_arch) cone_drop(tmp); 934 if (tmp->other_arch)
935 cone_drop (tmp);
893 } 936 }
937
894 return success; 938 return success;
895} 939}
896 940
897/**************************************************************************** 941/****************************************************************************
898 * 942 *
899 * BOMB related code 943 * BOMB related code
902 946
903 947
904/* This handles an exploding bomb. 948/* This handles an exploding bomb.
905 * op is the original bomb object. 949 * op is the original bomb object.
906 */ 950 */
951void
907void animate_bomb(object *op) { 952animate_bomb (object *op)
953{
908 int i; 954 int i;
909 object *env, *tmp; 955 object *env, *tmp;
910 archetype *at;
911 956
912 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 958 return;
914 959
915 env = object_get_env_recursive(op); 960 env = object_get_env_recursive (op);
916 961
917 if (op->env) { 962 if (op->env)
963 {
918 if (env->map == NULL) 964 if (env->map == NULL)
919 return; 965 return;
920 966
921 if (env->type == PLAYER) 967 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 968 esrv_del_item (env->contr, op->count);
923 969
924 remove_ob(op); 970 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 971 return;
926 op->y = env->y; 972 }
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 973
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978 {
979 op->destroy ();
928 return; 980 return;
929 } 981 }
930 982
931 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 985 * so just set up the appropriate values.
934 */ 986 */
935 at = find_archetype(SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 988 {
937 for(i=1;i<9;i++) { 989 for (i = 1; i < 9; i++)
990 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 992 continue;
993
940 tmp = arch_to_object(at); 994 tmp = arch_to_object (at);
941 tmp->direction = i; 995 tmp->direction = i;
942 tmp->range = op->range; 996 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 998 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1000 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 1001 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1002 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 1003
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1005 SET_ANIMATION (tmp, i);
1006
1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 move_bullet (tmp);
1009 }
950 } 1010 }
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 1011
960 explode_bullet(op); 1012 explode_bullet (op);
961} 1013}
962 1014
1015int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1016create_bomb (object *op, object *caster, int dir, object *spell)
1017{
964 1018
965 object *tmp; 1019 object *tmp;
966 int mflags; 1020 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1022 maptile *m;
969 1023
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1024 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)) { 1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1028 return 0;
974 } 1029 }
975 tmp=arch_to_object(spell->other_arch); 1030 tmp = arch_to_object (spell->other_arch);
976 1031
977 /* level dependencies for bomb */ 1032 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
982 1037
983 set_owner(tmp,op); 1038 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1040
986 tmp->y=dy; 1041 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1042 return 1;
989} 1043}
990 1044
991/**************************************************************************** 1045/****************************************************************************
992 * 1046 *
993 * smite related spell code. 1047 * smite related spell code.
1001 * dir is the direction to look in. 1055 * dir is the direction to look in.
1002 * range is how far out to look. 1056 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1058 * this info is used for blocked magic/unholy spaces.
1005 */ 1059 */
1006 1060
1061object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1062get_pointed_target (object *op, int dir, int range, int type)
1063{
1008 object *target; 1064 object *target;
1009 sint16 x,y; 1065 sint16 x, y;
1010 int dist, mflags; 1066 int dist, mflags;
1011 mapstruct *mp; 1067 maptile *mp;
1012 1068
1013 if (dir==0) return NULL; 1069 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; 1070 return NULL;
1071
1072 for (dist = 1; dist < range; dist++)
1073 {
1074 x = op->x + freearr_x[dir] * dist;
1075 y = op->y + freearr_y[dir] * dist;
1076 mp = op->map;
1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078
1079 if (mflags & P_OUT_OF_MAP)
1080 return NULL;
1081 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082 return NULL;
1083 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL;
1087
1088 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 {
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target;
1095 }
1096 }
1097 }
1098 }
1099 return NULL;
1035} 1100}
1036 1101
1037 1102
1038/* cast_smite_arch() - the priest points to a creature and causes 1103/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1104 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1107 * caster = object casting the spell.
1043 * dir = direction being cast 1108 * dir = direction being cast
1044 * spell = spell object 1109 * spell = spell object
1045 */ 1110 */
1046 1111
1112int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1113cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{
1048 object *effect, *target; 1115 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1116 object *god = find_god (determine_god (op));
1050 int range; 1117 int range;
1051 1118
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1119 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1120 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1121
1055 /* Bunch of conditions for casting this spell. Note that only 1122 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1123 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1124 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1125 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1126 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1127 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1128 * can't be friendly to your god.
1062 */ 1129 */
1063 1130
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1132 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1134 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1136 return 0;
1070 } 1137 }
1071 1138
1072 if (spell->other_arch) 1139 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1140 effect = arch_to_object (spell->other_arch);
1074 else 1141 else
1075 return 0; 1142 return 0;
1076 1143
1077 /* tailor the effect by priest level and worshipped God */ 1144 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1145 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1146 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 {
1081 if(tailor_god_spell(effect,op)) 1149 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1150 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 { 1151 else
1152 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1154 return 0;
1087 } 1155 }
1088 } 1156 }
1089 1157
1090 /* size of the area of destruction */ 1158 /* size of the area of destruction */
1091 effect->range=spell->range + 1159 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1160 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1161
1096 if (effect->attacktype & AT_DEATH) { 1162 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1163 {
1098 SP_level_dam_adjust(caster,spell); 1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1165
1100 /* casting death spells at undead isn't a good thing */ 1166 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1167 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1169 if (random_roll (0, 2, op, PREFER_LOW))
1170 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1172 effect->x = op->x;
1105 effect->y=op->y; 1173 effect->y = op->y;
1106 } else { 1174 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1175 else
1108 query_name(target)); 1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1178 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1179 effect->destroy ();
1111 return 0; 1180 return 0;
1181 }
1182 }
1112 } 1183 }
1113 } 1184 else
1114 } else { 1185 {
1115 /* how much woe to inflict :) */ 1186 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1187 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1188 }
1119 1189
1120 set_owner(effect,op); 1190 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1122 1192
1123 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1194 effect->insert_at (target, op);
1125 effect->y=target->y; 1195
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1196 return 1;
1129} 1197}
1130 1198
1131 1199
1132/**************************************************************************** 1200/****************************************************************************
1133 * 1201 *
1135 * note that the fire_bullet is used to fire the missile. The 1203 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1204 * code here is just to move the missile.
1137 ****************************************************************************/ 1205 ****************************************************************************/
1138 1206
1139/* op is a missile that needs to be moved */ 1207/* op is a missile that needs to be moved */
1208void
1140void move_missile(object *op) { 1209move_missile (object *op)
1210{
1141 int i, mflags; 1211 int i, mflags;
1142 object *owner; 1212 object *owner;
1143 sint16 new_x, new_y; 1213 sint16 new_x, new_y;
1144 mapstruct *m; 1214 maptile *m;
1145 1215
1146 if (op->range-- <=0) { 1216 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1217 {
1218 op->destroy ();
1219 return;
1220 }
1151 1221
1152 owner = get_owner(op); 1222 owner = op->owner;
1153#if 0 1223#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1224 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1225 * monster that are then killed would continue to survive
1156 */ 1226 */
1157 if (owner == NULL) { 1227 if (owner == NULL)
1158 remove_ob(op); 1228 {
1159 free_object(op); 1229 op->destroy ();
1160 return; 1230 return;
1161 } 1231 }
1162#endif 1232#endif
1163 1233
1164 new_x = op->x + DIRX(op); 1234 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1235 new_y = op->y + DIRY (op);
1166 1236
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1238
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)))) { 1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1240 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1241 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1242 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1243 * we need to remove it if someone hasn't already done so.
1175 */ 1244 */
1176 if ( ! was_destroyed (op, tag)) { 1245 if (!op->destroyed ())
1177 remove_ob (op); 1246 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1247
1183 remove_ob(op); 1248 return;
1249 }
1250
1251 op->remove ();
1252
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1254 {
1188 op->x = new_x; 1255 op->destroy ();
1189 op->y = new_y; 1256 return;
1190 op->map = m; 1257 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1258
1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1260 if (i > 0 && i != op->direction)
1261 {
1193 op->direction=i; 1262 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1195 } 1264 }
1196 insert_ob_in_map(op,op->map,op,0); 1265
1266 m->insert (op, new_x, new_y, op);
1197} 1267}
1198 1268
1199/**************************************************************************** 1269/****************************************************************************
1200 * Destruction 1270 * Destruction
1201 ****************************************************************************/ 1271 ****************************************************************************/
1272
1202/* make_object_glow() - currently only makes living objects glow. 1273/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1274 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1275 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1276 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1277 * give them the capability to have an inventory. b.t.
1207 */ 1278 */
1208 1279
1280int
1209int make_object_glow(object *op, int radius, int time) { 1281make_object_glow (object *op, int radius, int time)
1282{
1210 object *tmp; 1283 object *tmp;
1211 1284
1212 /* some things are unaffected... */ 1285 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1286 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1287 return 0;
1215 1288
1216 tmp=get_archetype(FORCE_NAME); 1289 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1290 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1291 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1292 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1293 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1295 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1296
1224 tmp->x=op->x; 1297 tmp->x = op->x;
1225 tmp->y=op->y; 1298 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1301 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1302 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1303 op->glow_radius = tmp->glow_radius;
1230 1304
1231 if(!tmp->env||op!=tmp->env) { 1305 if (!tmp->env || op != tmp->env)
1306 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1308 return 0;
1234 return 0;
1235 } 1309 }
1236 return 1; 1310 return 1;
1237} 1311}
1238 1312
1239 1313
1240
1241 1314
1315
1316int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1317cast_destruction (object *op, object *caster, object *spell_ob)
1318{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1319 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1320 sint16 sx, sy;
1245 mapstruct *m; 1321 maptile *m;
1246 object *tmp; 1322 object *tmp;
1247 const char *skill; 1323 const char *skill;
1248 1324
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1253 1330
1254 /* destruction doesn't use another spell object, so we need 1331 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1332 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1333 * 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 1334 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1335 * the full share string/free_string route.
1259 */ 1336 */
1260 skill = op->skill; 1337 skill = op->skill;
1338 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1339 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1263 else op->skill = NULL; 1343 op->skill = NULL;
1264 1344
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1345 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1346
1267 for(i= -range; i<range; i++) { 1347 for (i = -range; i < range; i++)
1348 {
1268 for(j=-range; j<range ; j++) { 1349 for (j = -range; j < range; j++)
1350 {
1269 m = op->map; 1351 m = op->map;
1270 sx = op->x + i; 1352 sx = op->x + i;
1271 sy = op->y + j; 1353 sy = op->y + j;
1354
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1274 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1363 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1364
1365 if (tmp)
1366 {
1367 if (tmp->head)
1368 tmp = tmp->head;
1369
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1376 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1378 }
1288 tmp->y = sy; 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1380 {
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) { 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1383 }
1297 effect->y = sy; 1384 }
1298 insert_ob_in_map(effect, m, op, 0); 1385 }
1299 } 1386 }
1300 } 1387 }
1301 }
1302 }
1303 } 1388 }
1304 } 1389
1305 }
1306 op->skill = skill; 1390 op->skill = skill;
1307 return 1; 1391 return 1;
1308} 1392}
1309 1393
1310/*************************************************************************** 1394/***************************************************************************
1311 * 1395 *
1312 * CURSE 1396 * CURSE
1313 * 1397 *
1314 ***************************************************************************/ 1398 ***************************************************************************/
1315 1399
1400int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1401cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{
1317 object *god = find_god(determine_god(op)); 1403 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1404 object *tmp, *force;
1319 1405
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1406 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1407 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1408 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0;
1411 }
1327 1412
1328 /* If we've already got a force of this type, don't add a new one. */ 1413 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1414 for (force = tmp->inv; force != NULL; force = force->below)
1415 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 {
1331 if (force->name == spell_ob->name) { 1418 if (force->name == spell_ob->name)
1332 break; 1419 {
1333 } 1420 break;
1421 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1422 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1423 {
1336 "You can not cast %s while %s is in effect", 1424 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1425 return 0;
1338 return 0; 1426 }
1427 }
1339 } 1428 }
1340 }
1341 }
1342 1429
1343 if(force==NULL) { 1430 if (force == NULL)
1431 {
1344 force=get_archetype(FORCE_NAME); 1432 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1433 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1434 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1435 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 { 1436 else
1437 force->name = spell_ob->name;
1438
1439 force->name_pl = spell_ob->name;
1440
1441 }
1442 else
1443 {
1355 int duration; 1444 int duration;
1356 1445
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1446 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1447 if (duration > force->duration)
1448 {
1359 force->duration = duration; 1449 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1451 }
1452 else
1453 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1455 }
1364 return 1; 1456 return 1;
1365 } 1457 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1459 force->speed = 1.0;
1368 force->speed_left = -1.0; 1460 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1461 SET_FLAG (force, FLAG_APPLIED);
1370 1462
1371 if(god) { 1463 if (god)
1464 {
1372 if (spell_ob->last_grace) 1465 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1466 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1467 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1468 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1469 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1470 }
1378 } else 1471 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1473
1381 1474
1382 if(tmp!=op && op->type==PLAYER) 1475 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1477
1385 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1387 1480
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1482 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1483 tmp->update_stats ();
1391 return 1; 1484 return 1;
1392 1485
1393} 1486}
1394
1395 1487
1396/********************************************************************** 1488/**********************************************************************
1397 * mood change 1489 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1490 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1491 * effects monsters, it seems best to put it into this file
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
1429 for (x = op->x - range; x <= op->x + range; x++) 1526 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1527 for (y = op->y - range; y <= op->y + range; y++)
1431 1528 {
1432 done_one=0; 1529 done_one = 0;
1433 m = op->map; 1530 m = op->map;
1434 nx = x; 1531 nx = x;
1435 ny = y; 1532 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1534 if (mflags & P_OUT_OF_MAP)
1535 continue;
1438 1536
1439 /* If there is nothing living on this space, no need to go further */ 1537 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1538 if (!(mflags & P_IS_ALIVE))
1539 continue;
1441 1540
1541 // players can only affect spaces that they can actually see
1542 if (caster && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70)
1544 continue;
1545
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1547 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1548 break;
1444 1549
1445 /* There can be living objects that are not monsters */ 1550 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1551 if (!tmp || tmp->type == PLAYER)
1552 continue;
1447 1553
1448 /* Only the head has meaningful data, so resolve to that */ 1554 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1555 if (tmp->head)
1450 else head=tmp; 1556 head = tmp->head;
1557 else
1558 head = tmp;
1451 1559
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1560 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1561 if (race && head->race && !strstr (race, head->race))
1562 continue;
1563
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1565 continue;
1455 1566
1456 /* Now do a bunch of stuff related to saving throws */ 1567 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1568 best_at = -1;
1458 if (spell->attacktype) { 1569 if (spell->attacktype)
1570 {
1459 for (at=0; at < NROFATTACKS; at++) 1571 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1572 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1573 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1574 best_at = at;
1462 1575
1463 if (best_at == -1) at=0; 1576 if (best_at == -1)
1577 at = 0;
1464 else { 1578 else
1579 {
1465 if (head->resist[best_at] == 100) continue; 1580 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1581 continue;
1467 } 1582 else
1583 at = head->resist[best_at] / 5;
1584 }
1468 at -= level / 5; 1585 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1586 if (did_make_save (head, head->level, at))
1470 } 1587 continue;
1588 }
1471 else /* spell->attacktype */ 1589 else /* spell->attacktype */
1472 /* 1590 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1592 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1594
1477 The chance will then be in the range [20-70] percent, not too bad. 1595 The chance will then be in the range [20-70] percent, not too bad.
1478 1596
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1598 charm a level 125 monster...
1481 1599
1482 Ryo, august 14th 1600 Ryo, august 14th
1483 */ 1601 */
1484 { 1602 {
1485 if ( head->level > level ) continue; 1603 if (head->level > level)
1604 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1606 /* Failed, no effect */
1488 continue; 1607 continue;
1489 } 1608 }
1490 1609
1491 /* Done with saving throw. Now start effecting the monster */ 1610 /* Done with saving throw. Now start affecting the monster */
1492 1611
1493 /* aggravation */ 1612 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1613 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1615 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1617 remove_friendly_object (head);
1498 1618
1499 done_one = 1; 1619 done_one = 1;
1500 head->enemy = op; 1620 head->enemy = op;
1501 } 1621 }
1502 1622
1503 /* calm monsters */ 1623 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1624 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1625 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1626 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1627 head->enemy = NULL;
1507 done_one = 1; 1628 done_one = 1;
1508 } 1629 }
1509 1630
1510 /* berserk monsters */ 1631 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1633 {
1512 SET_FLAG(head, FLAG_BERSERK); 1634 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1635 done_one = 1;
1514 } 1636 }
1637
1515 /* charm */ 1638 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1640 {
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1641 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1642 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1644 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1645 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1646 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1647 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1648 head->attack_movement = PETMOVE;
1526 done_one = 1; 1649 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1650 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1651 head->stats.exp = 0;
1529 } 1652 }
1530 1653
1531 /* If a monster was effected, put an effect in */ 1654 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1655 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1656 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1657 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1658
1540 return 1; 1659 return 1;
1541} 1660}
1542 1661
1543 1662
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1663/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1664 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1665 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1666 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1667 * note that duration is handled by process_object() in time.c
1549 */ 1668 */
1550 1669
1670void
1551void move_ball_spell(object *op) { 1671move_ball_spell (object *op)
1672{
1552 int i,j,dam_save,dir, mflags; 1673 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1674 sint16 nx, ny, hx, hy;
1554 object *owner; 1675 object *owner;
1555 mapstruct *m; 1676 maptile *m;
1556 1677
1557 owner = get_owner(op); 1678 owner = op->owner;
1558 1679
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1680 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1681 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1682 * 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 1683 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1684 * deviations.
1564 */ 1685 */
1565 1686
1566 dir = 0; 1687 dir = 0;
1567 if(!(rndm(0, 3))) 1688 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1689 j = rndm (0, 1);
1569 else j=0; 1690 else
1691 j = 0;
1570 1692
1571 for(i = 1; i < 9; i++) { 1693 for (i = 1; i < 9; i++)
1694 {
1572 /* i bit 0: alters sign of offset 1695 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1696 * other bits (i / 2): absolute value of offset
1574 */ 1697 */
1575 1698
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1699 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1700 int tmpdir = absdir (op->direction + offset);
1578 1701
1579 nx = op->x + freearr_x[tmpdir]; 1702 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1703 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1704 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1705 {
1583 dir = tmpdir; 1706 dir = tmpdir;
1584 break; 1707 break;
1585 } 1708 }
1586 } 1709 }
1587 if (dir == 0) { 1710 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1711 {
1712 nx = op->x;
1713 ny = op->y;
1714 m = op->map;
1715 }
1592 1716
1593 remove_ob(op); 1717 m->insert (op, nx, ny, op);
1594 op->y=ny; 1718
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 1719 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1720 surrounding squares */
1600 1721
1601 /* loop over current square and neighbors to hit. 1722 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1723 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1724 * the surround spaces.
1604 */ 1725 */
1605 for(j=0;j<9;j++) { 1726 for (j = 0; j < 9; j++)
1727 {
1606 object *new_ob; 1728 object *new_ob;
1607 1729
1608 hx = nx+freearr_x[j]; 1730 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1731 hy = ny + freearr_y[j];
1610 1732
1611 m = op->map; 1733 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1735
1614 if (mflags & P_OUT_OF_MAP) continue; 1736 if (mflags & P_OUT_OF_MAP)
1737 continue;
1615 1738
1616 /* first, don't ever, ever hit the owner. Don't hit out 1739 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1740 * of the map either.
1618 */ 1741 */
1619 1742
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1743 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1744 {
1745 if (j)
1746 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1747 hit_map (op, j, op->attacktype, 1);
1623 1748
1624 } 1749 }
1625 1750
1626 /* insert the other arch */ 1751 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1752 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1753 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 } 1754 }
1634 1755
1635 /* restore to the center location and damage*/ 1756 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1757 op->stats.dam = dam_save;
1637 1758
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1759 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1760
1640 if(i>=0) { /* we have a preferred direction! */ 1761 if (i >= 0)
1762 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1763 /* 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 || 1764 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))) { 1765 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1766 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1767
1646 op->direction=i; 1768 op->direction = i;
1647 } 1769 }
1648} 1770}
1649 1771
1650 1772
1651/* move_swarm_spell: peterm 1773/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1776 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1777 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1778 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1779 */
1658 1780
1781void
1659void move_swarm_spell(object *op) 1782move_swarm_spell (object *op)
1660{ 1783{
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 1784#if 0
1683 // this is bogus: it causes wrong places to be checked below 1785 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1786 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1788 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1789 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 1790#endif
1791 int basedir;
1792 object *owner;
1730 1793
1794 owner = op->owner;
1795 if (op->duration == 0 || owner == NULL)
1796 {
1797 op->destroy ();
1798 return;
1799 }
1800
1801 op->duration--;
1802
1803 basedir = op->direction;
1804 if (basedir == 0)
1805 {
1806 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8);
1808 }
1809
1810#if 0
1811 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space.
1815 // should be fixed later, but correctness before featurs...
1816 // (schmorp)
1817
1818 /* new offset calculation to make swarm element distribution
1819 * more uniform
1820 */
1821 if (op->duration)
1822 {
1823 if (basedir & 1)
1824 {
1825 adjustdir = cardinal_adjust[rndm (0, 8)];
1826 }
1827 else
1828 {
1829 adjustdir = diagonal_adjust[rndm (0, 9)];
1830 }
1831 }
1832 else
1833 {
1834 adjustdir = 0; /* fire the last one from forward. */
1835 }
1836
1837 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1838 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1839
1840 /* back up one space so we can hit point-blank targets, but this
1841 * necessitates extra out_of_map check below
1842 */
1843 origin_x = target_x - freearr_x[basedir];
1844 origin_y = target_y - freearr_y[basedir];
1845
1846
1731 /* spell pointer is set up for the spell this casts. Since this 1847 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1848 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1849 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1850 * do some sanity checking anyways.
1735 */ 1851 */
1852
1853 if (op->spell && op->spell->type == SPELL &&
1854 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1855 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1856 {
1857
1858 /* Bullet spells have a bunch more customization that needs to be done */
1859 if (op->spell->subtype == SP_BULLET)
1860 fire_bullet (owner, op, basedir, op->spell);
1861 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1862 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1863 }
1864#endif
1865
1866 /* spell pointer is set up for the spell this casts. Since this
1867 * should just be a pointer to the spell in some inventory,
1868 * it is unlikely to disappear by the time we need it. However,
1869 * do some sanity checking anyways.
1870 */
1871
1737 if (op->spell && op->spell->type == SPELL) 1872 if (op->spell && op->spell->type == SPELL)
1738 { 1873 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1874 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1875 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1876 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1877 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1878 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1879 }
1745} 1880}
1746 1881
1747 1882
1748 1883
1749 1884
1757 * dir: the direction everything will be fired in 1892 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1893 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1894 * n: the number to be fired.
1760 */ 1895 */
1761 1896
1897int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1898fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1899{
1764 object *tmp; 1900 object *tmp;
1765 int i; 1901 int i;
1766 1902
1767 if (!spell->other_arch) return 0; 1903 if (!spell->other_arch)
1904 return 0;
1768 1905
1769 tmp=get_archetype(SWARM_SPELL); 1906 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.*/ 1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1908 set_spell_skill (op, caster, spell, tmp);
1774 1909
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1911 tmp->spell = arch_to_object (spell->other_arch);
1777 1912
1778 tmp->attacktype = tmp->spell->attacktype; 1913 tmp->attacktype = tmp->spell->attacktype;
1779 1914
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1916 if (!tailor_god_spell (tmp, op))
1782 return 1; 1917 return 1;
1783 } 1918
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1919 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1920 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1922
1788 tmp->direction=dir; 1923 tmp->direction = dir;
1789 tmp->invisible=1; 1924 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1925
1926 tmp->insert_at (op, op);
1791 return 1; 1927 return 1;
1792} 1928}
1793 1929
1794 1930
1795/* See the spells documentation file for why this is its own 1931/* See the spells documentation file for why this is its own
1796 * function. 1932 * function.
1797 */ 1933 */
1934int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1935cast_light (object *op, object *caster, object *spell, int dir)
1936{
1799 object *target=NULL,*tmp=NULL; 1937 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1938 sint16 x, y;
1801 int dam, mflags; 1939 int dam, mflags;
1802 mapstruct *m; 1940 maptile *m;
1803 1941
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1942 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1943
1806 if(!dir) { 1944 if (!dir)
1945 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1946 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1947 return 0;
1809 } 1948 }
1810 1949
1811 x=op->x+freearr_x[dir]; 1950 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1951 y = op->y + freearr_y[dir];
1813 m = op->map; 1952 m = op->map;
1814 1953
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1954 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1955
1817 if (mflags & P_OUT_OF_MAP) { 1956 if (mflags & P_OUT_OF_MAP)
1957 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1959 return 0;
1820 } 1960 }
1821 1961
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1962 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1963 {
1964 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1965 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1967 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1968 if (target->head)
1969 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1970 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1971 return 1; /* one success only! */
1972 }
1829 } 1973 }
1830 }
1831 1974
1832 /* no live target, perhaps a wall is in the way? */ 1975 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1976 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1977 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1979 return 0;
1836 } 1980 }
1837 1981
1838 /* ok, looks groovy to just insert a new light on the map */ 1982 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1983 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1984 if (!tmp)
1985 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1986 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1987 return 0;
1843 } 1988 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1989 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1990 if (tmp->glow_radius)
1991 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1992 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; 1993 if (tmp->glow_radius > MAX_LIGHT_RADII)
1994 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1995 }
1849 tmp->x=x; 1996
1850 tmp->y=y; 1997 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1998 return 1;
1853} 1999}
1854 2000
1855 2001
1856 2002
1857 2003
1860 * op is the player/monster, caster is the object, dir is the direction 2006 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2007 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2008 * perhaps this should actually be in disease.c?
1863 */ 2009 */
1864 2010
2011int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2012cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{
1866 sint16 x,y; 2014 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2015 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2016 object *walk;
1869 mapstruct *m; 2017 maptile *m;
1870 2018
1871 x = op->x; 2019 x = op->x;
1872 y = op->y; 2020 y = op->y;
1873 2021
1874 /* If casting from a scroll, no direction will be available, so refer to the 2022 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2023 * direction the player is pointing.
1876 */ 2024 */
2025 if (!dir)
1877 if (!dir) dir=op->facing; 2026 dir = op->facing;
2027 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2028 return 0; /* won't find anything if casting on ourself, so just return */
1879 2029
1880 /* Calculate these once here */ 2030 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2031 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2032 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2033 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2034
1885 /* search in a line for a victim */ 2035 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2036 for (i = 1; i < range; i++)
2037 {
1887 x = op->x + i * freearr_x[dir]; 2038 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2039 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2040 m = op->map;
1890 2041
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2042 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2043
1893 if (mflags & P_OUT_OF_MAP) return 0; 2044 if (mflags & P_OUT_OF_MAP)
2045 return 0;
1894 2046
1895 /* don't go through walls - presume diseases are airborne */ 2047 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2048 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2049 return 0;
1897 2050
1898 /* Only bother looking on this space if there is something living here */ 2051 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2052 if (mflags & P_IS_ALIVE)
2053 {
1900 /* search this square for a victim */ 2054 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2055 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2056 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2057 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2058 object *disease = arch_to_object (spell->other_arch);
1904 2059
1905 set_owner(disease,op); 2060 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2061 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2062 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2063 disease->level = caster_level (caster, spell);
1909 2064
1910 /* do level adjustments */ 2065 /* do level adjustments */
1911 if(disease->stats.wc) 2066 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2067 disease->stats.wc += dur_mod / 2;
1913 2068
1914 if(disease->magic> 0) 2069 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2070 disease->magic += dur_mod / 4;
1916 2071
1917 if(disease->stats.maxhp>0) 2072 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2073 disease->stats.maxhp += dur_mod;
1919 2074
1920 if(disease->stats.maxgrace>0) 2075 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2076 disease->stats.maxgrace += dur_mod;
1922 2077
1923 if(disease->stats.dam) { 2078 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2079 {
1925 disease->stats.dam += dam_mod; 2080 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2081 disease->stats.dam += dam_mod;
1927 } 2082 else
2083 disease->stats.dam -= dam_mod;
2084 }
1928 2085
1929 if(disease->last_sp) { 2086 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2087 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2088 disease->last_sp -= 2 * dam_mod;
1932 } 2089 if (disease->last_sp < 1)
2090 disease->last_sp = 1;
2091 }
1933 2092
1934 if(disease->stats.maxsp) { 2093 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2094 {
1936 disease->stats.maxsp += dam_mod; 2095 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2096 disease->stats.maxsp += dam_mod;
1938 } 2097 else
1939 2098 disease->stats.maxsp -= dam_mod;
2099 }
2100
1940 if(disease->stats.ac) 2101 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2102 disease->stats.ac += dam_mod;
1942 2103
1943 if(disease->last_eat) 2104 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2105 disease->last_eat -= dam_mod;
1945 2106
1946 if(disease->stats.hp) 2107 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2108 disease->stats.hp -= dam_mod;
1948 2109
1949 if(disease->stats.sp) 2110 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2111 disease->stats.sp -= dam_mod;
1951 2112
1952 if(infect_object(walk,disease,1)) { 2113 if (infect_object (walk, disease, 1))
2114 {
1953 object *flash; /* visual effect for inflicting disease */ 2115 object *flash; /* visual effect for inflicting disease */
1954 2116
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2118
1957 free_object(disease); /* don't need this one anymore */ 2119 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1959 flash->x = x; 2121 return 1;
1960 flash->y = y; 2122 }
1961 flash->map = walk->map; 2123
1962 insert_ob_in_map(flash,walk->map,op,0); 2124 disease->destroy ();
1963 return 1; 2125 }
1964 } 2126 } /* if living creature */
1965 free_object(disease); 2127 } /* for range of spaces */
1966 } 2128
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2129 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2130 return 1;
1971} 2131}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines