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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
166{
167 object *tmp; 167 object *tmp;
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 181 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 182
250 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324 341
325 342
326 343
327/*************************************************************************** 344/***************************************************************************
332 349
333/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 352 * At least that is what I think this does.
336 */ 353 */
354void
337void explosion(object *op) { 355explosion (object *op)
338 object *tmp; 356{
339 mapstruct *m=op->map; 357 maptile *m = op->map;
340 int i; 358 int i;
341 359
342 if(--(op->duration)<0) { 360 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 361 {
362 op->destroy ();
363 return;
364 }
365
347 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
348 367
349 if(op->range>0) { 368 if (op->range > 0)
350 for(i=1;i<9;i++) { 369 {
370 for (i = 1; i < 9; i++)
371 {
351 sint16 dx,dy; 372 sint16 dx, dy;
352 373
353 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
355 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 378 * out of map, etc.
357 */ 379 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 381 {
360 copy_object(op,tmp); 382 object *tmp = op->clone ();
361 tmp->state=0; 383
362 tmp->speed_left= -0.21; 384 tmp->state = 0;
363 tmp->range--; 385 tmp->speed_left = -0.21;
364 tmp->value=0; 386 tmp->range--;
365 tmp->x=dx; 387 tmp->value = 0;
366 tmp->y=dy; 388
367 insert_ob_in_map(tmp,m,op,0); 389 m->insert (tmp, dx, dy, op);
368 } 390 }
369 } 391 }
370 } 392 }
371} 393}
372 394
373 395
374/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
376 * explode. 398 * explode.
377 */ 399 */
400void
378void explode_bullet(object *op) 401explode_bullet (object *op)
379{ 402{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 403 object *tmp, *owner;
382 404
383 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 408 op->destroy ();
386 free_object (op); 409 return;
387 return;
388 } 410 }
389 411
390 if (op->env) { 412 if (op->env)
391 object *env; 413 {
392
393 env = object_get_env_recursive(op); 414 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 418 op->destroy ();
397 free_object (op);
398 return; 419 return;
399 } 420 }
400 remove_ob (op); 421
401 op->x = env->x; 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 423 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 424 else if (out_of_map (op->map, op->x, op->y))
425 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 427 op->destroy ();
407 free_object (op); 428 return;
408 return; 429 }
430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 435 {
436 op->destroy ();
437 return;
438 }
410 439
411 if (op->attacktype) { 440 if (op->attacktype)
441 {
412 hit_map (op, 0, op->attacktype, 1); 442 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 443 if (op->destroyed ())
414 return; 444 return;
415 } 445 }
416 446
417 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
419 449
420 copy_owner (tmp, op); 450 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 452
424 owner = get_owner(op); 453 owner = op->owner;
454
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 456 {
431 tmp->x = op->x; 457 op->destroy ();
432 tmp->y = op->y; 458 return;
459 }
433 460
434 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
436 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 465 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 467 tmp->duration = op->duration;
440 } else { 468 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
442 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 479 * the count of the parent should work fine.
448 */ 480 */
449 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
450 } 482 }
451 483
452 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
455 487
456 /* Prevent recursion */ 488 /* Prevent recursion */
457 op->move_on = 0; 489 op->move_on = 0;
458 490
459 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
460 /* remove the firebullet */ 492 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
462 remove_ob (op);
463 free_object (op);
464 }
465} 494}
466
467
468 495
469/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
471 */ 498 */
472 499void
473void check_bullet(object *op) 500check_bullet (object *op)
474{ 501{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 502 object *tmp;
477 int dam, mflags; 503 int dam, mflags;
478 mapstruct *m; 504 maptile *m;
479 sint16 sx, sy; 505 sint16 sx, sy;
480 506
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 508
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 510 return;
485 511
486 if (op->other_arch) { 512 if (op->other_arch)
513 {
487 /* explode object will also remove op */ 514 /* explode object will also remove op */
488 explode_bullet (op); 515 explode_bullet (op);
489 return; 516 return;
490 } 517 }
491 518
492 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
494 522
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 524 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 526 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 529 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 531 {
505 free_object(op); 532 op->destroy ();
506 return; 533 return;
507 } 534 }
508 } 535 }
509 } 536 }
510 } 537 }
511} 538}
512
513 539
514/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 541 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
518 */ 544 */
519 545void
520void move_bullet(object *op) 546move_bullet (object *op)
521{ 547{
522 sint16 new_x, new_y; 548 sint16 new_x, new_y;
523 int mflags; 549 int mflags;
524 mapstruct *m; 550 maptile *m;
525 551
526#if 0 552#if 0
527 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
528 554
529 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
532 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
534 return; 561 return;
535 } /* end addition. */ 562 } /* end addition. */
536#endif 563#endif
537 564
538 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
540 if (op->other_arch) { 568 if (op->other_arch)
541 explode_bullet (op); 569 explode_bullet (op);
542 } else { 570 else
543 remove_ob (op); 571 op->destroy ();
544 free_object (op); 572
545 }
546 return; 573 return;
547 } 574 }
548 575
549 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
551 m = op->map; 578 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 580
554 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 582 {
556 free_object (op); 583 op->destroy ();
557 return; 584 return;
558 } 585 }
559 586
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
561 if (op->other_arch) { 589 if (op->other_arch)
562 explode_bullet (op); 590 explode_bullet (op);
563 } else { 591 else
564 remove_ob (op); 592 op->destroy ();
565 free_object (op); 593
566 }
567 return; 594 return;
568 } 595 }
569 596
570 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return; 598 return;
575 599
576 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
577 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 603 update_turn_face (op);
579 } else { 604 }
605 else
580 check_bullet (op); 606 check_bullet (op);
581 }
582} 607}
583 608
584 609
585 610
586 611
591 * spob->attacktype. 616 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 617 * This function sets up the appropriate owner and skill
593 * pointers. 618 * pointers.
594 */ 619 */
595 620
621int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 622fire_bullet (object *op, object *caster, int dir, object *spob)
623{
597 object *tmp=NULL; 624 object *tmp = NULL;
598 int mflags; 625 int mflags;
599 626
600 if (!spob->other_arch) 627 if (!spob->other_arch)
601 return 0; 628 return 0;
602 629
603 tmp=arch_to_object(spob->other_arch); 630 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 631 if (tmp == NULL)
605 return 0; 632 return 0;
606 633
607 /* peterm: level dependency for bolts */ 634 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 636 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 637 if (spob->slaying)
638 tmp->slaying = spob->slaying;
611 639
612 tmp->range = 50; 640 tmp->range = 50;
613 641
614 /* Need to store duration/range for the ball to use */ 642 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 645 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 646
619 tmp->direction=dir; 647 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 649 SET_ANIMATION (tmp, dir);
622 650
623 set_owner(tmp,op); 651 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 652 set_spell_skill (op, caster, spob, tmp);
625 653
626 tmp->x=op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 656 tmp->map = op->map;
629 657
658 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 660 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 661 {
662 tmp->destroy ();
663 return 0;
664 }
665
666 tmp->map = newmap;
667
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
669 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 671 {
672 tmp->destroy ();
638 return 0; 673 return 0;
639 } 674 }
640 tmp->x=op->x; 675
641 tmp->y=op->y; 676 tmp->x = op->x;
677 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 678 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 679 tmp->map = op->map;
644 } 680 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 681
682 if ((tmp = tmp->insert_at (tmp, op)))
646 check_bullet (tmp); 683 check_bullet (tmp);
647 } 684
648 return 1; 685 return 1;
649} 686}
650 687
651 688
652 689
653 690
657 * 694 *
658 *****************************************************************************/ 695 *****************************************************************************/
659 696
660 697
661/* drops an object based on what is in the cone's "other_arch" */ 698/* drops an object based on what is in the cone's "other_arch" */
699void
662void cone_drop(object *op) { 700cone_drop (object *op)
701{
663 object *new_ob = arch_to_object(op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
664 703
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level; 704 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 705 new_ob->set_owner (op->owner);
669 706
670 /* preserve skill ownership */ 707 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 708 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill); 709 new_ob->skill = op->skill;
673 new_ob->skill = add_refcount(op->skill); 710
674 } 711 new_ob->insert_at (op, op);
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677} 712}
678 713
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 715
716void
681void move_cone(object *op) { 717move_cone (object *op)
718{
682 int i; 719 int i;
683 tag_t tag;
684 720
685 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 722 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 723 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0);
726 return;
727 }
693 728
694 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
731 {
696 hit_map(op,0,op->attacktype,0); 732 hit_map (op, 0, op->attacktype, 0);
697 return; 733 return;
698 } 734 }
699 735
700#if 0 736#if 0
701 /* Disable this - enabling it makes monsters easier, as 737 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 738 * when their cone dies when they die.
703 */ 739 */
704 /* If no owner left, the spell dies out. */ 740 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 741 if (op->owner == NULL)
706 remove_ob(op); 742 {
707 free_object(op); 743 op->destroy ();
708 return; 744 return;
709 } 745 }
710#endif 746#endif
711 747
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 748 hit_map (op, 0, op->attacktype, 0);
714 749
715 /* Check to see if we should push anything. 750 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 751 * Spell objects with weight push whatever they encounter to some
717 * degree. 752 * degree.
718 */ 753 */
754 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 755 check_spell_knockback (op);
720 756
721 if (was_destroyed (op, tag)) 757 if (op->destroyed ())
758 return;
759
760 if ((op->duration--) < 0)
761 {
762 op->destroy ();
722 return; 763 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 764 }
729 /* Object has hit maximum range, so don't have it move 765 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 766 * any further. When the duration above expires,
731 * then the object will get removed. 767 * then the object will get removed.
732 */ 768 */
733 if (--op->range < 0) { 769 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 770 {
771 op->range = 0; /* just so it doesn't wrap */
772 return;
773 }
737 774
738 for(i= -1;i<2;i++) { 775 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 776 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 778
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 780 {
744 copy_object(op, tmp); 781 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 782
748 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
749 784
750 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 787
753 if (tmp->other_arch) cone_drop(tmp); 788 op->map->insert (tmp, x, y, op);
754 } 789
790 if (tmp->other_arch)
791 cone_drop (tmp);
792 }
755 } 793 }
756} 794}
757 795
758/* cast_cone: casts a cone spell. 796/* cast_cone: casts a cone spell.
759 * op: person firing the object. 797 * op: person firing the object.
761 * dir: direction to fire in. 799 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 800 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 801 * to fire.
764 * returns 0 on failure, 1 on success. 802 * returns 0 on failure, 1 on success.
765 */ 803 */
804int
766int cast_cone(object *op, object *caster,int dir, object *spell) 805cast_cone (object *op, object *caster, int dir, object *spell)
767{ 806{
768 object *tmp; 807 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 808 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 809 maptile *m;
771 sint16 sx, sy; 810 sint16 sx, sy;
772 MoveType movetype; 811 MoveType movetype;
773 812
774 if (!spell->other_arch) return 0; 813 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 814 return 0;
815
816 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
819 return 0;
820 }
782 821
783 if(!dir) { 822 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 823 {
824 range_min = 0;
825 range_max = 8;
826 }
787 827
788 /* Need to know what the movetype of the object we are about 828 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 829 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 830 * insert it into is blocked.
791 */ 831 */
792 movetype = spell->other_arch->clone.move_type; 832 movetype = spell->other_arch->clone.move_type;
793 833
794 for(i=range_min;i<=range_max;i++) { 834 for (i = range_min; i <= range_max; i++)
835 {
795 sint16 x,y, d; 836 sint16 x, y, d;
796 837
797 /* We can't use absdir here, because it never returns 838 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 839 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 840 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 841 * to hit that person.
801 */ 842 */
802 d = dir + i; 843 d = dir + i;
803 while (d < 0) d+=8; 844 while (d < 0)
804 while (d > 8) d-=8; 845 d += 8;
846 while (d > 8)
847 d -= 8;
805 848
806 /* If it's not a rune, we don't want to blast the caster. 849 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 850 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 851 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 852 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 853 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 854 * for the rune code.
812 */ 855 */
813 if (caster->type != RUNE && d==0) { 856 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 857 {
815 else continue; 858 if (dir != 0)
816 } 859 d = 8;
860 else
861 continue;
862 }
817 863
818 x = op->x+freearr_x[d]; 864 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 865 y = op->y + freearr_y[d];
820 866
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 867 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 868 continue;
823 869
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 871 continue;
826 872
827 success=1; 873 success = 1;
828 tmp=arch_to_object(spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 875 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 878 tmp->attacktype = spell->attacktype;
835 879
836 /* holy word stuff */ 880 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 882 if (!tailor_god_spell (tmp, op))
839 } 883 return 0;
840 884
841 if(dir) 885 if (dir)
842 tmp->stats.sp=dir; 886 tmp->stats.sp = dir;
843 else 887 else
844 tmp->stats.sp=i; 888 tmp->stats.sp = i;
845 889
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 890 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 891
848 /* If casting it in all directions, it doesn't go as far */ 892 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 893 if (dir == 0)
894 {
850 tmp->range /= 4; 895 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 896 if (tmp->range < 2 && spell->range >= 2)
852 } 897 tmp->range = 2;
898 }
899
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 900 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 901 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 902
856 /* Special bonus for fear attacks */ 903 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 904 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 905 {
859 else 906 if (caster->type == PLAYER)
907 tmp->duration += fear_bonus[caster->stats.Cha];
908 else
860 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
861 } 910 }
911
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 912 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 913 {
864 else 914 if (caster->type == PLAYER)
915 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
916 else
865 tmp->duration += caster->level/3; 917 tmp->duration += caster->level / 3;
866 } 918 }
867 919
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 922
873 if (!tmp->move_on && tmp->stats.dam) { 923 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879 925
926 m->insert (tmp, sx, sy, op);
927
880 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 929 * a single space too many times.
882 */ 930 */
883 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
884 932
885 if(tmp->other_arch) cone_drop(tmp); 933 if (tmp->other_arch)
934 cone_drop (tmp);
886 } 935 }
936
887 return success; 937 return success;
888} 938}
889 939
890/**************************************************************************** 940/****************************************************************************
891 * 941 *
892 * BOMB related code 942 * BOMB related code
895 945
896 946
897/* This handles an exploding bomb. 947/* This handles an exploding bomb.
898 * op is the original bomb object. 948 * op is the original bomb object.
899 */ 949 */
950void
900void animate_bomb(object *op) { 951animate_bomb (object *op)
952{
901 int i; 953 int i;
902 object *env, *tmp; 954 object *env, *tmp;
903 archetype *at;
904 955
905 if(op->state!=NUM_ANIMATIONS(op)-1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 957 return;
907 958
908 env = object_get_env_recursive(op); 959 env = object_get_env_recursive (op);
909 960
910 if (op->env) { 961 if (op->env)
962 {
911 if (env->map == NULL) 963 if (env->map == NULL)
912 return; 964 return;
913 965
914 if (env->type == PLAYER) 966 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
916 968
917 remove_ob(op); 969 if (!(op = op->insert_at (env, op)))
918 op->x = env->x; 970 return;
919 op->y = env->y; 971 }
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 972
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
977 {
978 op->destroy ();
921 return; 979 return;
922 } 980 }
923 981
924 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 984 * so just set up the appropriate values.
927 */ 985 */
928 at = find_archetype(SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
929 if (at) { 987 {
930 for(i=1;i<9;i++) { 988 for (i = 1; i < 9; i++)
989 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 991 continue;
992
933 tmp = arch_to_object(at); 993 tmp = arch_to_object (at);
934 tmp->direction = i; 994 tmp->direction = i;
935 tmp->range = op->range; 995 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 997 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 999 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 1000 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1001 tmp->skill = op->skill;
942 tmp->skill = add_refcount(op->skill); 1002
1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1004 SET_ANIMATION (tmp, i);
1005
1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1007 move_bullet (tmp);
1008 }
943 } 1009 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952 1010
953 explode_bullet(op); 1011 explode_bullet (op);
954} 1012}
955 1013
1014int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1015create_bomb (object *op, object *caster, int dir, object *spell)
1016{
957 1017
958 object *tmp; 1018 object *tmp;
959 int mflags; 1019 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1021 maptile *m;
962 1022
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1027 return 0;
967 } 1028 }
968 tmp=arch_to_object(spell->other_arch); 1029 tmp = arch_to_object (spell->other_arch);
969 1030
970 /* level dependencies for bomb */ 1031 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
975 1036
976 set_owner(tmp,op); 1037 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1039
979 tmp->y=dy; 1040 m->insert (tmp, dx, dy, op);
980 insert_ob_in_map(tmp,m,op,0);
981 return 1; 1041 return 1;
982} 1042}
983 1043
984/**************************************************************************** 1044/****************************************************************************
985 * 1045 *
986 * smite related spell code. 1046 * smite related spell code.
994 * dir is the direction to look in. 1054 * dir is the direction to look in.
995 * range is how far out to look. 1055 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1057 * this info is used for blocked magic/unholy spaces.
998 */ 1058 */
999 1059
1060object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1061get_pointed_target (object *op, int dir, int range, int type)
1062{
1001 object *target; 1063 object *target;
1002 sint16 x,y; 1064 sint16 x, y;
1003 int dist, mflags; 1065 int dist, mflags;
1004 mapstruct *mp; 1066 maptile *mp;
1005 1067
1006 if (dir==0) return NULL; 1068 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1069 return NULL;
1070
1071 for (dist = 1; dist < range; dist++)
1072 {
1073 x = op->x + freearr_x[dir] * dist;
1074 y = op->y + freearr_y[dir] * dist;
1075 mp = op->map;
1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1077
1078 if (mflags & P_OUT_OF_MAP)
1079 return NULL;
1080 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1081 return NULL;
1082 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1083 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL;
1086
1087 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 {
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target;
1094 }
1095 }
1096 }
1097 }
1098 return NULL;
1028} 1099}
1029 1100
1030 1101
1031/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1106 * caster = object casting the spell.
1036 * dir = direction being cast 1107 * dir = direction being cast
1037 * spell = spell object 1108 * spell = spell object
1038 */ 1109 */
1039 1110
1111int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1112cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{
1041 object *effect, *target; 1114 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1115 object *god = find_god (determine_god (op));
1043 int range; 1116 int range;
1044 1117
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1118 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1119 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1120
1048 /* Bunch of conditions for casting this spell. Note that only 1121 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1122 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1123 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1124 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1125 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1126 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1127 * can't be friendly to your god.
1055 */ 1128 */
1056 1129
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1131 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1133 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1135 return 0;
1063 } 1136 }
1064 1137
1065 if (spell->other_arch) 1138 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1139 effect = arch_to_object (spell->other_arch);
1067 else 1140 else
1068 return 0; 1141 return 0;
1069 1142
1070 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1144 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1074 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1150 else
1151 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1153 return 0;
1080 } 1154 }
1081 } 1155 }
1082 1156
1083 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1084 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1160
1089 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1162 {
1091 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1164
1093 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1171 effect->x = op->x;
1098 effect->y=op->y; 1172 effect->y = op->y;
1099 } else { 1173 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1174 else
1101 query_name(target)); 1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1177 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1178 effect->destroy ();
1104 return 0; 1179 return 0;
1180 }
1181 }
1105 } 1182 }
1106 } 1183 else
1107 } else { 1184 {
1108 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1187 }
1112 1188
1113 set_owner(effect,op); 1189 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1115 1191
1116 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1193 effect->insert_at (target, op);
1118 effect->y=target->y; 1194
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1; 1195 return 1;
1122} 1196}
1123 1197
1124 1198
1125/**************************************************************************** 1199/****************************************************************************
1126 * 1200 *
1128 * note that the fire_bullet is used to fire the missile. The 1202 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1203 * code here is just to move the missile.
1130 ****************************************************************************/ 1204 ****************************************************************************/
1131 1205
1132/* op is a missile that needs to be moved */ 1206/* op is a missile that needs to be moved */
1207void
1133void move_missile(object *op) { 1208move_missile (object *op)
1209{
1134 int i, mflags; 1210 int i, mflags;
1135 object *owner; 1211 object *owner;
1136 sint16 new_x, new_y; 1212 sint16 new_x, new_y;
1137 mapstruct *m; 1213 maptile *m;
1138 1214
1139 if (op->range-- <=0) { 1215 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1216 {
1217 op->destroy ();
1218 return;
1219 }
1144 1220
1145 owner = get_owner(op); 1221 owner = op->owner;
1146#if 0 1222#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1223 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1224 * monster that are then killed would continue to survive
1149 */ 1225 */
1150 if (owner == NULL) { 1226 if (owner == NULL)
1151 remove_ob(op); 1227 {
1152 free_object(op); 1228 op->destroy ();
1153 return; 1229 return;
1154 } 1230 }
1155#endif 1231#endif
1156 1232
1157 new_x = op->x + DIRX(op); 1233 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1234 new_y = op->y + DIRY (op);
1159 1235
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1237
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1164 tag_t tag = op->count; 1239 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1240 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1241 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1242 * we need to remove it if someone hasn't already done so.
1168 */ 1243 */
1169 if ( ! was_destroyed (op, tag)) { 1244 if (!op->destroyed ())
1170 remove_ob (op); 1245 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1246
1176 remove_ob(op); 1247 return;
1248 }
1249
1250 op->remove ();
1251
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1253 {
1181 op->x = new_x; 1254 op->destroy ();
1182 op->y = new_y; 1255 return;
1183 op->map = m; 1256 }
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1257
1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1185 if(i > 0 && i != op->direction){ 1259 if (i > 0 && i != op->direction)
1260 {
1186 op->direction=i; 1261 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1188 } 1263 }
1189 insert_ob_in_map(op,op->map,op,0); 1264
1265 m->insert (op, new_x, new_y, op);
1190} 1266}
1191 1267
1192/**************************************************************************** 1268/****************************************************************************
1193 * Destruction 1269 * Destruction
1194 ****************************************************************************/ 1270 ****************************************************************************/
1271
1195/* make_object_glow() - currently only makes living objects glow. 1272/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1273 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1274 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1275 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1276 * give them the capability to have an inventory. b.t.
1200 */ 1277 */
1201 1278
1279int
1202int make_object_glow(object *op, int radius, int time) { 1280make_object_glow (object *op, int radius, int time)
1281{
1203 object *tmp; 1282 object *tmp;
1204 1283
1205 /* some things are unaffected... */ 1284 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1285 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1286 return 0;
1208 1287
1209 tmp=get_archetype(FORCE_NAME); 1288 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1289 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1290 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1291 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1292 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1294 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1295
1217 tmp->x=op->x; 1296 tmp->x = op->x;
1218 tmp->y=op->y; 1297 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1300 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1301 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1302 op->glow_radius = tmp->glow_radius;
1223 1303
1224 if(!tmp->env||op!=tmp->env) { 1304 if (!tmp->env || op != tmp->env)
1305 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1307 return 0;
1227 return 0;
1228 } 1308 }
1229 return 1; 1309 return 1;
1230} 1310}
1231 1311
1232 1312
1233
1234 1313
1314
1315int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1316cast_destruction (object *op, object *caster, object *spell_ob)
1317{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1318 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1319 sint16 sx, sy;
1238 mapstruct *m; 1320 maptile *m;
1239 object *tmp; 1321 object *tmp;
1240 const char *skill; 1322 const char *skill;
1241 1323
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1246 1329
1247 /* destruction doesn't use another spell object, so we need 1330 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1331 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1332 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1333 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1334 * the full share string/free_string route.
1252 */ 1335 */
1253 skill = op->skill; 1336 skill = op->skill;
1337 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1338 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1256 else op->skill = NULL; 1342 op->skill = NULL;
1257 1343
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1344 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1345
1260 for(i= -range; i<range; i++) { 1346 for (i = -range; i < range; i++)
1347 {
1261 for(j=-range; j<range ; j++) { 1348 for (j = -range; j < range; j++)
1349 {
1262 m = op->map; 1350 m = op->map;
1263 sx = op->x + i; 1351 sx = op->x + i;
1264 sy = op->y + j; 1352 sy = op->y + j;
1353
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1267 if (mflags & P_IS_ALIVE) { 1358 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1359 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1362 break;
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273 1363
1364 if (tmp)
1365 {
1366 if (tmp->head)
1367 tmp = tmp->head;
1368
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1371 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1375 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1280 tmp->x = sx; 1377 }
1281 tmp->y = sy; 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1282 insert_ob_in_map(tmp, m, op, 0); 1379 {
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1288 object *effect = arch_to_object(spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1289 effect->x = sx; 1382 }
1290 effect->y = sy; 1383 }
1291 insert_ob_in_map(effect, m, op, 0); 1384 }
1292 } 1385 }
1293 } 1386 }
1294 }
1295 }
1296 } 1387 }
1297 } 1388
1298 }
1299 op->skill = skill; 1389 op->skill = skill;
1300 return 1; 1390 return 1;
1301} 1391}
1302 1392
1303/*************************************************************************** 1393/***************************************************************************
1304 * 1394 *
1305 * CURSE 1395 * CURSE
1306 * 1396 *
1307 ***************************************************************************/ 1397 ***************************************************************************/
1308 1398
1399int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1400cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{
1310 object *god = find_god(determine_god(op)); 1402 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1403 object *tmp, *force;
1312 1404
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1405 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1406 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1407 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0;
1410 }
1320 1411
1321 /* If we've already got a force of this type, don't add a new one. */ 1412 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1413 for (force = tmp->inv; force != NULL; force = force->below)
1414 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 {
1324 if (force->name == spell_ob->name) { 1417 if (force->name == spell_ob->name)
1325 break; 1418 {
1326 } 1419 break;
1420 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1421 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1422 {
1329 "You can not cast %s while %s is in effect", 1423 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1424 return 0;
1331 return 0; 1425 }
1426 }
1332 } 1427 }
1333 }
1334 }
1335 1428
1336 if(force==NULL) { 1429 if (force == NULL)
1430 {
1337 force=get_archetype(FORCE_NAME); 1431 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1432 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1433 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1434 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1435 else
1436 force->name = spell_ob->name;
1437
1438 force->name_pl = spell_ob->name;
1439
1440 }
1441 else
1442 {
1348 int duration; 1443 int duration;
1349 1444
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1445 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1446 if (duration > force->duration)
1447 {
1352 force->duration = duration; 1448 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1450 }
1451 else
1452 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1454 }
1357 return 1; 1455 return 1;
1358 } 1456 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1458 force->speed = 1.0;
1361 force->speed_left = -1.0; 1459 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1460 SET_FLAG (force, FLAG_APPLIED);
1363 1461
1364 if(god) { 1462 if (god)
1463 {
1365 if (spell_ob->last_grace) 1464 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1465 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1466 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1467 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1468 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1469 }
1371 } else 1470 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1472
1374 1473
1375 if(tmp!=op && op->type==PLAYER) 1474 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1476
1378 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1380 1479
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1481 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1482 tmp->update_stats ();
1384 return 1; 1483 return 1;
1385 1484
1386} 1485}
1387 1486
1388 1487
1389/********************************************************************** 1488/**********************************************************************
1393 ***********************************************************************/ 1492 ***********************************************************************/
1394 1493
1395/* This covers the various spells that change the moods of monsters - 1494/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1495 * makes them angry, peacful, friendly, etc.
1397 */ 1496 */
1497int
1398int mood_change(object *op, object *caster, object *spell) { 1498mood_change (object *op, object *caster, object *spell)
1499{
1399 object *tmp, *god, *head; 1500 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1501 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1502 sint16 x, y, nx, ny;
1402 mapstruct *m; 1503 maptile *m;
1403 const char *race; 1504 const char *race;
1404 1505
1405 /* 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
1406 * doing it over and over again. 1507 * doing it over and over again.
1407 */ 1508 */
1408 god=find_god(determine_god(op)); 1509 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1510 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1511 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1512
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1515 * won't ever match anything.
1415 */ 1516 */
1416 if (!spell->race) race=NULL; 1517 if (!spell->race)
1518 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1519 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1520 race = god->slaying;
1418 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
1419 else race = spell->race; 1524 race = spell->race;
1420
1421 1525
1526
1422 for (x = op->x - range; x <= op->x + range; x++) 1527 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1528 for (y = op->y - range; y <= op->y + range; y++)
1529 {
1424 1530
1425 done_one=0; 1531 done_one = 0;
1426 m = op->map; 1532 m = op->map;
1427 nx = x; 1533 nx = x;
1428 ny = y; 1534 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1536 if (mflags & P_OUT_OF_MAP)
1537 continue;
1431 1538
1432 /* If there is nothing living on this space, no need to go further */ 1539 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1540 if (!(mflags & P_IS_ALIVE))
1541 continue;
1434 1542
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1544 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break;
1437 1546
1438 /* There can be living objects that are not monsters */ 1547 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1548 if (!tmp || tmp->type == PLAYER)
1549 continue;
1440 1550
1441 /* Only the head has meaningful data, so resolve to that */ 1551 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1552 if (tmp->head)
1443 else head=tmp; 1553 head = tmp->head;
1554 else
1555 head = tmp;
1444 1556
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1558 if (race && head->race && !strstr (race, head->race))
1559 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue;
1448 1562
1449 /* Now do a bunch of stuff related to saving throws */ 1563 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1564 best_at = -1;
1451 if (spell->attacktype) { 1565 if (spell->attacktype)
1566 {
1452 for (at=0; at < NROFATTACKS; at++) 1567 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1568 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1569 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1570 best_at = at;
1455 1571
1456 if (best_at == -1) at=0; 1572 if (best_at == -1)
1573 at = 0;
1457 else { 1574 else
1575 {
1458 if (head->resist[best_at] == 100) continue; 1576 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1577 continue;
1460 } 1578 else
1579 at = head->resist[best_at] / 5;
1580 }
1461 at -= level / 5; 1581 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1582 if (did_make_save (head, head->level, at))
1463 } 1583 continue;
1584 }
1464 else /* spell->attacktype */ 1585 else /* spell->attacktype */
1465 /* 1586 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1588 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1590
1470 The chance will then be in the range [20-70] percent, not too bad. 1591 The chance will then be in the range [20-70] percent, not too bad.
1471 1592
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1594 charm a level 125 monster...
1474 1595
1475 Ryo, august 14th 1596 Ryo, august 14th
1476 */ 1597 */
1477 { 1598 {
1478 if ( head->level > level ) continue; 1599 if (head->level > level)
1600 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1602 /* Failed, no effect */
1481 continue; 1603 continue;
1482 } 1604 }
1483 1605
1484 /* Done with saving throw. Now start effecting the monster */ 1606 /* Done with saving throw. Now start effecting the monster */
1485 1607
1486 /* aggravation */ 1608 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1609 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1611 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1613 remove_friendly_object (head);
1491 1614
1492 done_one = 1; 1615 done_one = 1;
1493 head->enemy = op; 1616 head->enemy = op;
1494 } 1617 }
1495 1618
1496 /* calm monsters */ 1619 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1620 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1621 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1622 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1623 head->enemy = NULL;
1500 done_one = 1; 1624 done_one = 1;
1501 } 1625 }
1502 1626
1503 /* berserk monsters */ 1627 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 {
1505 SET_FLAG(head, FLAG_BERSERK); 1630 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1631 done_one = 1;
1507 } 1632 }
1508 /* charm */ 1633 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1636 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1637 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1638 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1640 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1641 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1642 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1643 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1644 head->attack_movement = PETMOVE;
1519 done_one = 1; 1645 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1646 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1647 head->stats.exp = 0;
1522 } 1648 }
1523 1649
1524 /* If a monster was effected, put an effect in */ 1650 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1651 if (done_one && spell->other_arch)
1526 tmp = arch_to_object(spell->other_arch); 1652 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1527 tmp->x = nx; 1653 } /* for y */
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532 1654
1533 return 1; 1655 return 1;
1534} 1656}
1535 1657
1536 1658
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1659/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1660 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1661 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1662 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1663 * note that duration is handled by process_object() in time.c
1542 */ 1664 */
1543 1665
1666void
1544void move_ball_spell(object *op) { 1667move_ball_spell (object *op)
1668{
1545 int i,j,dam_save,dir, mflags; 1669 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1670 sint16 nx, ny, hx, hy;
1547 object *owner; 1671 object *owner;
1548 mapstruct *m; 1672 maptile *m;
1549 1673
1550 owner = get_owner(op); 1674 owner = op->owner;
1551 1675
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1676 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1677 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1678 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1679 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1680 * deviations.
1557 */ 1681 */
1558 1682
1559 dir = 0; 1683 dir = 0;
1560 if(!(rndm(0, 3))) 1684 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1685 j = rndm (0, 1);
1562 else j=0; 1686 else
1687 j = 0;
1563 1688
1564 for(i = 1; i < 9; i++) { 1689 for (i = 1; i < 9; i++)
1690 {
1565 /* i bit 0: alters sign of offset 1691 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1692 * other bits (i / 2): absolute value of offset
1567 */ 1693 */
1568 1694
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1696 int tmpdir = absdir (op->direction + offset);
1571 1697
1572 nx = op->x + freearr_x[tmpdir]; 1698 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1699 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1700 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1701 {
1576 dir = tmpdir; 1702 dir = tmpdir;
1577 break; 1703 break;
1578 } 1704 }
1579 } 1705 }
1580 if (dir == 0) { 1706 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1707 {
1708 nx = op->x;
1709 ny = op->y;
1710 m = op->map;
1711 }
1585 1712
1586 remove_ob(op); 1713 m->insert (op, nx, ny, op);
1587 op->y=ny; 1714
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1715 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1716 surrounding squares */
1593 1717
1594 /* loop over current square and neighbors to hit. 1718 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1719 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1720 * the surround spaces.
1597 */ 1721 */
1598 for(j=0;j<9;j++) { 1722 for (j = 0; j < 9; j++)
1723 {
1599 object *new_ob; 1724 object *new_ob;
1600 1725
1601 hx = nx+freearr_x[j]; 1726 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1727 hy = ny + freearr_y[j];
1603 1728
1604 m = op->map; 1729 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1731
1607 if (mflags & P_OUT_OF_MAP) continue; 1732 if (mflags & P_OUT_OF_MAP)
1733 continue;
1608 1734
1609 /* first, don't ever, ever hit the owner. Don't hit out 1735 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1736 * of the map either.
1611 */ 1737 */
1612 1738
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1740 {
1741 if (j)
1742 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1743 hit_map (op, j, op->attacktype, 1);
1616 1744
1617 } 1745 }
1618 1746
1619 /* insert the other arch */ 1747 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1621 new_ob = arch_to_object(op->other_arch); 1749 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 } 1750 }
1627 1751
1628 /* restore to the center location and damage*/ 1752 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1753 op->stats.dam = dam_save;
1630 1754
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1755 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1756
1633 if(i>=0) { /* we have a preferred direction! */ 1757 if (i >= 0)
1758 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1759 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1760 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1761 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1762 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1763
1639 op->direction=i; 1764 op->direction = i;
1640 } 1765 }
1641} 1766}
1642 1767
1643 1768
1644/* move_swarm_spell: peterm 1769/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1772 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1773 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1774 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1775 */
1651 1776
1777void
1652void move_swarm_spell(object *op) 1778move_swarm_spell (object *op)
1653{ 1779{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1780#if 0
1676 // this is bogus: it causes wrong places to be checked below 1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1783 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1784 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1785 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1786#endif
1787 int basedir;
1788 object *owner;
1723 1789
1790 owner = op->owner;
1791 if (op->duration == 0 || owner == NULL)
1792 {
1793 op->destroy ();
1794 return;
1795 }
1796
1797 op->duration--;
1798
1799 basedir = op->direction;
1800 if (basedir == 0)
1801 {
1802 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8);
1804 }
1805
1806#if 0
1807 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space.
1811 // should be fixed later, but correctness before featurs...
1812 // (schmorp)
1813
1814 /* new offset calculation to make swarm element distribution
1815 * more uniform
1816 */
1817 if (op->duration)
1818 {
1819 if (basedir & 1)
1820 {
1821 adjustdir = cardinal_adjust[rndm (0, 8)];
1822 }
1823 else
1824 {
1825 adjustdir = diagonal_adjust[rndm (0, 9)];
1826 }
1827 }
1828 else
1829 {
1830 adjustdir = 0; /* fire the last one from forward. */
1831 }
1832
1833 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1834 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1835
1836 /* back up one space so we can hit point-blank targets, but this
1837 * necessitates extra out_of_map check below
1838 */
1839 origin_x = target_x - freearr_x[basedir];
1840 origin_y = target_y - freearr_y[basedir];
1841
1842
1724 /* spell pointer is set up for the spell this casts. Since this 1843 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1844 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1845 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1846 * do some sanity checking anyways.
1728 */ 1847 */
1848
1849 if (op->spell && op->spell->type == SPELL &&
1850 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1851 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1852 {
1853
1854 /* Bullet spells have a bunch more customization that needs to be done */
1855 if (op->spell->subtype == SP_BULLET)
1856 fire_bullet (owner, op, basedir, op->spell);
1857 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1858 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1859 }
1860#endif
1861
1862 /* spell pointer is set up for the spell this casts. Since this
1863 * should just be a pointer to the spell in some inventory,
1864 * it is unlikely to disappear by the time we need it. However,
1865 * do some sanity checking anyways.
1866 */
1867
1730 if (op->spell && op->spell->type == SPELL) 1868 if (op->spell && op->spell->type == SPELL)
1731 { 1869 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1870 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1871 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1872 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1873 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1875 }
1738} 1876}
1739 1877
1740 1878
1741 1879
1742 1880
1750 * dir: the direction everything will be fired in 1888 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1889 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1890 * n: the number to be fired.
1753 */ 1891 */
1754 1892
1893int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1894fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1895{
1757 object *tmp; 1896 object *tmp;
1758 int i; 1897 int i;
1759 1898
1760 if (!spell->other_arch) return 0; 1899 if (!spell->other_arch)
1900 return 0;
1761 1901
1762 tmp=get_archetype(SWARM_SPELL); 1902 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1904 set_spell_skill (op, caster, spell, tmp);
1767 1905
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1907 tmp->spell = arch_to_object (spell->other_arch);
1770 1908
1771 tmp->attacktype = tmp->spell->attacktype; 1909 tmp->attacktype = tmp->spell->attacktype;
1772 1910
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1774 if ( ! tailor_god_spell (tmp, op)) 1912 if (!tailor_god_spell (tmp, op))
1775 return 1; 1913 return 1;
1776 } 1914
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1915 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1916 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1918
1781 tmp->direction=dir; 1919 tmp->direction = dir;
1782 tmp->invisible=1; 1920 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1921
1922 tmp->insert_at (op, op);
1784 return 1; 1923 return 1;
1785} 1924}
1786 1925
1787 1926
1788/* See the spells documentation file for why this is its own 1927/* See the spells documentation file for why this is its own
1789 * function. 1928 * function.
1790 */ 1929 */
1930int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1931cast_light (object *op, object *caster, object *spell, int dir)
1932{
1792 object *target=NULL,*tmp=NULL; 1933 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 1934 sint16 x, y;
1794 int dam, mflags; 1935 int dam, mflags;
1795 mapstruct *m; 1936 maptile *m;
1796 1937
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 1939
1799 if(!dir) { 1940 if (!dir)
1941 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 1943 return 0;
1802 } 1944 }
1803 1945
1804 x=op->x+freearr_x[dir]; 1946 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 1947 y = op->y + freearr_y[dir];
1806 m = op->map; 1948 m = op->map;
1807 1949
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 1950 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 1951
1810 if (mflags & P_OUT_OF_MAP) { 1952 if (mflags & P_OUT_OF_MAP)
1953 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 1955 return 0;
1813 } 1956 }
1814 1957
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 1958 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 1959 {
1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1961 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 1963 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 1964 if (target->head)
1965 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 1966 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 1967 return 1; /* one success only! */
1968 }
1822 } 1969 }
1823 }
1824 1970
1825 /* no live target, perhaps a wall is in the way? */ 1971 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 1975 return 0;
1829 } 1976 }
1830 1977
1831 /* ok, looks groovy to just insert a new light on the map */ 1978 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 1979 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 1980 if (!tmp)
1981 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 1983 return 0;
1836 } 1984 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 1986 if (tmp->glow_radius)
1987 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1989 if (tmp->glow_radius > MAX_LIGHT_RADII)
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 1991 }
1842 tmp->x=x; 1992
1843 tmp->y=y; 1993 m->insert (tmp, x, y, op);
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1; 1994 return 1;
1846} 1995}
1847 1996
1848 1997
1849 1998
1850 1999
1853 * op is the player/monster, caster is the object, dir is the direction 2002 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 2003 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2004 * perhaps this should actually be in disease.c?
1856 */ 2005 */
1857 2006
2007int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2008cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{
1859 sint16 x,y; 2010 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2011 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2012 object *walk;
1862 mapstruct *m; 2013 maptile *m;
1863 2014
1864 x = op->x; 2015 x = op->x;
1865 y = op->y; 2016 y = op->y;
1866 2017
1867 /* If casting from a scroll, no direction will be available, so refer to the 2018 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2019 * direction the player is pointing.
1869 */ 2020 */
2021 if (!dir)
1870 if (!dir) dir=op->facing; 2022 dir = op->facing;
2023 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2024 return 0; /* won't find anything if casting on ourself, so just return */
1872 2025
1873 /* Calculate these once here */ 2026 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2027 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2028 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2029 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2030
1878 /* search in a line for a victim */ 2031 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2032 for (i = 1; i < range; i++)
2033 {
1880 x = op->x + i * freearr_x[dir]; 2034 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2035 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2036 m = op->map;
1883 2037
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2039
1886 if (mflags & P_OUT_OF_MAP) return 0; 2040 if (mflags & P_OUT_OF_MAP)
2041 return 0;
1887 2042
1888 /* don't go through walls - presume diseases are airborne */ 2043 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2044 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2045 return 0;
1890 2046
1891 /* Only bother looking on this space if there is something living here */ 2047 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2048 if (mflags & P_IS_ALIVE)
2049 {
1893 /* search this square for a victim */ 2050 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2051 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2052 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2053 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2054 object *disease = arch_to_object (spell->other_arch);
1897 2055
1898 set_owner(disease,op); 2056 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2057 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2058 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2059 disease->level = caster_level (caster, spell);
1902 2060
1903 /* do level adjustments */ 2061 /* do level adjustments */
1904 if(disease->stats.wc) 2062 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2063 disease->stats.wc += dur_mod / 2;
1906 2064
1907 if(disease->magic> 0) 2065 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2066 disease->magic += dur_mod / 4;
1909 2067
1910 if(disease->stats.maxhp>0) 2068 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2069 disease->stats.maxhp += dur_mod;
1912 2070
1913 if(disease->stats.maxgrace>0) 2071 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2072 disease->stats.maxgrace += dur_mod;
1915 2073
1916 if(disease->stats.dam) { 2074 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2075 {
1918 disease->stats.dam += dam_mod; 2076 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2077 disease->stats.dam += dam_mod;
1920 } 2078 else
2079 disease->stats.dam -= dam_mod;
2080 }
1921 2081
1922 if(disease->last_sp) { 2082 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2083 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2084 disease->last_sp -= 2 * dam_mod;
1925 } 2085 if (disease->last_sp < 1)
2086 disease->last_sp = 1;
2087 }
1926 2088
1927 if(disease->stats.maxsp) { 2089 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2090 {
1929 disease->stats.maxsp += dam_mod; 2091 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2092 disease->stats.maxsp += dam_mod;
1931 } 2093 else
1932 2094 disease->stats.maxsp -= dam_mod;
2095 }
2096
1933 if(disease->stats.ac) 2097 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2098 disease->stats.ac += dam_mod;
1935 2099
1936 if(disease->last_eat) 2100 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2101 disease->last_eat -= dam_mod;
1938 2102
1939 if(disease->stats.hp) 2103 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2104 disease->stats.hp -= dam_mod;
1941 2105
1942 if(disease->stats.sp) 2106 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2107 disease->stats.sp -= dam_mod;
1944 2108
1945 if(infect_object(walk,disease,1)) { 2109 if (infect_object (walk, disease, 1))
2110 {
1946 object *flash; /* visual effect for inflicting disease */ 2111 object *flash; /* visual effect for inflicting disease */
1947 2112
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2114
1950 free_object(disease); /* don't need this one anymore */ 2115 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1952 flash->x = x; 2117 return 1;
1953 flash->y = y; 2118 }
1954 flash->map = walk->map; 2119
1955 insert_ob_in_map(flash,walk->map,op,0); 2120 disease->destroy ();
1956 return 1; 2121 }
1957 } 2122 } /* if living creature */
1958 free_object(disease); 2123 } /* for range of spaces */
1959 } 2124
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2125 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2126 return 1;
1964} 2127}

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