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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 138 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
166 object *tmp; 167{
167 int mflags; 168 int mflags;
168 sint16 x, y; 169 sint16 x, y;
169 mapstruct *m; 170 maptile *m;
170 171
171 if(--(op->duration)<0) { 172 if (--op->duration < 0)
172 remove_ob(op); 173 {
173 free_object(op); 174 op->destroy ();
175 return;
176 }
177
178 hit_map (op, 0, op->attacktype, 1);
179
180 if (!op->direction)
181 return;
182
183 if (--op->range < 0)
184 op->range = 0;
185 else
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)
174 return; 193 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 194
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 195 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 196 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 198 * will be useful.
195 */ 199 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 201 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 203 return;
201 204
202 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 207 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 208 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 209 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 210 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 211 * to the southwest.
209 */ 212 */
210 if(op->direction&1) 213 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 214 op->direction = absdir (op->direction + 4);
212 else { 215 else
216 {
213 int left, right; 217 int left, right;
214 int mflags; 218 int mflags;
215 219
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 221 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 222 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 223 * op->direction-1 or op->direction+1 does not exist.
220 */ 224 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 227
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 229
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 233
230 if(left==right) 234 if (left == right)
231 op->direction=absdir(op->direction+4); 235 op->direction = absdir (op->direction + 4);
232 else if(left) 236 else if (left)
233 op->direction=absdir(op->direction+2); 237 op->direction = absdir (op->direction + 2);
234 else if(right) 238 else if (right)
235 op->direction=absdir(op->direction-2); 239 op->direction = absdir (op->direction - 2);
236 } 240 }
241
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 243 return;
239 } 244 }
245 else
240 else { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 247 object *tmp = op->clone ();
242 copy_object(op,tmp); 248
249 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 250 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 252 tmp->duration++;
248 253
249 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 255 * going off in other directions.
251 */ 256 */
252 257 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 259 forklightning (op, tmp);
255 } 260 }
261
256 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
258 */ 264 */
259 op->range = 0; 265 op->range = 0;
260 } /* copy object and move it along */ 266 } /* copy object and move it along */
261 } /* if move bolt along */ 267 } /* if move bolt along */
262} 268}
263 269
264/* fire_bolt 270/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 274 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
270 * pointers. 276 * pointers.
271 */ 277 */
272 278int
273int 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{
274 object *tmp=NULL; 281 object *tmp = NULL;
275 int mflags; 282 int mflags;
276 283
277 if (!spob->other_arch) 284 if (!spob->other_arch)
278 return 0; 285 return 0;
279 286
280 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 288 if (tmp == NULL)
282 return 0; 289 return 0;
283 290
284 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
294 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 295 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
292 300
293 tmp->direction=dir; 301 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
296 304
297 set_owner(tmp,op); 305 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
299 307
300 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 310 tmp->map = op->map;
303 311
312 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 315 {
316 tmp->destroy ();
307 return 0; 317 return 0;
308 } 318 }
319
320 tmp->map = newmap;
321
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 325 {
326 tmp->destroy ();
312 return 0; 327 return 0;
313 } 328 }
329
314 tmp->x=op->x; 330 tmp->x = op->x;
315 tmp->y=op->y; 331 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 333 tmp->map = op->map;
318 } 334 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 337 move_bolt (tmp);
338
321 return 1; 339 return 1;
322} 340}
323 341
324 342
325 343
326/*************************************************************************** 344/***************************************************************************
331 349
332/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 352 * At least that is what I think this does.
335 */ 353 */
354void
336void explosion(object *op) { 355explosion (object *op)
337 object *tmp; 356{
338 mapstruct *m=op->map; 357 maptile *m = op->map;
339 int i; 358 int i;
340 359
341 if(--(op->duration)<0) { 360 if (--op->duration < 0)
342 remove_ob(op); 361 {
343 free_object(op); 362 op->destroy ();
344 return; 363 return;
345 } 364 }
365
346 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
347 367
348 if(op->range>0) { 368 if (op->range > 0)
369 {
349 for(i=1;i<9;i++) { 370 for (i = 1; i < 9; i++)
371 {
350 sint16 dx,dy; 372 sint16 dx, dy;
351 373
352 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
354 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 378 * out of map, etc.
356 */ 379 */
357 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))
358 tmp=get_object(); 381 {
359 copy_object(op,tmp); 382 object *tmp = op->clone ();
383
360 tmp->state=0; 384 tmp->state = 0;
361 tmp->speed_left= -0.21; 385 tmp->speed_left = -0.21;
362 tmp->range--; 386 tmp->range--;
363 tmp->value=0; 387 tmp->value = 0;
364 tmp->x=dx; 388
365 tmp->y=dy; 389 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 390 }
368 } 391 }
369 } 392 }
370} 393}
371 394
372 395
373/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
375 * explode. 398 * explode.
376 */ 399 */
400void
377void explode_bullet(object *op) 401explode_bullet (object *op)
378{ 402{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 403 object *tmp, *owner;
381 404
382 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 408 op->destroy ();
385 free_object (op); 409 return;
410 }
411
412 if (op->env)
413 {
414 object *env = object_get_env_recursive (op);
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy ();
419 return;
420 }
421
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 }
424 else if (out_of_map (op->map, op->x, op->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy ();
428 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)
435 {
436 op->destroy ();
437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
386 return; 444 return;
387 } 445 }
388 446
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
428 449
429 copy_owner (tmp, op); 450 tmp->set_owner (op);
430 tmp->skill = op->skill; 451 tmp->skill = op->skill;
431 452
432 owner = get_owner(op); 453 owner = op->owner;
454
433 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))
434 !tailor_god_spell(tmp, owner)) { 456 {
435 remove_ob (op); 457 op->destroy ();
436 free_object (op);
437 return; 458 return;
438 } 459 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 460
442 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
444 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 465 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 467 tmp->duration = op->duration;
448 } else { 468 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
450 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 479 * the count of the parent should work fine.
456 */ 480 */
457 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
458 } 482 }
459 483
460 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
463 487
464 /* Prevent recursion */ 488 /* Prevent recursion */
465 op->move_on = 0; 489 op->move_on = 0;
466 490
467 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* 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
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 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);
490 508
491 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)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 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)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 529 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 531 {
513 free_object(op); 532 op->destroy ();
514 return; 533 return;
515 } 534 }
516 } 535 }
517 } 536 }
518 } 537 }
519} 538}
520
521 539
522/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 541 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
526 */ 544 */
527 545void
528void move_bullet(object *op) 546move_bullet (object *op)
529{ 547{
530 sint16 new_x, new_y; 548 sint16 new_x, new_y;
531 int mflags; 549 int mflags;
532 mapstruct *m; 550 maptile *m;
533 551
534#if 0 552#if 0
535 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
536 554
537 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
540 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
542 return; 561 return;
543 } /* end addition. */ 562 } /* end addition. */
544#endif 563#endif
545 564
546 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
548 if (op->other_arch) { 568 if (op->other_arch)
549 explode_bullet (op); 569 explode_bullet (op);
550 } else { 570 else
551 remove_ob (op); 571 op->destroy ();
552 free_object (op); 572
553 }
554 return; 573 return;
555 } 574 }
556 575
557 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
559 m = op->map; 578 m = op->map;
560 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);
561 580
562 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 582 {
564 free_object (op); 583 op->destroy ();
565 return; 584 return;
566 } 585 }
567 586
568 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 {
569 if (op->other_arch) { 589 if (op->other_arch)
570 explode_bullet (op); 590 explode_bullet (op);
571 } else { 591 else
572 remove_ob (op); 592 op->destroy ();
573 free_object (op); 593
574 }
575 return; 594 return;
576 } 595 }
577 596
578 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 598 return;
583 599
584 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
585 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 603 update_turn_face (op);
587 } else { 604 }
605 else
588 check_bullet (op); 606 check_bullet (op);
589 }
590} 607}
591 608
592 609
593 610
594 611
599 * spob->attacktype. 616 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 617 * This function sets up the appropriate owner and skill
601 * pointers. 618 * pointers.
602 */ 619 */
603 620
621int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 622fire_bullet (object *op, object *caster, int dir, object *spob)
623{
605 object *tmp=NULL; 624 object *tmp = NULL;
606 int mflags; 625 int mflags;
607 626
608 if (!spob->other_arch) 627 if (!spob->other_arch)
609 return 0; 628 return 0;
610 629
611 tmp=arch_to_object(spob->other_arch); 630 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 631 if (tmp == NULL)
613 return 0; 632 return 0;
614 633
615 /* peterm: level dependency for bolts */ 634 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 636 tmp->attacktype = spob->attacktype;
637 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 638 tmp->slaying = spob->slaying;
619 639
620 tmp->range = 50; 640 tmp->range = 50;
621 641
622 /* Need to store duration/range for the ball to use */ 642 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 646
627 tmp->direction=dir; 647 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 649 SET_ANIMATION (tmp, dir);
630 650
631 set_owner(tmp,op); 651 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 652 set_spell_skill (op, caster, spob, tmp);
633 653
634 tmp->x=op->x + freearr_x[dir]; 654 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 655 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 656 tmp->map = op->map;
637 657
658 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 660 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 661 {
662 tmp->destroy ();
641 return 0; 663 return 0;
642 } 664 }
665
666 tmp->map = newmap;
667
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 671 {
672 tmp->destroy ();
646 return 0; 673 return 0;
647 } 674 }
675
648 tmp->x=op->x; 676 tmp->x = op->x;
649 tmp->y=op->y; 677 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 678 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 679 tmp->map = op->map;
652 } 680 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 681
682 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 683 check_bullet (tmp);
655 } 684
656 return 1; 685 return 1;
657} 686}
658 687
659 688
660 689
661 690
665 * 694 *
666 *****************************************************************************/ 695 *****************************************************************************/
667 696
668 697
669/* 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
670void cone_drop(object *op) { 700cone_drop (object *op)
701{
671 object *new_ob = arch_to_object(op->other_arch); 702 object *new_ob = arch_to_object (op->other_arch);
672 703
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 704 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 705 new_ob->set_owner (op->owner);
677 706
678 /* preserve skill ownership */ 707 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 708 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 709 new_ob->skill = op->skill;
681 } 710
682 insert_ob_in_map(new_ob,op->map,op,0); 711 new_ob->insert_at (op, op);
683
684} 712}
685 713
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 714/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 715
716void
688void move_cone(object *op) { 717move_cone (object *op)
718{
689 int i; 719 int i;
690 tag_t tag;
691 720
692 /* if no map then hit_map will crash so just ignore object */ 721 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 722 if (!op->map)
723 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 725 op->set_speed (0);
697 update_ob_speed (op);
698 return; 726 return;
699 } 727 }
700 728
701 /* lava saves it's life, but not yours :) */ 729 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 730 if (QUERY_FLAG (op, FLAG_LIFESAVE))
731 {
703 hit_map(op,0,op->attacktype,0); 732 hit_map (op, 0, op->attacktype, 0);
704 return; 733 return;
705 } 734 }
706 735
707#if 0 736#if 0
708 /* Disable this - enabling it makes monsters easier, as 737 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 738 * when their cone dies when they die.
710 */ 739 */
711 /* If no owner left, the spell dies out. */ 740 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 741 if (op->owner == NULL)
713 remove_ob(op); 742 {
714 free_object(op); 743 op->destroy ();
715 return; 744 return;
716 } 745 }
717#endif 746#endif
718 747
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 748 hit_map (op, 0, op->attacktype, 0);
721 749
722 /* Check to see if we should push anything. 750 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 751 * Spell objects with weight push whatever they encounter to some
724 * degree. 752 * degree.
725 */ 753 */
754 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 755 check_spell_knockback (op);
727 756
728 if (was_destroyed (op, tag)) 757 if (op->destroyed ())
758 return;
759
760 if ((op->duration--) < 0)
761 {
762 op->destroy ();
729 return; 763 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 764 }
736 /* Object has hit maximum range, so don't have it move 765 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 766 * any further. When the duration above expires,
738 * then the object will get removed. 767 * then the object will get removed.
739 */ 768 */
740 if (--op->range < 0) { 769 if (--op->range < 0)
770 {
741 op->range=0; /* just so it doesn't wrap */ 771 op->range = 0; /* just so it doesn't wrap */
742 return; 772 return;
743 } 773 }
744 774
745 for(i= -1;i<2;i++) { 775 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 776 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 778
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 779 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 780 {
751 copy_object(op, tmp); 781 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 782
755 tmp->duration = op->duration + 1; 783 tmp->duration = op->duration + 1;
756 784
757 /* Use for spell tracking - see ok_to_put_more() */ 785 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 786 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 787
788 op->map->insert (tmp, x, y, op);
789
760 if (tmp->other_arch) cone_drop(tmp); 790 if (tmp->other_arch)
791 cone_drop (tmp);
761 } 792 }
762 } 793 }
763} 794}
764 795
765/* cast_cone: casts a cone spell. 796/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 799 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 800 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 801 * to fire.
771 * returns 0 on failure, 1 on success. 802 * returns 0 on failure, 1 on success.
772 */ 803 */
804int
773int cast_cone(object *op, object *caster,int dir, object *spell) 805cast_cone (object *op, object *caster, int dir, object *spell)
774{ 806{
775 object *tmp; 807 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 808 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 809 maptile *m;
778 sint16 sx, sy; 810 sint16 sx, sy;
779 MoveType movetype; 811 MoveType movetype;
780 812
781 if (!spell->other_arch) return 0; 813 if (!spell->other_arch)
814 return 0;
782 815
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 816 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 817 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 818 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 819 return 0;
788 } 820 }
789 821
790 if(!dir) { 822 if (!dir)
823 {
791 range_min= 0; 824 range_min = 0;
792 range_max=8; 825 range_max = 8;
793 } 826 }
794 827
795 /* Need to know what the movetype of the object we are about 828 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 829 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 830 * insert it into is blocked.
798 */ 831 */
799 movetype = spell->other_arch->clone.move_type; 832 movetype = spell->other_arch->clone.move_type;
800 833
801 for(i=range_min;i<=range_max;i++) { 834 for (i = range_min; i <= range_max; i++)
835 {
802 sint16 x,y, d; 836 sint16 x, y, d;
803 837
804 /* We can't use absdir here, because it never returns 838 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 839 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 840 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 841 * to hit that person.
808 */ 842 */
809 d = dir + i; 843 d = dir + i;
810 while (d < 0) d+=8; 844 while (d < 0)
845 d += 8;
811 while (d > 8) d-=8; 846 while (d > 8)
847 d -= 8;
812 848
813 /* If it's not a rune, we don't want to blast the caster. 849 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 850 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 851 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 852 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 853 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 854 * for the rune code.
819 */ 855 */
820 if (caster->type != RUNE && d==0) { 856 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 857 {
824 858 if (dir != 0)
825 x = op->x+freearr_x[d]; 859 d = 8;
826 y = op->y+freearr_y[d]; 860 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 861 continue;
862 }
830 863
864 x = op->x + freearr_x[d];
865 y = op->y + freearr_y[d];
866
867 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
868 continue;
869
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 871 continue;
833 872
834 success=1; 873 success = 1;
835 tmp=arch_to_object(spell->other_arch); 874 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 875 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 876 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 877 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 878 tmp->attacktype = spell->attacktype;
842 879
843 /* holy word stuff */ 880 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 882 if (!tailor_god_spell (tmp, op))
846 } 883 return 0;
847 884
848 if(dir) 885 if (dir)
849 tmp->stats.sp=dir; 886 tmp->stats.sp = dir;
850 else 887 else
851 tmp->stats.sp=i; 888 tmp->stats.sp = i;
852 889
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 890 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 891
855 /* If casting it in all directions, it doesn't go as far */ 892 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 893 if (dir == 0)
894 {
857 tmp->range /= 4; 895 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 896 if (tmp->range < 2 && spell->range >= 2)
897 tmp->range = 2;
859 } 898 }
899
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 900 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 901 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 902
863 /* Special bonus for fear attacks */ 903 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 904 if (tmp->attacktype & AT_FEAR)
905 {
906 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 907 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 908 else
867 tmp->duration += caster->level/3; 909 tmp->duration += caster->level / 3;
868 } 910 }
911
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 912 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
913 {
914 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 915 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 916 else
872 tmp->duration += caster->level/3; 917 tmp->duration += caster->level / 3;
873 } 918 }
874 919
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 920 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 922
880 if (!tmp->move_on && tmp->stats.dam) { 923 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 925
926 m->insert (tmp, sx, sy, op);
927
887 /* This is used for tracking spells so that one effect doesn't hit 928 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 929 * a single space too many times.
889 */ 930 */
890 tmp->stats.maxhp = tmp->count; 931 tmp->stats.maxhp = tmp->count;
891 932
892 if(tmp->other_arch) cone_drop(tmp); 933 if (tmp->other_arch)
934 cone_drop (tmp);
893 } 935 }
936
894 return success; 937 return success;
895} 938}
896 939
897/**************************************************************************** 940/****************************************************************************
898 * 941 *
899 * BOMB related code 942 * BOMB related code
902 945
903 946
904/* This handles an exploding bomb. 947/* This handles an exploding bomb.
905 * op is the original bomb object. 948 * op is the original bomb object.
906 */ 949 */
950void
907void animate_bomb(object *op) { 951animate_bomb (object *op)
952{
908 int i; 953 int i;
909 object *env, *tmp; 954 object *env, *tmp;
910 archetype *at;
911 955
912 if(op->state!=NUM_ANIMATIONS(op)-1) 956 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return;
958
959 env = object_get_env_recursive (op);
960
961 if (op->env)
962 {
963 if (env->map == NULL)
913 return; 964 return;
914 965
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 966 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 967 esrv_del_item (env->contr, op->count);
924 968
925 remove_ob(op); 969 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 970 return;
940 } 971 }
941 972
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 ();
979 return;
980 }
981
942 /* This copies a lot of the code from the fire bullet, 982 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 983 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 984 * so just set up the appropriate values.
945 */ 985 */
946 at = find_archetype(SPLINT); 986 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 987 {
948 for(i=1;i<9;i++) { 988 for (i = 1; i < 9; i++)
989 {
949 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]))
950 continue; 991 continue;
992
951 tmp = arch_to_object(at); 993 tmp = arch_to_object (at);
952 tmp->direction = i; 994 tmp->direction = i;
953 tmp->range = op->range; 995 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 996 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 997 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 998 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 999 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 1000 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 1001 tmp->skill = op->skill;
960 } 1002
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1004 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1005
964 tmp->y = op->y + freearr_x[i]; 1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 1007 move_bullet (tmp);
967 } 1008 }
968 } 1009 }
969 1010
970 explode_bullet(op); 1011 explode_bullet (op);
971} 1012}
972 1013
1014int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1015create_bomb (object *op, object *caster, int dir, object *spell)
1016{
974 1017
975 object *tmp; 1018 object *tmp;
976 int mflags; 1019 int mflags;
977 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];
978 mapstruct *m; 1021 maptile *m;
979 1022
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 {
982 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.");
983 return 0; 1027 return 0;
984 } 1028 }
985 tmp=arch_to_object(spell->other_arch); 1029 tmp = arch_to_object (spell->other_arch);
986 1030
987 /* level dependencies for bomb */ 1031 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1035 tmp->attacktype = spell->attacktype;
992 1036
993 set_owner(tmp,op); 1037 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1038 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1039
996 tmp->y=dy; 1040 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1041 return 1;
999} 1042}
1000 1043
1001/**************************************************************************** 1044/****************************************************************************
1002 * 1045 *
1003 * smite related spell code. 1046 * smite related spell code.
1011 * dir is the direction to look in. 1054 * dir is the direction to look in.
1012 * range is how far out to look. 1055 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1057 * this info is used for blocked magic/unholy spaces.
1015 */ 1058 */
1016 1059
1060object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1061get_pointed_target (object *op, int dir, int range, int type)
1062{
1018 object *target; 1063 object *target;
1019 sint16 x,y; 1064 sint16 x, y;
1020 int dist, mflags; 1065 int dist, mflags;
1021 mapstruct *mp; 1066 maptile *mp;
1022 1067
1023 if (dir==0) return NULL; 1068 if (dir == 0)
1069 return NULL;
1024 1070
1025 for (dist=1; dist<range; dist++) { 1071 for (dist = 1; dist < range; dist++)
1072 {
1026 x = op->x + freearr_x[dir] * dist; 1073 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1074 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1075 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1077
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1078 if (mflags & P_OUT_OF_MAP)
1079 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1080 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1081 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1082 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1083 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL;
1035 1086
1036 if (mflags & P_IS_ALIVE) { 1087 if (mflags & P_IS_ALIVE)
1088 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1039 return target; 1093 return target;
1040 } 1094 }
1041 } 1095 }
1042 } 1096 }
1043 } 1097 }
1044 return NULL; 1098 return NULL;
1045} 1099}
1046 1100
1047 1101
1048/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1106 * caster = object casting the spell.
1053 * dir = direction being cast 1107 * dir = direction being cast
1054 * spell = spell object 1108 * spell = spell object
1055 */ 1109 */
1056 1110
1111int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1112cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{
1058 object *effect, *target; 1114 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1115 object *god = find_god (determine_god (op));
1060 int range; 1116 int range;
1061 1117
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1118 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1120
1065 /* Bunch of conditions for casting this spell. Note that only 1121 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1122 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1125 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1127 * can't be friendly to your god.
1072 */ 1128 */
1073 1129
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1131 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1133 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1135 return 0;
1080 } 1136 }
1081 1137
1082 if (spell->other_arch) 1138 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1139 effect = arch_to_object (spell->other_arch);
1084 else 1140 else
1085 return 0; 1141 return 0;
1086 1142
1087 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1144 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1091 if(tailor_god_spell(effect,op)) 1148 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1150 else
1151 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1153 return 0;
1097 } 1154 }
1098 } 1155 }
1099 1156
1100 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1101 effect->range=spell->range + 1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1160
1106 if (effect->attacktype & AT_DEATH) { 1161 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1162 {
1108 SP_level_dam_adjust(caster,spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1164
1110 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1171 effect->x = op->x;
1115 effect->y=op->y; 1172 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1173 }
1174 else
1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy ();
1179 return 0;
1123 } 1180 }
1124 } else { 1181 }
1182 }
1183 else
1184 {
1125 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1187 }
1129 1188
1130 set_owner(effect,op); 1189 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1132 1191
1133 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1193 effect->insert_at (target, op);
1135 effect->y=target->y; 1194
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1195 return 1;
1139} 1196}
1140 1197
1141 1198
1142/**************************************************************************** 1199/****************************************************************************
1143 * 1200 *
1145 * 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
1146 * code here is just to move the missile. 1203 * code here is just to move the missile.
1147 ****************************************************************************/ 1204 ****************************************************************************/
1148 1205
1149/* op is a missile that needs to be moved */ 1206/* op is a missile that needs to be moved */
1207void
1150void move_missile(object *op) { 1208move_missile (object *op)
1209{
1151 int i, mflags; 1210 int i, mflags;
1152 object *owner; 1211 object *owner;
1153 sint16 new_x, new_y; 1212 sint16 new_x, new_y;
1154 mapstruct *m; 1213 maptile *m;
1155 1214
1156 if (op->range-- <=0) { 1215 if (op->range-- <= 0)
1157 remove_ob(op); 1216 {
1158 free_object(op); 1217 op->destroy ();
1159 return; 1218 return;
1160 } 1219 }
1161 1220
1162 owner = get_owner(op); 1221 owner = op->owner;
1163#if 0 1222#if 0
1164 /* 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
1165 * monster that are then killed would continue to survive 1224 * monster that are then killed would continue to survive
1166 */ 1225 */
1167 if (owner == NULL) { 1226 if (owner == NULL)
1168 remove_ob(op); 1227 {
1169 free_object(op); 1228 op->destroy ();
1170 return; 1229 return;
1171 } 1230 }
1172#endif 1231#endif
1173 1232
1174 new_x = op->x + DIRX(op); 1233 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1234 new_y = op->y + DIRY (op);
1176 1235
1177 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);
1178 1237
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1181 tag_t tag = op->count; 1239 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1240 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1241 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1243 */
1186 if ( ! was_destroyed (op, tag)) { 1244 if (!op->destroyed ())
1187 remove_ob (op); 1245 op->destroy ();
1188 free_object(op); 1246
1189 }
1190 return; 1247 return;
1191 } 1248 }
1192 1249
1193 remove_ob(op); 1250 op->remove ();
1251
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1253 {
1254 op->destroy ();
1196 return; 1255 return;
1197 } 1256 }
1198 op->x = new_x; 1257
1199 op->y = new_y; 1258 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1259 if (i > 0 && i != op->direction)
1260 {
1203 op->direction=i; 1261 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1262 SET_ANIMATION (op, op->direction);
1205 } 1263 }
1206 insert_ob_in_map(op,op->map,op,0); 1264
1265 m->insert (op, new_x, new_y, op);
1207} 1266}
1208 1267
1209/**************************************************************************** 1268/****************************************************************************
1210 * Destruction 1269 * Destruction
1211 ****************************************************************************/ 1270 ****************************************************************************/
1271
1212/* make_object_glow() - currently only makes living objects glow. 1272/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1274 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1275 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1276 * give them the capability to have an inventory. b.t.
1217 */ 1277 */
1218 1278
1279int
1219int make_object_glow(object *op, int radius, int time) { 1280make_object_glow (object *op, int radius, int time)
1281{
1220 object *tmp; 1282 object *tmp;
1221 1283
1222 /* some things are unaffected... */ 1284 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1285 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1286 return 0;
1225 1287
1226 tmp=get_archetype(FORCE_NAME); 1288 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1289 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1290 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1291 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1292 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1294 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1295
1234 tmp->x=op->x; 1296 tmp->x = op->x;
1235 tmp->y=op->y; 1297 tmp->y = op->y;
1236 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 */
1237 tmp=insert_ob_in_ob(tmp,op); 1300 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1301 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1302 op->glow_radius = tmp->glow_radius;
1240 1303
1241 if(!tmp->env||op!=tmp->env) { 1304 if (!tmp->env || op != tmp->env)
1305 {
1242 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);
1243 &op->name);
1244 return 0; 1307 return 0;
1245 } 1308 }
1246 return 1; 1309 return 1;
1247} 1310}
1248 1311
1249 1312
1250
1251 1313
1314
1315int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1316cast_destruction (object *op, object *caster, object *spell_ob)
1317{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1318 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1319 sint16 sx, sy;
1255 mapstruct *m; 1320 maptile *m;
1256 object *tmp; 1321 object *tmp;
1257 const char *skill; 1322 const char *skill;
1258 1323
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1263 1329
1264 /* destruction doesn't use another spell object, so we need 1330 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1331 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1332 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1333 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1334 * the full share string/free_string route.
1269 */ 1335 */
1270 skill = op->skill; 1336 skill = op->skill;
1337 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1338 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1273 else op->skill = NULL; 1342 op->skill = NULL;
1274 1343
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1344 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1345
1277 for(i= -range; i<range; i++) { 1346 for (i = -range; i < range; i++)
1347 {
1278 for(j=-range; j<range ; j++) { 1348 for (j = -range; j < range; j++)
1349 {
1279 m = op->map; 1350 m = op->map;
1280 sx = op->x + i; 1351 sx = op->x + i;
1281 sy = op->y + j; 1352 sy = op->y + j;
1353
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1284 if (mflags & P_IS_ALIVE) { 1358 if (mflags & P_IS_ALIVE)
1359 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363
1364 if (tmp)
1287 } 1365 {
1288 if (tmp) { 1366 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1367 tmp = tmp->head;
1290 1368
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1375 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1377 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1379 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1382 }
1311 } 1383 }
1312 } 1384 }
1313 } 1385 }
1314 } 1386 }
1315 } 1387 }
1388
1316 op->skill = skill; 1389 op->skill = skill;
1317 return 1; 1390 return 1;
1318} 1391}
1319 1392
1320/*************************************************************************** 1393/***************************************************************************
1321 * 1394 *
1322 * CURSE 1395 * CURSE
1323 * 1396 *
1324 ***************************************************************************/ 1397 ***************************************************************************/
1325 1398
1399int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1400cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{
1327 object *god = find_god(determine_god(op)); 1402 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1403 object *tmp, *force;
1329 1404
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1406 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1407 {
1334 "There is no one in that direction to curse."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1409 return 0;
1336 } 1410 }
1337 1411
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1413 for (force = tmp->inv; force != NULL; force = force->below)
1414 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 {
1341 if (force->name == spell_ob->name) { 1417 if (force->name == spell_ob->name)
1418 {
1342 break; 1419 break;
1343 } 1420 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1421 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1422 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1424 return 0;
1349 } 1425 }
1350 } 1426 }
1351 } 1427 }
1352 1428
1353 if(force==NULL) { 1429 if (force == NULL)
1430 {
1354 force=get_archetype(FORCE_NAME); 1431 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1432 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1433 if (spell_ob->race)
1357 force->name = spell_ob->race; 1434 force->name = spell_ob->race;
1358 else 1435 else
1359 force->name = spell_ob->name; 1436 force->name = spell_ob->name;
1360 1437
1361 force->name_pl = spell_ob->name; 1438 force->name_pl = spell_ob->name;
1362 1439
1363 } else { 1440 }
1441 else
1442 {
1364 int duration; 1443 int duration;
1365 1444
1366 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;
1367 if (duration > force->duration) { 1446 if (duration > force->duration)
1447 {
1368 force->duration = duration; 1448 force->duration = duration;
1369 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.");
1450 }
1370 } else { 1451 else
1452 {
1371 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.");
1372 } 1454 }
1373 return 1; 1455 return 1;
1374 } 1456 }
1375 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;
1376 force->speed = 1.0; 1458 force->speed = 1.0;
1377 force->speed_left = -1.0; 1459 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1460 SET_FLAG (force, FLAG_APPLIED);
1379 1461
1380 if(god) { 1462 if (god)
1463 {
1381 if (spell_ob->last_grace) 1464 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1465 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1466 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1467 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1469 }
1387 } else 1470 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1472
1390 1473
1391 if(tmp!=op && op->type==PLAYER) 1474 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1476
1394 force->stats.ac = spell_ob->stats.ac; 1477 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1478 force->stats.wc = spell_ob->stats.wc;
1396 1479
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1480 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1481 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1482 tmp->update_stats ();
1400 return 1; 1483 return 1;
1401 1484
1402} 1485}
1403
1404 1486
1405/********************************************************************** 1487/**********************************************************************
1406 * mood change 1488 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1489 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1490 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1491 ***********************************************************************/
1410 1492
1411/* This covers the various spells that change the moods of monsters - 1493/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1494 * makes them angry, peacful, friendly, etc.
1413 */ 1495 */
1496int
1414int mood_change(object *op, object *caster, object *spell) { 1497mood_change (object *op, object *caster, object *spell)
1498{
1415 object *tmp, *god, *head; 1499 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1500 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1501 sint16 x, y, nx, ny;
1418 mapstruct *m; 1502 maptile *m;
1419 const char *race; 1503 const char *race;
1420 1504
1421 /* We precompute some values here so that we don't have to keep 1505 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1506 * doing it over and over again.
1423 */ 1507 */
1424 god=find_god(determine_god(op)); 1508 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1509 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1510 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1511
1428 /* On the bright side, no monster should ever have a race of GOD_... 1512 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1513 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1514 * won't ever match anything.
1431 */ 1515 */
1432 if (!spell->race) race=NULL; 1516 if (!spell->race)
1517 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1518 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1519 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1520 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1521 race = god->race;
1522 else
1435 else race = spell->race; 1523 race = spell->race;
1436
1437 1524
1438 for (x = op->x - range; x <= op->x + range; x++) 1525 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1526 for (y = op->y - range; y <= op->y + range; y++)
1440 1527 {
1441 done_one=0; 1528 done_one = 0;
1442 m = op->map; 1529 m = op->map;
1443 nx = x; 1530 nx = x;
1444 ny = y; 1531 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1533 if (mflags & P_OUT_OF_MAP)
1534 continue;
1447 1535
1448 /* If there is nothing living on this space, no need to go further */ 1536 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1537 if (!(mflags & P_IS_ALIVE))
1538 continue;
1450 1539
1540 // players can only affect spaces that they can actually see
1541 if (caster && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70)
1543 continue;
1544
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1546 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1547 break;
1453 1548
1454 /* There can be living objects that are not monsters */ 1549 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1550 if (!tmp || tmp->type == PLAYER)
1551 continue;
1456 1552
1457 /* Only the head has meaningful data, so resolve to that */ 1553 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1554 if (tmp->head)
1555 head = tmp->head;
1556 else
1459 else head=tmp; 1557 head = tmp;
1460 1558
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1559 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1560 if (race && head->race && !strstr (race, head->race))
1561 continue;
1562
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1564 continue;
1464 1565
1465 /* Now do a bunch of stuff related to saving throws */ 1566 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1567 best_at = -1;
1467 if (spell->attacktype) { 1568 if (spell->attacktype)
1569 {
1468 for (at=0; at < NROFATTACKS; at++) 1570 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1571 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1572 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1573 best_at = at;
1471 1574
1472 if (best_at == -1) at=0; 1575 if (best_at == -1)
1576 at = 0;
1577 else
1578 {
1579 if (head->resist[best_at] == 100)
1580 continue;
1473 else { 1581 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1582 at = head->resist[best_at] / 5;
1476 } 1583 }
1477 at -= level / 5; 1584 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1585 if (did_make_save (head, head->level, at))
1586 continue;
1479 } 1587 }
1480 else /* spell->attacktype */ 1588 else /* spell->attacktype */
1481 /* 1589 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1591 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1593
1486 The chance will then be in the range [20-70] percent, not too bad. 1594 The chance will then be in the range [20-70] percent, not too bad.
1487 1595
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1597 charm a level 125 monster...
1490 1598
1491 Ryo, august 14th 1599 Ryo, august 14th
1492 */ 1600 */
1493 { 1601 {
1494 if ( head->level > level ) continue; 1602 if (head->level > level)
1603 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1605 /* Failed, no effect */
1497 continue; 1606 continue;
1498 } 1607 }
1499 1608
1500 /* Done with saving throw. Now start effecting the monster */ 1609 /* Done with saving throw. Now start affecting the monster */
1501 1610
1502 /* aggravation */ 1611 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1612 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1614 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1616 remove_friendly_object (head);
1507 1617
1508 done_one = 1; 1618 done_one = 1;
1509 head->enemy = op; 1619 head->enemy = op;
1510 } 1620 }
1511 1621
1512 /* calm monsters */ 1622 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1623 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1624 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1625 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1626 head->enemy = NULL;
1516 done_one = 1; 1627 done_one = 1;
1517 } 1628 }
1518 1629
1519 /* berserk monsters */ 1630 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1632 {
1521 SET_FLAG(head, FLAG_BERSERK); 1633 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1634 done_one = 1;
1523 } 1635 }
1636
1524 /* charm */ 1637 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1639 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1640 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1641 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1643 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1644 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1645 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1646 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1647 head->attack_movement = PETMOVE;
1535 done_one = 1; 1648 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1649 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1650 head->stats.exp = 0;
1538 } 1651 }
1539 1652
1540 /* If a monster was effected, put an effect in */ 1653 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1654 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1655 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1656 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1657
1549 return 1; 1658 return 1;
1550} 1659}
1551 1660
1552 1661
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1662/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1663 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1664 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1665 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1666 * note that duration is handled by process_object() in time.c
1558 */ 1667 */
1559 1668
1669void
1560void move_ball_spell(object *op) { 1670move_ball_spell (object *op)
1671{
1561 int i,j,dam_save,dir, mflags; 1672 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1673 sint16 nx, ny, hx, hy;
1563 object *owner; 1674 object *owner;
1564 mapstruct *m; 1675 maptile *m;
1565 1676
1566 owner = get_owner(op); 1677 owner = op->owner;
1567 1678
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1679 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1680 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1681 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1682 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1683 * deviations.
1573 */ 1684 */
1574 1685
1575 dir = 0; 1686 dir = 0;
1576 if(!(rndm(0, 3))) 1687 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1688 j = rndm (0, 1);
1578 else j=0; 1689 else
1690 j = 0;
1579 1691
1580 for(i = 1; i < 9; i++) { 1692 for (i = 1; i < 9; i++)
1693 {
1581 /* i bit 0: alters sign of offset 1694 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1695 * other bits (i / 2): absolute value of offset
1583 */ 1696 */
1584 1697
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1698 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1699 int tmpdir = absdir (op->direction + offset);
1587 1700
1588 nx = op->x + freearr_x[tmpdir]; 1701 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1702 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1703 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1704 {
1592 dir = tmpdir; 1705 dir = tmpdir;
1593 break; 1706 break;
1594 } 1707 }
1595 } 1708 }
1596 if (dir == 0) { 1709 if (dir == 0)
1710 {
1597 nx = op->x; 1711 nx = op->x;
1598 ny = op->y; 1712 ny = op->y;
1599 m = op->map; 1713 m = op->map;
1600 } 1714 }
1601 1715
1602 remove_ob(op); 1716 m->insert (op, nx, ny, op);
1603 op->y=ny; 1717
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1718 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1719 surrounding squares */
1609 1720
1610 /* loop over current square and neighbors to hit. 1721 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1722 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1723 * the surround spaces.
1613 */ 1724 */
1614 for(j=0;j<9;j++) { 1725 for (j = 0; j < 9; j++)
1615 object *new_ob; 1726 {
1616
1617 hx = nx+freearr_x[j]; 1727 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1728 hy = ny + freearr_y[j];
1619 1729
1620 m = op->map; 1730 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1732
1623 if (mflags & P_OUT_OF_MAP) continue; 1733 if (mflags & P_OUT_OF_MAP)
1734 continue;
1624 1735
1625 /* first, don't ever, ever hit the owner. Don't hit out 1736 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1737 * of the map either.
1627 */ 1738 */
1628 1739
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 {
1742 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1743 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1744 hit_map (op, j, op->attacktype, 1);
1632 1745
1633 } 1746 }
1634 1747
1635 /* insert the other arch */ 1748 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1750 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1751 }
1643 1752
1644 /* restore to the center location and damage*/ 1753 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1646 1755
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1756 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1757
1649 if(i>=0) { /* we have a preferred direction! */ 1758 if (i >= 0)
1759 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1760 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1761 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1762 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1764
1655 op->direction=i; 1765 op->direction = i;
1656 } 1766 }
1657} 1767}
1658 1768
1659 1769
1660/* move_swarm_spell: peterm 1770/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1773 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1774 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1775 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1776 */
1667 1777
1778void
1668void move_swarm_spell(object *op) 1779move_swarm_spell (object *op)
1669{ 1780{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1781#if 0
1692 // this is bogus: it causes wrong places to be checked below 1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1784 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1785 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1786 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1787#endif
1788 int basedir;
1789 object *owner;
1739 1790
1791 owner = op->owner;
1792 if (op->duration == 0 || owner == NULL)
1793 {
1794 op->destroy ();
1795 return;
1796 }
1797
1798 op->duration--;
1799
1800 basedir = op->direction;
1801 if (basedir == 0)
1802 {
1803 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8);
1805 }
1806
1807#if 0
1808 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space.
1812 // should be fixed later, but correctness before featurs...
1813 // (schmorp)
1814
1815 /* new offset calculation to make swarm element distribution
1816 * more uniform
1817 */
1818 if (op->duration)
1819 {
1820 if (basedir & 1)
1821 {
1822 adjustdir = cardinal_adjust[rndm (0, 8)];
1823 }
1824 else
1825 {
1826 adjustdir = diagonal_adjust[rndm (0, 9)];
1827 }
1828 }
1829 else
1830 {
1831 adjustdir = 0; /* fire the last one from forward. */
1832 }
1833
1834 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1835 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1836
1837 /* back up one space so we can hit point-blank targets, but this
1838 * necessitates extra out_of_map check below
1839 */
1840 origin_x = target_x - freearr_x[basedir];
1841 origin_y = target_y - freearr_y[basedir];
1842
1843
1740 /* spell pointer is set up for the spell this casts. Since this 1844 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1845 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1846 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1847 * do some sanity checking anyways.
1744 */ 1848 */
1745 1849
1746 if (op->spell && op->spell->type == SPELL) 1850 if (op->spell && op->spell->type == SPELL &&
1851 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1852 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1853 {
1854
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1855 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1856 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1857 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1858 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1859 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1860 }
1861#endif
1862
1863 /* spell pointer is set up for the spell this casts. Since this
1864 * should just be a pointer to the spell in some inventory,
1865 * it is unlikely to disappear by the time we need it. However,
1866 * do some sanity checking anyways.
1867 */
1868
1869 if (op->spell && op->spell->type == SPELL)
1870 {
1871 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1753 } 1876 }
1754} 1877}
1755 1878
1756 1879
1757 1880
1758 1881
1766 * dir: the direction everything will be fired in 1889 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1890 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1891 * n: the number to be fired.
1769 */ 1892 */
1770 1893
1894int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1895fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1896{
1773 object *tmp; 1897 object *tmp;
1774 int i; 1898 int i;
1775 1899
1776 if (!spell->other_arch) return 0; 1900 if (!spell->other_arch)
1901 return 0;
1777 1902
1778 tmp=get_archetype(SWARM_SPELL); 1903 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1782 set_spell_skill(op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1783 1906
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1786 1909
1787 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1788 1911
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1791 return 1; 1914 return 1;
1792 } 1915
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1919
1797 tmp->direction=dir; 1920 tmp->direction = dir;
1798 tmp->invisible=1; 1921 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1922
1923 tmp->insert_at (op, op);
1800 return 1; 1924 return 1;
1801} 1925}
1802 1926
1803 1927
1804/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
1805 * function. 1929 * function.
1806 */ 1930 */
1931int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1932cast_light (object *op, object *caster, object *spell, int dir)
1933{
1808 object *target=NULL,*tmp=NULL; 1934 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1935 sint16 x, y;
1810 int dam, mflags; 1936 int dam, mflags;
1811 mapstruct *m; 1937 maptile *m;
1812 1938
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1940
1815 if(!dir) { 1941 if (!dir)
1942 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1944 return 0;
1818 } 1945 }
1819 1946
1820 x=op->x+freearr_x[dir]; 1947 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1948 y = op->y + freearr_y[dir];
1822 m = op->map; 1949 m = op->map;
1823 1950
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1951 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1952
1826 if (mflags & P_OUT_OF_MAP) { 1953 if (mflags & P_OUT_OF_MAP)
1954 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1956 return 0;
1829 } 1957 }
1830 1958
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1959 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1962 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1964 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head)
1835 if(target->head) target = target->head; 1966 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1967 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1968 return 1; /* one success only! */
1838 } 1969 }
1839 } 1970 }
1840 1971
1841 /* no live target, perhaps a wall is in the way? */ 1972 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1976 return 0;
1845 } 1977 }
1846 1978
1847 /* ok, looks groovy to just insert a new light on the map */ 1979 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1980 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1981 if (!tmp)
1982 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1984 return 0;
1852 } 1985 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1987 if (tmp->glow_radius)
1988 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 1992 }
1858 tmp->x=x; 1993
1859 tmp->y=y; 1994 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1995 return 1;
1862} 1996}
1863 1997
1864 1998
1865 1999
1866 2000
1869 * op is the player/monster, caster is the object, dir is the direction 2003 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 2004 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 2005 * perhaps this should actually be in disease.c?
1872 */ 2006 */
1873 2007
2008int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2009cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{
1875 sint16 x,y; 2011 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 2012 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 2013 object *walk;
1878 mapstruct *m; 2014 maptile *m;
1879 2015
1880 x = op->x; 2016 x = op->x;
1881 y = op->y; 2017 y = op->y;
1882 2018
1883 /* If casting from a scroll, no direction will be available, so refer to the 2019 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 2020 * direction the player is pointing.
1885 */ 2021 */
2022 if (!dir)
1886 if (!dir) dir=op->facing; 2023 dir = op->facing;
2024 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2025 return 0; /* won't find anything if casting on ourself, so just return */
1888 2026
1889 /* Calculate these once here */ 2027 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2028 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2029 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2030 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2031
1894 /* search in a line for a victim */ 2032 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2033 for (i = 1; i < range; i++)
2034 {
1896 x = op->x + i * freearr_x[dir]; 2035 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2036 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2037 m = op->map;
1899 2038
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2039 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2040
1902 if (mflags & P_OUT_OF_MAP) return 0; 2041 if (mflags & P_OUT_OF_MAP)
2042 return 0;
1903 2043
1904 /* don't go through walls - presume diseases are airborne */ 2044 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2045 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2046 return 0;
1906 2047
1907 /* Only bother looking on this space if there is something living here */ 2048 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 2049 if (mflags & P_IS_ALIVE)
2050 {
1909 /* search this square for a victim */ 2051 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2054 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2055 object *disease = arch_to_object (spell->other_arch);
1913 2056
1914 set_owner(disease,op); 2057 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2058 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2059 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2060 disease->level = caster_level (caster, spell);
1918 2061
1919 /* do level adjustments */ 2062 /* do level adjustments */
1920 if(disease->stats.wc) 2063 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2064 disease->stats.wc += dur_mod / 2;
1922 2065
1923 if(disease->magic> 0) 2066 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2067 disease->magic += dur_mod / 4;
1925 2068
1926 if(disease->stats.maxhp>0) 2069 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2070 disease->stats.maxhp += dur_mod;
1928 2071
1929 if(disease->stats.maxgrace>0) 2072 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2073 disease->stats.maxgrace += dur_mod;
1931 2074
1932 if(disease->stats.dam) { 2075 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2076 {
1949 if(disease->stats.ac) 2077 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2078 disease->stats.dam += dam_mod;
1951 2079 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2080 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2081 }
1974 free_object(disease); 2082
2083 if (disease->last_sp)
2084 {
2085 disease->last_sp -= 2 * dam_mod;
2086 if (disease->last_sp < 1)
2087 disease->last_sp = 1;
1975 } 2088 }
2089
2090 if (disease->stats.maxsp)
2091 {
2092 if (disease->stats.maxsp > 0)
2093 disease->stats.maxsp += dam_mod;
2094 else
2095 disease->stats.maxsp -= dam_mod;
2096 }
2097
2098 if (disease->stats.ac)
2099 disease->stats.ac += dam_mod;
2100
2101 if (disease->last_eat)
2102 disease->last_eat -= dam_mod;
2103
2104 if (disease->stats.hp)
2105 disease->stats.hp -= dam_mod;
2106
2107 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod;
2109
2110 if (infect_object (walk, disease, 1))
2111 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113
2114 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2116 return 1;
2117 }
2118
2119 disease->destroy ();
2120 }
1976 } /* if living creature */ 2121 } /* if living creature */
1977 } /* for range of spaces */ 2122 } /* for range of spaces */
2123
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2124 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2125 return 1;
1980} 2126}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines