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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
104/*************************************************************************** 106/***************************************************************************
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 138 return;
135 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 145
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
165void
166void move_bolt(object *op) { 166move_bolt (object *op)
167 object *tmp; 167{
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 mapstruct *m; 170 maptile *m;
171 171
172 if(--(op->duration)<0) { 172 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 173 {
174 op->destroy ();
175 return;
176 }
177
177 hit_map(op,0,op->attacktype,1); 178 hit_map (op, 0, op->attacktype, 1);
178 179
179 if(!op->direction) 180 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 181 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 182
250 /* New forking code. Possibly create forks of this object 183 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 184 op->range = 0;
261 } /* copy object and move it along */ 185 else
262 } /* if move bolt along */ 186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
193 return;
194
195 /* We are about to run into something - we may bounce */
196 /* Calling reflwall is pretty costly, as it has to look at all the objects
197 * on the space. So only call reflwall if we think the data it returns
198 * will be useful.
199 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
203 return;
204
205 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling
208 * on the diagonal, it is trickier - eg, a bolt travelling
209 * northwest bounces different if it hits a north/south
210 * wall (bounces to northeast) vs an east/west (bounces
211 * to the southwest.
212 */
213 if (op->direction & 1)
214 op->direction = absdir (op->direction + 4);
215 else
216 {
217 int left, right;
218 int mflags;
219
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist.
224 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
227
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233
234 if (left == right)
235 op->direction = absdir (op->direction + 4);
236 else if (left)
237 op->direction = absdir (op->direction + 2);
238 else if (right)
239 op->direction = absdir (op->direction - 2);
240 }
241
242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
243 return;
244 }
245 else
246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone ();
248
249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */
252 tmp->duration++;
253
254 /* New forking code. Possibly create forks of this object
255 * going off in other directions.
256 */
257 if (rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261
262 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward.
264 */
265 op->range = 0;
266 } /* copy object and move it along */
267 } /* if move bolt along */
263} 268}
264 269
265/* fire_bolt 270/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 274 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
271 * pointers. 276 * pointers.
272 */ 277 */
273 278int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
275 object *tmp=NULL; 281 object *tmp = NULL;
276 int mflags; 282 int mflags;
277 283
278 if (!spob->other_arch) 284 if (!spob->other_arch)
279 return 0; 285 return 0;
280 286
281 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 288 if (tmp == NULL)
283 return 0; 289 return 0;
284 290
285 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 294 if (spob->slaying)
295 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
293 300
294 tmp->direction=dir; 301 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
297 304
298 set_owner(tmp,op); 305 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
300 307
301 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 310 tmp->map = op->map;
304 311
312 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 315 {
316 tmp->destroy ();
317 return 0;
318 }
319
320 tmp->map = newmap;
321
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 325 {
326 tmp->destroy ();
313 return 0; 327 return 0;
314 } 328 }
315 tmp->x=op->x; 329
316 tmp->y=op->y; 330 tmp->x = op->x;
331 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 333 tmp->map = op->map;
319 } 334 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 337 move_bolt (tmp);
338
322 return 1; 339 return 1;
323} 340}
324 341
325 342
326 343
327/*************************************************************************** 344/***************************************************************************
332 349
333/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 352 * At least that is what I think this does.
336 */ 353 */
354void
337void explosion(object *op) { 355explosion (object *op)
338 object *tmp; 356{
339 mapstruct *m=op->map; 357 maptile *m = op->map;
340 int i; 358 int i;
341 359
342 if(--(op->duration)<0) { 360 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 361 {
362 op->destroy ();
363 return;
364 }
365
347 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
348 367
349 if(op->range>0) { 368 if (op->range > 0)
350 for(i=1;i<9;i++) { 369 {
370 for (i = 1; i < 9; i++)
371 {
351 sint16 dx,dy; 372 sint16 dx, dy;
352 373
353 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
355 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 378 * out of map, etc.
357 */ 379 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 381 {
360 copy_object(op,tmp); 382 object *tmp = op->clone ();
361 tmp->state=0; 383
362 tmp->speed_left= -0.21; 384 tmp->state = 0;
363 tmp->range--; 385 tmp->speed_left = -0.21f;
364 tmp->value=0; 386 tmp->range--;
365 tmp->x=dx; 387 tmp->value = 0;
366 tmp->y=dy; 388
367 insert_ob_in_map(tmp,m,op,0); 389 m->insert (tmp, dx, dy, op);
368 } 390 }
369 } 391 }
370 } 392 }
371} 393}
372 394
373 395
374/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
376 * explode. 398 * explode.
377 */ 399 */
400void
378void explode_bullet(object *op) 401explode_bullet (object *op)
379{ 402{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 403 object *tmp, *owner;
382 404
383 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 408 op->destroy ();
386 free_object (op); 409 return;
387 return;
388 } 410 }
389 411
390 if (op->env) { 412 if (op->env)
391 object *env; 413 {
392
393 env = object_get_env_recursive(op); 414 object *env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 418 op->destroy ();
397 free_object (op);
398 return; 419 return;
399 } 420 }
400 remove_ob (op); 421
401 op->x = env->x; 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 423 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 424 else if (out_of_map (op->map, op->x, op->y))
425 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 427 op->destroy ();
407 free_object (op); 428 return;
408 return;
409 } 429 }
410 430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 435 {
413 remove_ob (op); 436 op->destroy ();
414 free_object (op); 437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
415 return; 444 return;
416 } 445 }
417 446
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
426 449
427 copy_owner (tmp, op); 450 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 451 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 452
431 owner = get_owner(op); 453 owner = op->owner;
454
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 456 {
438 tmp->x = op->x; 457 op->destroy ();
439 tmp->y = op->y; 458 return;
459 }
440 460
441 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
443 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 465 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 467 tmp->duration = op->duration;
447 } else { 468 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
449 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 479 * the count of the parent should work fine.
455 */ 480 */
456 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
457 } 482 }
458 483
459 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
462 487
463 /* Prevent recursion */ 488 /* Prevent recursion */
464 op->move_on = 0; 489 op->move_on = 0;
465 490
466 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
467 /* remove the firebullet */ 492 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 494}
473
474
475 495
476/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
478 */ 498 */
479 499void
480void check_bullet(object *op) 500check_bullet (object *op)
481{ 501{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 502 object *tmp;
484 int dam, mflags; 503 int dam, mflags;
485 mapstruct *m; 504 maptile *m;
486 sint16 sx, sy; 505 sint16 sx, sy;
487 506
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 508
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 510 return;
492 511
493 if (op->other_arch) { 512 if (op->other_arch)
513 {
494 /* explode object will also remove op */ 514 /* explode object will also remove op */
495 explode_bullet (op); 515 explode_bullet (op);
496 return; 516 return;
497 } 517 }
498 518
499 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
501 522
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 524 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 526 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 529 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 531 {
512 free_object(op); 532 op->destroy ();
513 return; 533 return;
514 } 534 }
515 } 535 }
516 } 536 }
517 } 537 }
518} 538}
519
520 539
521/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 541 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
525 */ 544 */
526 545void
527void move_bullet(object *op) 546move_bullet (object *op)
528{ 547{
529 sint16 new_x, new_y; 548 sint16 new_x, new_y;
530 int mflags; 549 int mflags;
531 mapstruct *m; 550 maptile *m;
532 551
533#if 0 552#if 0
534 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
535 554
536 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
539 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
541 return; 561 return;
542 } /* end addition. */ 562 } /* end addition. */
543#endif 563#endif
544 564
545 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
547 if (op->other_arch) { 568 if (op->other_arch)
548 explode_bullet (op); 569 explode_bullet (op);
549 } else { 570 else
550 remove_ob (op); 571 op->destroy ();
551 free_object (op); 572
552 }
553 return; 573 return;
554 } 574 }
555 575
556 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
558 m = op->map; 578 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 580
561 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 582 {
563 free_object (op); 583 op->destroy ();
564 return; 584 return;
565 } 585 }
566 586
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
568 if (op->other_arch) { 589 if (op->other_arch)
569 explode_bullet (op); 590 explode_bullet (op);
570 } else { 591 else
571 remove_ob (op); 592 op->destroy ();
572 free_object (op); 593
573 }
574 return; 594 return;
575 } 595 }
576 596
577 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 598 return;
582 599
583 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
584 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 603 update_turn_face (op);
586 } else { 604 }
605 else
587 check_bullet (op); 606 check_bullet (op);
588 }
589} 607}
590
591
592
593 608
594/* fire_bullet 609/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 613 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
600 * pointers. 615 * pointers.
601 */ 616 */
602 617
618int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
604 object *tmp=NULL; 621 object *tmp = NULL;
605 int mflags; 622 int mflags;
606 623
607 if (!spob->other_arch) 624 if (!spob->other_arch)
608 return 0; 625 return 0;
609 626
610 tmp=arch_to_object(spob->other_arch); 627 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 628 if (tmp == NULL)
612 return 0; 629 return 0;
613 630
614 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
618 636
619 tmp->range = 50; 637 tmp->range = 50;
620 638
621 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 643
626 tmp->direction=dir; 644 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
629 647
630 set_owner(tmp,op); 648 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
632 650
633 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 653 tmp->map = op->map;
636 654
655 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 668 {
669 tmp->destroy ();
645 return 0; 670 return 0;
646 } 671 }
647 tmp->x=op->x; 672
648 tmp->y=op->y; 673 tmp->x = op->x;
674 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 676 tmp->map = op->map;
651 } 677 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 680 check_bullet (tmp);
654 } 681
655 return 1; 682 return 1;
656} 683}
657
658
659
660 684
661/***************************************************************************** 685/*****************************************************************************
662 * 686 *
663 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
664 * 688 *
665 *****************************************************************************/ 689 *****************************************************************************/
666 690
667
668/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692void
669void cone_drop(object *op) { 693cone_drop (object *op)
694{
670 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
671 696
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 697 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
676 699
677 /* preserve skill ownership */ 700 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 702 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 703
681 } 704 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 705}
685 706
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 708
709void
688void move_cone(object *op) { 710move_cone (object *op)
711{
689 int i; 712 int i;
690 tag_t tag;
691 713
692 /* if no map then hit_map will crash so just ignore object */ 714 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 715 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 716 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0);
719 return;
720 }
700 721
701 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
724 {
703 hit_map(op,0,op->attacktype,0); 725 hit_map (op, 0, op->attacktype, 0);
704 return; 726 return;
705 } 727 }
706 728
707#if 0 729#if 0
708 /* Disable this - enabling it makes monsters easier, as 730 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 731 * when their cone dies when they die.
710 */ 732 */
711 /* If no owner left, the spell dies out. */ 733 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 734 if (op->owner == NULL)
713 remove_ob(op); 735 {
714 free_object(op); 736 op->destroy ();
715 return; 737 return;
716 } 738 }
717#endif 739#endif
718 740
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 741 hit_map (op, 0, op->attacktype, 0);
721 742
722 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
724 * degree. 745 * degree.
725 */ 746 */
747 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 748 check_spell_knockback (op);
727 749
728 if (was_destroyed (op, tag)) 750 if (op->destroyed ())
751 return;
752
753 if ((op->duration--) < 0)
754 {
755 op->destroy ();
729 return; 756 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 757 }
736 /* Object has hit maximum range, so don't have it move 758 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 759 * any further. When the duration above expires,
738 * then the object will get removed. 760 * then the object will get removed.
739 */ 761 */
740 if (--op->range < 0) { 762 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 763 {
764 op->range = 0; /* just so it doesn't wrap */
765 return;
766 }
744 767
745 for(i= -1;i<2;i++) { 768 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 769 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 771
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 772 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 773 {
751 copy_object(op, tmp); 774 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 775
755 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
756 777
757 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 780
760 if (tmp->other_arch) cone_drop(tmp); 781 op->map->insert (tmp, x, y, op);
761 } 782
783 if (tmp->other_arch)
784 cone_drop (tmp);
785 }
762 } 786 }
763} 787}
764 788
765/* cast_cone: casts a cone spell. 789/* cast_cone: casts a cone spell.
766 * op: person firing the object. 790 * op: person firing the object.
768 * dir: direction to fire in. 792 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 793 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 794 * to fire.
771 * returns 0 on failure, 1 on success. 795 * returns 0 on failure, 1 on success.
772 */ 796 */
797int
773int cast_cone(object *op, object *caster,int dir, object *spell) 798cast_cone (object *op, object *caster, int dir, object *spell)
774{ 799{
775 object *tmp; 800 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 801 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 802 maptile *m;
778 sint16 sx, sy; 803 sint16 sx, sy;
779 MoveType movetype; 804 MoveType movetype;
780 805
781 if (!spell->other_arch) return 0; 806 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 807 return 0;
808
809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
812 return 0;
813 }
789 814
790 if(!dir) { 815 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 816 {
817 range_min = 0;
818 range_max = 8;
819 }
794 820
795 /* Need to know what the movetype of the object we are about 821 /* 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 822 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 823 * insert it into is blocked.
798 */ 824 */
799 movetype = spell->other_arch->clone.move_type; 825 movetype = spell->other_arch->clone.move_type;
800 826
801 for(i=range_min;i<=range_max;i++) { 827 for (i = range_min; i <= range_max; i++)
828 {
802 sint16 x,y, d; 829 sint16 x, y, d;
803 830
804 /* We can't use absdir here, because it never returns 831 /* 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 832 * 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 833 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 834 * to hit that person.
808 */ 835 */
809 d = dir + i; 836 d = dir + i;
810 while (d < 0) d+=8; 837 while (d < 0)
811 while (d > 8) d-=8; 838 d += 8;
839 while (d > 8)
840 d -= 8;
812 841
813 /* If it's not a rune, we don't want to blast the caster. 842 /* 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, 843 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 847 * for the rune code.
819 */ 848 */
820 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 850 {
822 else continue; 851 if (dir != 0)
823 } 852 d = 8;
853 else
854 continue;
855 }
824 856
825 x = op->x+freearr_x[d]; 857 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 858 y = op->y + freearr_y[d];
827 859
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 861 continue;
830 862
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 864 continue;
833 865
834 success=1; 866 success = 1;
835 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 868 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
842 872
843 /* holy word stuff */ 873 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
846 } 876 return 0;
847 877
848 if(dir) 878 if (dir)
849 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
850 else 880 else
851 tmp->stats.sp=i; 881 tmp->stats.sp = i;
852 882
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 884
855 /* If casting it in all directions, it doesn't go as far */ 885 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 886 if (dir == 0)
887 {
857 tmp->range /= 4; 888 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
859 } 890 tmp->range = 2;
891 }
892
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 893 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 895
863 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 898 {
866 else 899 if (caster->type == PLAYER)
900 tmp->duration += fear_bonus[caster->stats.Cha];
901 else
867 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
868 } 903 }
904
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 906 {
871 else 907 if (caster->type == PLAYER)
908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
909 else
872 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
873 } 911 }
874 912
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 915
880 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 917 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);
886 918
919 m->insert (tmp, sx, sy, op);
920
887 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 922 * a single space too many times.
889 */ 923 */
890 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
891 925
892 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
893 } 928 }
929
894 return success; 930 return success;
895} 931}
896 932
897/**************************************************************************** 933/****************************************************************************
898 * 934 *
899 * BOMB related code 935 * BOMB related code
902 938
903 939
904/* This handles an exploding bomb. 940/* This handles an exploding bomb.
905 * op is the original bomb object. 941 * op is the original bomb object.
906 */ 942 */
943void
907void animate_bomb(object *op) { 944animate_bomb (object *op)
945{
908 int i; 946 int i;
909 object *env, *tmp; 947 object *env, *tmp;
910 archetype *at;
911 948
912 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 950 return;
914 951
915 env = object_get_env_recursive(op); 952 env = object_get_env_recursive (op);
916 953
917 if (op->env) { 954 if (op->env)
955 {
918 if (env->map == NULL) 956 if (env->map == NULL)
919 return; 957 return;
920 958
921 if (env->type == PLAYER) 959 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
923 961
924 remove_ob(op); 962 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 963 return;
926 op->y = env->y; 964 }
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 965
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
970 {
971 op->destroy ();
928 return; 972 return;
929 } 973 }
930 974
931 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 977 * so just set up the appropriate values.
934 */ 978 */
935 at = find_archetype(SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 980 {
937 for(i=1;i<9;i++) { 981 for (i = 1; i < 9; i++)
982 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 984 continue;
985
940 tmp = arch_to_object(at); 986 tmp = arch_to_object (at);
941 tmp->direction = i; 987 tmp->direction = i;
942 tmp->range = op->range; 988 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 990 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 992 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 993 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 994 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 995
996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
997 SET_ANIMATION (tmp, i);
998
999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1000 move_bullet (tmp);
1001 }
950 } 1002 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 1003
960 explode_bullet(op); 1004 explode_bullet (op);
961} 1005}
962 1006
1007int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1008create_bomb (object *op, object *caster, int dir, object *spell)
1009{
964 1010
965 object *tmp; 1011 object *tmp;
966 int mflags; 1012 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1014 maptile *m;
969 1015
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1020 return 0;
974 } 1021 }
975 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
976 1023
977 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
982 1029
983 set_owner(tmp,op); 1030 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1032
986 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1034 return 1;
989} 1035}
990 1036
991/**************************************************************************** 1037/****************************************************************************
992 * 1038 *
993 * smite related spell code. 1039 * smite related spell code.
1001 * dir is the direction to look in. 1047 * dir is the direction to look in.
1002 * range is how far out to look. 1048 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1005 */ 1051 */
1006 1052
1053object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1008 object *target; 1056 object *target;
1009 sint16 x,y; 1057 sint16 x, y;
1010 int dist, mflags; 1058 int dist, mflags;
1011 mapstruct *mp; 1059 maptile *mp;
1012 1060
1013 if (dir==0) return NULL; 1061 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1062 return NULL;
1063
1064 for (dist = 1; dist < range; dist++)
1065 {
1066 x = op->x + freearr_x[dir] * dist;
1067 y = op->y + freearr_y[dir] * dist;
1068 mp = op->map;
1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1070
1071 if (mflags & P_OUT_OF_MAP)
1072 return NULL;
1073 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1074 return NULL;
1075 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1076 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL;
1079
1080 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 {
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target;
1087 }
1088 }
1089 }
1090 }
1091 return NULL;
1035} 1092}
1036 1093
1037 1094
1038/* cast_smite_arch() - the priest points to a creature and causes 1095/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1096 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1099 * caster = object casting the spell.
1043 * dir = direction being cast 1100 * dir = direction being cast
1044 * spell = spell object 1101 * spell = spell object
1045 */ 1102 */
1046 1103
1104int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1105cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{
1048 object *effect, *target; 1107 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1108 object *god = find_god (determine_god (op));
1050 int range; 1109 int range;
1051 1110
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1111 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1112 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1113
1055 /* Bunch of conditions for casting this spell. Note that only 1114 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1115 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1116 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1117 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1118 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1119 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1120 * can't be friendly to your god.
1062 */ 1121 */
1063 1122
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1124 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1126 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1128 return 0;
1070 } 1129 }
1071 1130
1072 if (spell->other_arch) 1131 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1132 effect = arch_to_object (spell->other_arch);
1074 else 1133 else
1075 return 0; 1134 return 0;
1076 1135
1077 /* tailor the effect by priest level and worshipped God */ 1136 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1137 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1138 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 {
1081 if(tailor_god_spell(effect,op)) 1141 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1143 else
1144 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1146 return 0;
1087 } 1147 }
1088 } 1148 }
1089 1149
1090 /* size of the area of destruction */ 1150 /* size of the area of destruction */
1091 effect->range=spell->range + 1151 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1152 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1153
1096 if (effect->attacktype & AT_DEATH) { 1154 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1155 {
1098 SP_level_dam_adjust(caster,spell); 1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1157
1100 /* casting death spells at undead isn't a good thing */ 1158 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1159 if (QUERY_FLAG (target, FLAG_UNDEAD))
1160 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1161 if (random_roll (0, 2, op, PREFER_LOW))
1162 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1164 effect->x = op->x;
1105 effect->y=op->y; 1165 effect->y = op->y;
1106 } else { 1166 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1167 else
1108 query_name(target)); 1168 {
1169 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1170 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1171 effect->destroy ();
1111 return 0; 1172 return 0;
1173 }
1174 }
1112 } 1175 }
1113 } 1176 else
1114 } else { 1177 {
1115 /* how much woe to inflict :) */ 1178 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1179 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1180 }
1119 1181
1120 set_owner(effect,op); 1182 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1122 1184
1123 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1186 effect->insert_at (target, op);
1125 effect->y=target->y; 1187
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1188 return 1;
1129} 1189}
1130 1190
1131 1191
1132/**************************************************************************** 1192/****************************************************************************
1133 * 1193 *
1135 * note that the fire_bullet is used to fire the missile. The 1195 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1196 * code here is just to move the missile.
1137 ****************************************************************************/ 1197 ****************************************************************************/
1138 1198
1139/* op is a missile that needs to be moved */ 1199/* op is a missile that needs to be moved */
1200void
1140void move_missile(object *op) { 1201move_missile (object *op)
1202{
1141 int i, mflags; 1203 int i, mflags;
1142 object *owner; 1204 object *owner;
1143 sint16 new_x, new_y; 1205 sint16 new_x, new_y;
1144 mapstruct *m; 1206 maptile *m;
1145 1207
1146 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1209 {
1210 op->destroy ();
1211 return;
1212 }
1151 1213
1152 owner = get_owner(op); 1214 owner = op->owner;
1153#if 0 1215#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1216 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1217 * monster that are then killed would continue to survive
1156 */ 1218 */
1157 if (owner == NULL) { 1219 if (owner == NULL)
1158 remove_ob(op); 1220 {
1159 free_object(op); 1221 op->destroy ();
1160 return; 1222 return;
1161 } 1223 }
1162#endif 1224#endif
1163 1225
1164 new_x = op->x + DIRX(op); 1226 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1227 new_y = op->y + DIRY (op);
1166 1228
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1230
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1232 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1233 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1234 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1235 * we need to remove it if someone hasn't already done so.
1175 */ 1236 */
1176 if ( ! was_destroyed (op, tag)) { 1237 if (!op->destroyed ())
1177 remove_ob (op); 1238 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1239
1183 remove_ob(op); 1240 return;
1241 }
1242
1243 op->remove ();
1244
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1246 {
1188 op->x = new_x; 1247 op->destroy ();
1189 op->y = new_y; 1248 return;
1190 op->map = m; 1249 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1250
1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1252 if (i > 0 && i != op->direction)
1253 {
1193 op->direction=i; 1254 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1195 } 1256 }
1196 insert_ob_in_map(op,op->map,op,0); 1257
1258 m->insert (op, new_x, new_y, op);
1197} 1259}
1198 1260
1199/**************************************************************************** 1261/****************************************************************************
1200 * Destruction 1262 * Destruction
1201 ****************************************************************************/ 1263 ****************************************************************************/
1264
1202/* make_object_glow() - currently only makes living objects glow. 1265/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1266 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1267 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1268 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1269 * give them the capability to have an inventory. b.t.
1207 */ 1270 */
1208 1271
1272int
1209int make_object_glow(object *op, int radius, int time) { 1273make_object_glow (object *op, int radius, int time)
1274{
1210 object *tmp; 1275 object *tmp;
1211 1276
1212 /* some things are unaffected... */ 1277 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1278 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1279 return 0;
1215 1280
1216 tmp=get_archetype(FORCE_NAME); 1281 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1282 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1283 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1284 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1285 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1287 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1288
1224 tmp->x=op->x; 1289 tmp->x = op->x;
1225 tmp->y=op->y; 1290 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1293 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1294 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1295 op->glow_radius = tmp->glow_radius;
1230 1296
1231 if(!tmp->env||op!=tmp->env) { 1297 if (!tmp->env || op != tmp->env)
1298 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1300 return 0;
1234 return 0;
1235 } 1301 }
1236 return 1; 1302 return 1;
1237} 1303}
1238 1304
1239 1305int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1306cast_destruction (object *op, object *caster, object *spell_ob)
1307{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1309 sint16 sx, sy;
1245 mapstruct *m; 1310 maptile *m;
1246 object *tmp; 1311 object *tmp;
1247 const char *skill; 1312 const char *skill;
1248 1313
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1315 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1318 friendly = 1;
1253 1319
1254 /* destruction doesn't use another spell object, so we need 1320 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1321 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1322 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1323 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1324 * the full share string/free_string route.
1259 */ 1325 */
1260 skill = op->skill; 1326 skill = op->skill;
1327 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1328 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1329 else if (caster->skill)
1330 op->skill = caster->skill;
1331 else
1263 else op->skill = NULL; 1332 op->skill = NULL;
1264 1333
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1266 1335
1267 for(i= -range; i<range; i++) { 1336 for (i = -range; i < range; i++)
1337 {
1268 for(j=-range; j<range ; j++) { 1338 for (j = -range; j < range; j++)
1339 {
1269 m = op->map; 1340 m = op->map;
1270 sx = op->x + i; 1341 sx = op->x + i;
1271 sy = op->y + j; 1342 sy = op->y + j;
1343
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1274 if (mflags & P_IS_ALIVE) { 1348 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1349 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1352 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1353
1354 if (tmp)
1355 {
1356 if (tmp->head)
1357 tmp = tmp->head;
1358
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1361 {
1362 if (spell_ob->subtype == SP_DESTRUCTION)
1363 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1365 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1367 }
1288 tmp->y = sy; 1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1369 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1372 }
1297 effect->y = sy; 1373 }
1298 insert_ob_in_map(effect, m, op, 0); 1374 }
1299 } 1375 }
1300 } 1376 }
1301 }
1302 }
1303 } 1377 }
1304 } 1378
1305 }
1306 op->skill = skill; 1379 op->skill = skill;
1307 return 1; 1380 return 1;
1308} 1381}
1309 1382
1310/*************************************************************************** 1383/***************************************************************************
1311 * 1384 *
1312 * CURSE 1385 * CURSE
1313 * 1386 *
1314 ***************************************************************************/ 1387 ***************************************************************************/
1315 1388
1389int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1390cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{
1317 object *god = find_god(determine_god(op)); 1392 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1393 object *tmp, *force;
1319 1394
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1395 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1396 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1397 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0;
1400 }
1327 1401
1328 /* If we've already got a force of this type, don't add a new one. */ 1402 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1403 for (force = tmp->inv; force != NULL; force = force->below)
1404 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 {
1331 if (force->name == spell_ob->name) { 1407 if (force->name == spell_ob->name)
1332 break; 1408 {
1333 } 1409 break;
1410 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1411 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1412 {
1336 "You can not cast %s while %s is in effect", 1413 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1414 return 0;
1338 return 0; 1415 }
1416 }
1339 } 1417 }
1340 }
1341 }
1342 1418
1343 if(force==NULL) { 1419 if (force == NULL)
1420 {
1344 force=get_archetype(FORCE_NAME); 1421 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1422 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1423 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1424 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1425 else
1426 force->name = spell_ob->name;
1427
1428 force->name_pl = spell_ob->name;
1429
1430 }
1431 else
1432 {
1355 int duration; 1433 int duration;
1356 1434
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1435 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1436 if (duration > force->duration)
1437 {
1359 force->duration = duration; 1438 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1440 }
1441 else
1442 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1444 }
1364 return 1; 1445 return 1;
1365 } 1446 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1448 force->speed = 1.f;
1368 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1370 1451
1371 if(god) { 1452 if (god)
1453 {
1372 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1455 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1456 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1457 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1458 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1459 }
1378 } else 1460 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1461 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1462
1381 1463
1382 if(tmp!=op && op->type==PLAYER) 1464 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1465 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1466
1385 force->stats.ac = spell_ob->stats.ac; 1467 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1468 force->stats.wc = spell_ob->stats.wc;
1387 1469
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1470 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1471 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1472 tmp->update_stats ();
1391 return 1; 1473 return 1;
1392 1474
1393} 1475}
1394
1395 1476
1396/********************************************************************** 1477/**********************************************************************
1397 * mood change 1478 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1479 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1481 ***********************************************************************/
1401 1482
1402/* This covers the various spells that change the moods of monsters - 1483/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1484 * makes them angry, peacful, friendly, etc.
1404 */ 1485 */
1486int
1405int mood_change(object *op, object *caster, object *spell) { 1487mood_change (object *op, object *caster, object *spell)
1488{
1406 object *tmp, *god, *head; 1489 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1490 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1491 sint16 x, y, nx, ny;
1409 mapstruct *m; 1492 maptile *m;
1410 const char *race; 1493 const char *race;
1411 1494
1412 /* We precompute some values here so that we don't have to keep 1495 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1496 * doing it over and over again.
1414 */ 1497 */
1415 god=find_god(determine_god(op)); 1498 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1499 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1500 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1501
1419 /* On the bright side, no monster should ever have a race of GOD_... 1502 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1503 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1504 * won't ever match anything.
1422 */ 1505 */
1423 if (!spell->race) race=NULL; 1506 if (!spell->race)
1507 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1508 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1509 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1511 race = god->race;
1512 else
1426 else race = spell->race; 1513 race = spell->race;
1427
1428 1514
1429 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1516 for (y = op->y - range; y <= op->y + range; y++)
1431 1517 {
1432 done_one=0; 1518 done_one = 0;
1433 m = op->map; 1519 m = op->map;
1434 nx = x; 1520 nx = x;
1435 ny = y; 1521 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1438 1525
1439 /* If there is nothing living on this space, no need to go further */ 1526 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1527 if (!(mflags & P_IS_ALIVE))
1528 continue;
1441 1529
1530 // players can only affect spaces that they can actually see
1531 if (caster && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70)
1533 continue;
1534
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1537 break;
1444 1538
1445 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1540 if (!tmp || tmp->type == PLAYER)
1541 continue;
1447 1542
1448 /* Only the head has meaningful data, so resolve to that */ 1543 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1544 if (tmp->head)
1450 else head=tmp; 1545 head = tmp->head;
1546 else
1547 head = tmp;
1451 1548
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1550 if (race && head->race && !strstr (race, head->race))
1551 continue;
1552
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue;
1455 1555
1456 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1557 best_at = -1;
1458 if (spell->attacktype) { 1558 if (spell->attacktype)
1559 {
1459 for (at=0; at < NROFATTACKS; at++) 1560 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1561 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1562 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at;
1462 1564
1463 if (best_at == -1) at=0; 1565 if (best_at == -1)
1566 at = 0;
1464 else { 1567 else
1568 {
1465 if (head->resist[best_at] == 100) continue; 1569 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1570 continue;
1467 } 1571 else
1572 at = head->resist[best_at] / 5;
1573 }
1468 at -= level / 5; 1574 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1575 if (did_make_save (head, head->level, at))
1470 } 1576 continue;
1577 }
1471 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1579 {
1472 /* 1580 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1582 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1584
1477 The chance will then be in the range [20-70] percent, not too bad. 1585 The chance will then be in the range [20-70] percent, not too bad.
1478 1586
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1588 charm a level 125 monster...
1481 1589
1482 Ryo, august 14th 1590 Ryo, august 14th
1483 */ 1591 */
1484 {
1485 if ( head->level > level ) continue; 1592 if (head->level > level)
1593 continue;
1594
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1596 /* Failed, no effect */
1488 continue; 1597 continue;
1489 } 1598 }
1490 1599
1491 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1492 1601
1493 /* aggravation */ 1602 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1606 remove_friendly_object (head);
1607 done_one = 1;
1608 head->enemy = op;
1609 }
1498 1610
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1611 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1614 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1615 head->enemy = NULL;
1507 done_one = 1; 1616 done_one = 1;
1508 } 1617 }
1509 1618
1510 /* berserk monsters */ 1619 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 {
1512 SET_FLAG(head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1623 done_one = 1;
1514 } 1624 }
1625
1515 /* charm */ 1626 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1628 {
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1630 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1633 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1634 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1635 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1636 head->attack_movement = PETMOVE;
1526 done_one = 1; 1637 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1638 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1639 head->stats.exp = 0;
1529 } 1640 }
1530 1641
1531 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1643 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1645 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1646
1540 return 1; 1647 return 1;
1541} 1648}
1542 1649
1543 1650
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1651/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1652 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1653 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1654 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1655 * note that duration is handled by process_object() in time.c
1549 */ 1656 */
1550 1657
1658void
1551void move_ball_spell(object *op) { 1659move_ball_spell (object *op)
1660{
1552 int i,j,dam_save,dir, mflags; 1661 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1662 sint16 nx, ny, hx, hy;
1554 object *owner; 1663 object *owner;
1555 mapstruct *m; 1664 maptile *m;
1556 1665
1557 owner = get_owner(op); 1666 owner = op->owner;
1558 1667
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1668 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1669 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1670 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1671 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1672 * deviations.
1564 */ 1673 */
1565 1674
1566 dir = 0; 1675 dir = 0;
1567 if(!(rndm(0, 3))) 1676 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1677 j = rndm (0, 1);
1569 else j=0; 1678 else
1679 j = 0;
1570 1680
1571 for(i = 1; i < 9; i++) { 1681 for (i = 1; i < 9; i++)
1682 {
1572 /* i bit 0: alters sign of offset 1683 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1684 * other bits (i / 2): absolute value of offset
1574 */ 1685 */
1575 1686
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1688 int tmpdir = absdir (op->direction + offset);
1578 1689
1579 nx = op->x + freearr_x[tmpdir]; 1690 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1691 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1692 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1693 {
1583 dir = tmpdir; 1694 dir = tmpdir;
1584 break; 1695 break;
1585 } 1696 }
1586 } 1697 }
1587 if (dir == 0) { 1698 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1699 {
1700 nx = op->x;
1701 ny = op->y;
1702 m = op->map;
1703 }
1592 1704
1593 remove_ob(op); 1705 m->insert (op, nx, ny, op);
1594 op->y=ny; 1706
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1707 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1708 surrounding squares */
1600 1709
1601 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1712 * the surround spaces.
1604 */ 1713 */
1605 for(j=0;j<9;j++) { 1714 for (j = 0; j < 9; j++)
1606 object *new_ob; 1715 {
1607
1608 hx = nx+freearr_x[j]; 1716 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1717 hy = ny + freearr_y[j];
1610 1718
1611 m = op->map; 1719 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1721
1614 if (mflags & P_OUT_OF_MAP) continue; 1722 if (mflags & P_OUT_OF_MAP)
1723 continue;
1615 1724
1616 /* first, don't ever, ever hit the owner. Don't hit out 1725 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1726 * of the map either.
1618 */ 1727 */
1619 1728
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1730 {
1731 if (j)
1732 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1733 hit_map (op, j, op->attacktype, 1);
1623 1734
1624 } 1735 }
1625 1736
1626 /* insert the other arch */ 1737 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1739 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1740 }
1634 1741
1635 /* restore to the center location and damage*/ 1742 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1637 1744
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1745 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1746
1640 if(i>=0) { /* we have a preferred direction! */ 1747 if (i >= 0)
1748 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1749 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1750 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1751 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1753
1646 op->direction=i; 1754 op->direction = i;
1647 } 1755 }
1648} 1756}
1649 1757
1650 1758
1651/* move_swarm_spell: peterm 1759/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1762 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1763 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1764 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1765 */
1658 1766
1767void
1659void move_swarm_spell(object *op) 1768move_swarm_spell (object *op)
1660{ 1769{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1770#if 0
1683 // this is bogus: it causes wrong places to be checked below 1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1773 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1774 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1775 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1776#endif
1777 int basedir;
1778 object *owner;
1730 1779
1780 owner = op->owner;
1781 if (op->duration == 0 || owner == NULL)
1782 {
1783 op->destroy ();
1784 return;
1785 }
1786
1787 op->duration--;
1788
1789 basedir = op->direction;
1790 if (basedir == 0)
1791 {
1792 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8);
1794 }
1795
1796#if 0
1797 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and
1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1800 // space.
1801 // should be fixed later, but correctness before features...
1802 // (schmorp)
1803
1804 /* new offset calculation to make swarm element distribution
1805 * more uniform
1806 */
1807 if (op->duration)
1808 {
1809 if (basedir & 1)
1810 {
1811 adjustdir = cardinal_adjust[rndm (0, 8)];
1812 }
1813 else
1814 {
1815 adjustdir = diagonal_adjust[rndm (0, 9)];
1816 }
1817 }
1818 else
1819 {
1820 adjustdir = 0; /* fire the last one from forward. */
1821 }
1822
1823 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1824 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1825
1826 /* back up one space so we can hit point-blank targets, but this
1827 * necessitates extra out_of_map check below
1828 */
1829 origin_x = target_x - freearr_x[basedir];
1830 origin_y = target_y - freearr_y[basedir];
1831
1832
1731 /* spell pointer is set up for the spell this casts. Since this 1833 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1834 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1835 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1836 * do some sanity checking anyways.
1735 */ 1837 */
1838
1839 if (op->spell && op->spell->type == SPELL &&
1840 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1841 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1842 {
1843
1844 /* Bullet spells have a bunch more customization that needs to be done */
1845 if (op->spell->subtype == SP_BULLET)
1846 fire_bullet (owner, op, basedir, op->spell);
1847 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1848 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1849 }
1850#endif
1851
1852 /* spell pointer is set up for the spell this casts. Since this
1853 * should just be a pointer to the spell in some inventory,
1854 * it is unlikely to disappear by the time we need it. However,
1855 * do some sanity checking anyways.
1856 */
1857
1737 if (op->spell && op->spell->type == SPELL) 1858 if (op->spell && op->spell->type == SPELL)
1738 { 1859 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1860 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1861 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1862 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1863 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1865 }
1745} 1866}
1746 1867
1747 1868
1748 1869
1749 1870
1757 * dir: the direction everything will be fired in 1878 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1879 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1880 * n: the number to be fired.
1760 */ 1881 */
1761 1882
1883int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1884fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1885{
1764 object *tmp; 1886 object *tmp;
1765 int i; 1887 int i;
1766 1888
1767 if (!spell->other_arch) return 0; 1889 if (!spell->other_arch)
1890 return 0;
1768 1891
1769 tmp=get_archetype(SWARM_SPELL); 1892 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1774 1895
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1777 1898
1778 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1779 1900
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1782 return 1; 1903 return 1;
1783 } 1904
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1908
1788 tmp->direction=dir; 1909 tmp->direction = dir;
1789 tmp->invisible=1; 1910 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1911
1912 tmp->insert_at (op, op);
1791 return 1; 1913 return 1;
1792} 1914}
1793 1915
1794 1916
1795/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
1796 * function. 1918 * function.
1797 */ 1919 */
1920int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1921cast_light (object *op, object *caster, object *spell, int dir)
1922{
1799 object *target=NULL,*tmp=NULL; 1923 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1924 sint16 x, y;
1801 int dam, mflags; 1925 int dam, mflags;
1802 mapstruct *m; 1926 maptile *m;
1803 1927
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1929
1806 if(!dir) { 1930 if (!dir)
1931 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1933 return 0;
1809 } 1934 }
1810 1935
1811 x=op->x+freearr_x[dir]; 1936 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1937 y = op->y + freearr_y[dir];
1813 m = op->map; 1938 m = op->map;
1814 1939
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1940 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1941
1817 if (mflags & P_OUT_OF_MAP) { 1942 if (mflags & P_OUT_OF_MAP)
1943 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1945 return 0;
1820 } 1946 }
1821 1947
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1948 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1949 {
1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1951 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1953 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1954 if (target->head)
1955 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1956 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1957 return 1; /* one success only! */
1958 }
1829 } 1959 }
1830 }
1831 1960
1832 /* no live target, perhaps a wall is in the way? */ 1961 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1962 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1963 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1965 return 0;
1836 } 1966 }
1837 1967
1838 /* ok, looks groovy to just insert a new light on the map */ 1968 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1969 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1970 if (!tmp)
1971 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1973 return 0;
1843 } 1974 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1976 if (tmp->glow_radius)
1977 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1981 }
1849 tmp->x=x; 1982
1850 tmp->y=y; 1983 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1984 return 1;
1853} 1985}
1854 1986
1855 1987
1856 1988
1857 1989
1860 * op is the player/monster, caster is the object, dir is the direction 1992 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1993 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1994 * perhaps this should actually be in disease.c?
1863 */ 1995 */
1864 1996
1997int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1998cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{
1866 sint16 x,y; 2000 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2001 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2002 object *walk;
1869 mapstruct *m; 2003 maptile *m;
1870 2004
1871 x = op->x; 2005 x = op->x;
1872 y = op->y; 2006 y = op->y;
1873 2007
1874 /* If casting from a scroll, no direction will be available, so refer to the 2008 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2009 * direction the player is pointing.
1876 */ 2010 */
2011 if (!dir)
1877 if (!dir) dir=op->facing; 2012 dir = op->facing;
2013 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2014 return 0; /* won't find anything if casting on ourself, so just return */
1879 2015
1880 /* Calculate these once here */ 2016 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2017 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2018 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2019 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2020
1885 /* search in a line for a victim */ 2021 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2022 for (i = 1; i < range; i++)
2023 {
1887 x = op->x + i * freearr_x[dir]; 2024 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2025 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2026 m = op->map;
1890 2027
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2028 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2029
1893 if (mflags & P_OUT_OF_MAP) return 0; 2030 if (mflags & P_OUT_OF_MAP)
2031 return 0;
1894 2032
1895 /* don't go through walls - presume diseases are airborne */ 2033 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2034 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2035 return 0;
1897 2036
1898 /* Only bother looking on this space if there is something living here */ 2037 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2038 if (mflags & P_IS_ALIVE)
2039 {
1900 /* search this square for a victim */ 2040 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2041 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2042 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2043 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2044 object *disease = arch_to_object (spell->other_arch);
1904 2045
1905 set_owner(disease,op); 2046 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2047 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2048 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2049 disease->level = caster_level (caster, spell);
1909 2050
1910 /* do level adjustments */ 2051 /* do level adjustments */
1911 if(disease->stats.wc) 2052 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2053 disease->stats.wc += dur_mod / 2;
1913 2054
1914 if(disease->magic> 0) 2055 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2056 disease->magic += dur_mod / 4;
1916 2057
1917 if(disease->stats.maxhp>0) 2058 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2059 disease->stats.maxhp += dur_mod;
1919 2060
1920 if(disease->stats.maxgrace>0) 2061 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2062 disease->stats.maxgrace += dur_mod;
1922 2063
1923 if(disease->stats.dam) { 2064 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2065 {
1925 disease->stats.dam += dam_mod; 2066 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2067 disease->stats.dam += dam_mod;
1927 } 2068 else
2069 disease->stats.dam -= dam_mod;
2070 }
1928 2071
1929 if(disease->last_sp) { 2072 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2073 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2074 disease->last_sp -= 2 * dam_mod;
1932 } 2075 if (disease->last_sp < 1)
2076 disease->last_sp = 1;
2077 }
1933 2078
1934 if(disease->stats.maxsp) { 2079 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2080 {
1936 disease->stats.maxsp += dam_mod; 2081 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2082 disease->stats.maxsp += dam_mod;
1938 } 2083 else
1939 2084 disease->stats.maxsp -= dam_mod;
2085 }
2086
1940 if(disease->stats.ac) 2087 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2088 disease->stats.ac += dam_mod;
1942 2089
1943 if(disease->last_eat) 2090 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2091 disease->last_eat -= dam_mod;
1945 2092
1946 if(disease->stats.hp) 2093 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2094 disease->stats.hp -= dam_mod;
1948 2095
1949 if(disease->stats.sp) 2096 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
1951 2098
1952 if(infect_object(walk,disease,1)) { 2099 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2100 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2102
1957 free_object(disease); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1959 flash->x = x; 2105 return 1;
1960 flash->y = y; 2106 }
1961 flash->map = walk->map; 2107
1962 insert_ob_in_map(flash,walk->map,op,0); 2108 disease->destroy ();
1963 return 1; 2109 }
1964 } 2110 } /* if living creature */
1965 free_object(disease); 2111 } /* for range of spaces */
1966 } 2112
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2114 return 1;
1971} 2115}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines