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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 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 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
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 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
167{
166 object *tmp; 168 object *tmp;
167 int mflags; 169 int mflags;
168 sint16 x, y; 170 sint16 x, y;
169 mapstruct *m; 171 maptile *m;
170 172
171 if(--(op->duration)<0) { 173 if (--op->duration < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 174 {
175 op->destroy ();
176 return;
177 }
178
176 hit_map(op,0,op->attacktype,1); 179 hit_map (op, 0, op->attacktype, 1);
177 180
178 if(!op->direction) 181 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 182 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248 183
249 /* New forking code. Possibly create forks of this object 184 if (--op->range < 0)
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0; 185 op->range = 0;
260 } /* copy object and move it along */ 186 else
261 } /* if move bolt along */ 187 {
188 x = op->x + DIRX (op);
189 y = op->y + DIRY (op);
190 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y);
192
193 if (mflags & P_OUT_OF_MAP)
194 return;
195
196 /* We are about to run into something - we may bounce */
197 /* Calling reflwall is pretty costly, as it has to look at all the objects
198 * on the space. So only call reflwall if we think the data it returns
199 * will be useful.
200 */
201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
204 return;
205
206 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling
209 * on the diagonal, it is trickier - eg, a bolt travelling
210 * northwest bounces different if it hits a north/south
211 * wall (bounces to northeast) vs an east/west (bounces
212 * to the southwest.
213 */
214 if (op->direction & 1)
215 op->direction = absdir (op->direction + 4);
216 else
217 {
218 int left, right;
219 int mflags;
220
221 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
222 * over a corner in a tiled map, it is possible that
223 * op->direction is within an adjacent map but either
224 * op->direction-1 or op->direction+1 does not exist.
225 */
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
228
229 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
232 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
233 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 if (left == right)
236 op->direction = absdir (op->direction + 4);
237 else if (left)
238 op->direction = absdir (op->direction + 2);
239 else if (right)
240 op->direction = absdir (op->direction - 2);
241 }
242
243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
244 return;
245 }
246 else
247 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone ();
249
250 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1;
252 /* To make up for the decrease at the top of the function */
253 tmp->duration++;
254
255 /* New forking code. Possibly create forks of this object
256 * going off in other directions.
257 */
258 if (rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262
263 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward.
265 */
266 op->range = 0;
267 } /* copy object and move it along */
268 } /* if move bolt along */
262} 269}
263 270
264/* fire_bolt 271/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 272 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 273 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 275 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
270 * pointers. 277 * pointers.
271 */ 278 */
272 279int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281{
274 object *tmp=NULL; 282 object *tmp = NULL;
275 int mflags; 283 int mflags;
276 284
277 if (!spob->other_arch) 285 if (!spob->other_arch)
278 return 0; 286 return 0;
279 287
280 tmp=arch_to_object(spob->other_arch); 288 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 289 if (tmp == NULL)
282 return 0; 290 return 0;
283 291
284 /* peterm: level dependency for bolts */ 292 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 294 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 295 if (spob->slaying)
296 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 297 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 299 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 300 tmp->stats.Con = spob->stats.Con;
292 301
293 tmp->direction=dir; 302 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 304 SET_ANIMATION (tmp, dir);
296 305
297 set_owner(tmp,op); 306 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 307 set_spell_skill (op, caster, spob, tmp);
299 308
300 tmp->x=op->x + DIRX(tmp); 309 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 310 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 311 tmp->map = op->map;
303 312
313 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 315 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 316 {
317 tmp->destroy ();
318 return 0;
319 }
320
321 tmp->map = newmap;
322
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 326 {
327 tmp->destroy ();
312 return 0; 328 return 0;
313 } 329 }
314 tmp->x=op->x; 330
315 tmp->y=op->y; 331 tmp->x = op->x;
332 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 333 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 334 tmp->map = op->map;
318 } 335 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 336
337 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 338 move_bolt (tmp);
339
321 return 1; 340 return 1;
322} 341}
323 342
324 343
325 344
326/*************************************************************************** 345/***************************************************************************
331 350
332/* expands an explosion. op is a piece of the 351/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 352 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 353 * At least that is what I think this does.
335 */ 354 */
355void
336void explosion(object *op) { 356explosion (object *op)
337 object *tmp; 357{
338 mapstruct *m=op->map; 358 maptile *m = op->map;
339 int i; 359 int i;
340 360
341 if(--(op->duration)<0) { 361 if (--op->duration < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 362 {
363 op->destroy ();
364 return;
365 }
366
346 hit_map(op,0,op->attacktype,0); 367 hit_map (op, 0, op->attacktype, 0);
347 368
348 if(op->range>0) { 369 if (op->range > 0)
349 for(i=1;i<9;i++) { 370 {
371 for (i = 1; i < 9; i++)
372 {
350 sint16 dx,dy; 373 sint16 dx, dy;
351 374
352 dx=op->x+freearr_x[i]; 375 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
354 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 379 * out of map, etc.
356 */ 380 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 382 {
359 copy_object(op,tmp); 383 object *tmp = op->clone ();
360 tmp->state=0; 384
361 tmp->speed_left= -0.21; 385 tmp->state = 0;
362 tmp->range--; 386 tmp->speed_left = -0.21;
363 tmp->value=0; 387 tmp->range--;
364 tmp->x=dx; 388 tmp->value = 0;
365 tmp->y=dy; 389
366 insert_ob_in_map(tmp,m,op,0); 390 m->insert (tmp, dx, dy, op);
367 } 391 }
368 } 392 }
369 } 393 }
370} 394}
371 395
372 396
373/* Causes an object to explode, eg, a firebullet, 397/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 398 * poison cloud ball, etc. op is the object to
375 * explode. 399 * explode.
376 */ 400 */
401void
377void explode_bullet(object *op) 402explode_bullet (object *op)
378{ 403{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 404 object *tmp, *owner;
381 405
382 if (op->other_arch == NULL) { 406 if (op->other_arch == NULL)
407 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 409 op->destroy ();
385 free_object (op); 410 return;
386 return;
387 } 411 }
388 412
389 if (op->env) { 413 if (op->env)
390 object *env; 414 {
391
392 env = object_get_env_recursive(op); 415 object *env = object_get_env_recursive (op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 419 op->destroy ();
396 free_object (op);
397 return; 420 return;
398 } 421 }
399 remove_ob (op); 422
400 op->x = env->x; 423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
401 op->y = env->y; 424 }
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) { 425 else if (out_of_map (op->map, op->x, op->y))
426 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 428 op->destroy ();
406 free_object (op); 429 return;
407 return;
408 } 430 }
409 431
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 432 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 433 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 434 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 435 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 436 {
415 remove_ob (op); 437 op->destroy ();
416 free_object (op); 438 return;
439 }
440
441 if (op->attacktype)
442 {
443 hit_map (op, 0, op->attacktype, 1);
444 if (op->destroyed ())
417 return; 445 return;
418 } 446 }
419 447
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 448 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 449 tmp = arch_to_object (op->other_arch);
428 450
429 copy_owner (tmp, op); 451 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 452 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 453
433 owner = get_owner(op); 454 owner = op->owner;
455
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 457 {
440 tmp->x = op->x; 458 op->destroy ();
441 tmp->y = op->y; 459 return;
460 }
442 461
443 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464 {
445 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 466 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 467 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 468 tmp->duration = op->duration;
449 } else { 469 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 470 else
471 {
472 if (op->attacktype & AT_MAGIC)
473 tmp->attacktype |= AT_MAGIC;
474
451 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 480 * the count of the parent should work fine.
457 */ 481 */
458 tmp->stats.maxhp = op->count; 482 tmp->stats.maxhp = op->count;
459 } 483 }
460 484
461 /* Set direction of cone explosion */ 485 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 486 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
464 488
465 /* Prevent recursion */ 489 /* Prevent recursion */
466 op->move_on = 0; 490 op->move_on = 0;
467 491
468 insert_ob_in_map(tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
469 /* remove the firebullet */ 493 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 494 op->destroy ();
471 remove_ob (op);
472 free_object (op);
473 }
474} 495}
475
476
477 496
478/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
480 */ 499 */
481 500void
482void check_bullet(object *op) 501check_bullet (object *op)
483{ 502{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 503 object *tmp;
486 int dam, mflags; 504 int dam, mflags;
487 mapstruct *m; 505 maptile *m;
488 sint16 sx, sy; 506 sint16 sx, sy;
489 507
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 509
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 511 return;
494 512
495 if (op->other_arch) { 513 if (op->other_arch)
514 {
496 /* explode object will also remove op */ 515 /* explode object will also remove op */
497 explode_bullet (op); 516 explode_bullet (op);
498 return; 517 return;
499 } 518 }
500 519
501 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 521 if (!(mflags & P_IS_ALIVE))
522 return;
503 523
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
505 { 525 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 527 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 530 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 531 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 532 {
514 free_object(op); 533 op->destroy ();
515 return; 534 return;
516 } 535 }
517 } 536 }
518 } 537 }
519 } 538 }
520} 539}
521
522 540
523/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 542 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
527 */ 545 */
528 546void
529void move_bullet(object *op) 547move_bullet (object *op)
530{ 548{
531 sint16 new_x, new_y; 549 sint16 new_x, new_y;
532 int mflags; 550 int mflags;
533 mapstruct *m; 551 maptile *m;
534 552
535#if 0 553#if 0
536 /* We need a better general purpose way to do this */ 554 /* We need a better general purpose way to do this */
537 555
538 /* peterm: added to make comet leave a trail of burnouts 556 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 557 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 558 if (op->stats.sp == SP_METEOR)
559 {
541 replace_insert_ob_in_map("fire_trail",op); 560 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 561 if (op->destroyed ())
543 return; 562 return;
544 } /* end addition. */ 563 } /* end addition. */
545#endif 564#endif
546 565
547 /* Reached the end of its life - remove it */ 566 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 567 if (--op->range <= 0)
568 {
549 if (op->other_arch) { 569 if (op->other_arch)
550 explode_bullet (op); 570 explode_bullet (op);
551 } else { 571 else
552 remove_ob (op); 572 op->destroy ();
553 free_object (op); 573
554 }
555 return; 574 return;
556 } 575 }
557 576
558 new_x = op->x + DIRX(op); 577 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 578 new_y = op->y + DIRY (op);
560 m = op->map; 579 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 581
563 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 583 {
565 free_object (op); 584 op->destroy ();
566 return; 585 return;
567 } 586 }
568 587
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589 {
570 if (op->other_arch) { 590 if (op->other_arch)
571 explode_bullet (op); 591 explode_bullet (op);
572 } else { 592 else
573 remove_ob (op); 593 op->destroy ();
574 free_object (op); 594
575 }
576 return; 595 return;
577 } 596 }
578 597
579 remove_ob (op); 598 if (!(op = m->insert (op, new_x, new_y, op)))
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return; 599 return;
584 600
585 if (reflwall (op->map, op->x, op->y, op)) { 601 if (reflwall (op->map, op->x, op->y, op))
602 {
586 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 604 update_turn_face (op);
588 } else { 605 }
606 else
589 check_bullet (op); 607 check_bullet (op);
590 }
591} 608}
592 609
593 610
594 611
595 612
600 * spob->attacktype. 617 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 618 * This function sets up the appropriate owner and skill
602 * pointers. 619 * pointers.
603 */ 620 */
604 621
622int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{
606 object *tmp=NULL; 625 object *tmp = NULL;
607 int mflags; 626 int mflags;
608 627
609 if (!spob->other_arch) 628 if (!spob->other_arch)
610 return 0; 629 return 0;
611 630
612 tmp=arch_to_object(spob->other_arch); 631 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 632 if (tmp == NULL)
614 return 0; 633 return 0;
615 634
616 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 638 if (spob->slaying)
639 tmp->slaying = spob->slaying;
620 640
621 tmp->range = 50; 641 tmp->range = 50;
622 642
623 /* Need to store duration/range for the ball to use */ 643 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 647
628 tmp->direction=dir; 648 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 650 SET_ANIMATION (tmp, dir);
631 651
632 set_owner(tmp,op); 652 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
634 654
635 tmp->x=op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 657 tmp->map = op->map;
638 658
659 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 661 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 662 {
663 tmp->destroy ();
664 return 0;
665 }
666
667 tmp->map = newmap;
668
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 672 {
673 tmp->destroy ();
647 return 0; 674 return 0;
648 } 675 }
649 tmp->x=op->x; 676
650 tmp->y=op->y; 677 tmp->x = op->x;
678 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 679 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 680 tmp->map = op->map;
653 } 681 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 682
683 if ((tmp = tmp->insert_at (tmp, op)))
655 check_bullet (tmp); 684 check_bullet (tmp);
656 } 685
657 return 1; 686 return 1;
658} 687}
659 688
660 689
661 690
662 691
666 * 695 *
667 *****************************************************************************/ 696 *****************************************************************************/
668 697
669 698
670/* drops an object based on what is in the cone's "other_arch" */ 699/* drops an object based on what is in the cone's "other_arch" */
700void
671void cone_drop(object *op) { 701cone_drop (object *op)
702{
672 object *new_ob = arch_to_object(op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
673 704
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level; 705 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 706 new_ob->set_owner (op->owner);
678 707
679 /* preserve skill ownership */ 708 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 709 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill); 710 new_ob->skill = op->skill;
682 new_ob->skill = add_refcount(op->skill); 711
683 } 712 new_ob->insert_at (op, op);
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686} 713}
687 714
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 716
717void
690void move_cone(object *op) { 718move_cone (object *op)
719{
691 int i; 720 int i;
692 tag_t tag;
693 721
694 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 723 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 } 724 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0);
727 return;
728 }
702 729
703 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
732 {
705 hit_map(op,0,op->attacktype,0); 733 hit_map (op, 0, op->attacktype, 0);
706 return; 734 return;
707 } 735 }
708 736
709#if 0 737#if 0
710 /* Disable this - enabling it makes monsters easier, as 738 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 739 * when their cone dies when they die.
712 */ 740 */
713 /* If no owner left, the spell dies out. */ 741 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 742 if (op->owner == NULL)
715 remove_ob(op); 743 {
716 free_object(op); 744 op->destroy ();
717 return; 745 return;
718 } 746 }
719#endif 747#endif
720 748
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 749 hit_map (op, 0, op->attacktype, 0);
723 750
724 /* Check to see if we should push anything. 751 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 752 * Spell objects with weight push whatever they encounter to some
726 * degree. 753 * degree.
727 */ 754 */
755 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 756 check_spell_knockback (op);
729 757
730 if (was_destroyed (op, tag)) 758 if (op->destroyed ())
759 return;
760
761 if ((op->duration--) < 0)
762 {
763 op->destroy ();
731 return; 764 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 765 }
738 /* Object has hit maximum range, so don't have it move 766 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 767 * any further. When the duration above expires,
740 * then the object will get removed. 768 * then the object will get removed.
741 */ 769 */
742 if (--op->range < 0) { 770 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 771 {
772 op->range = 0; /* just so it doesn't wrap */
773 return;
774 }
746 775
747 for(i= -1;i<2;i++) { 776 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 777 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 779
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 781 {
753 copy_object(op, tmp); 782 object *tmp = op->clone ();
754 tmp->x=x;
755 tmp->y=y;
756 783
757 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
758 785
759 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 788
762 if (tmp->other_arch) cone_drop(tmp); 789 op->map->insert (tmp, x, y, op);
763 } 790
791 if (tmp->other_arch)
792 cone_drop (tmp);
793 }
764 } 794 }
765} 795}
766 796
767/* cast_cone: casts a cone spell. 797/* cast_cone: casts a cone spell.
768 * op: person firing the object. 798 * op: person firing the object.
770 * dir: direction to fire in. 800 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 801 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 802 * to fire.
773 * returns 0 on failure, 1 on success. 803 * returns 0 on failure, 1 on success.
774 */ 804 */
805int
775int cast_cone(object *op, object *caster,int dir, object *spell) 806cast_cone (object *op, object *caster, int dir, object *spell)
776{ 807{
777 object *tmp; 808 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 809 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 810 maptile *m;
780 sint16 sx, sy; 811 sint16 sx, sy;
781 MoveType movetype; 812 MoveType movetype;
782 813
783 if (!spell->other_arch) return 0; 814 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 815 return 0;
816
817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
820 return 0;
821 }
791 822
792 if(!dir) { 823 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 824 {
825 range_min = 0;
826 range_max = 8;
827 }
796 828
797 /* Need to know what the movetype of the object we are about 829 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 830 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 831 * insert it into is blocked.
800 */ 832 */
801 movetype = spell->other_arch->clone.move_type; 833 movetype = spell->other_arch->clone.move_type;
802 834
803 for(i=range_min;i<=range_max;i++) { 835 for (i = range_min; i <= range_max; i++)
836 {
804 sint16 x,y, d; 837 sint16 x, y, d;
805 838
806 /* We can't use absdir here, because it never returns 839 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 840 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 841 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 842 * to hit that person.
810 */ 843 */
811 d = dir + i; 844 d = dir + i;
812 while (d < 0) d+=8; 845 while (d < 0)
813 while (d > 8) d-=8; 846 d += 8;
847 while (d > 8)
848 d -= 8;
814 849
815 /* If it's not a rune, we don't want to blast the caster. 850 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 851 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 852 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 853 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 854 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 855 * for the rune code.
821 */ 856 */
822 if (caster->type != RUNE && d==0) { 857 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 858 {
824 else continue; 859 if (dir != 0)
825 } 860 d = 8;
861 else
862 continue;
863 }
826 864
827 x = op->x+freearr_x[d]; 865 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 866 y = op->y + freearr_y[d];
829 867
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 868 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 869 continue;
832 870
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 872 continue;
835 873
836 success=1; 874 success = 1;
837 tmp=arch_to_object(spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 876 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 879 tmp->attacktype = spell->attacktype;
844 880
845 /* holy word stuff */ 881 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 883 if (!tailor_god_spell (tmp, op))
848 } 884 return 0;
849 885
850 if(dir) 886 if (dir)
851 tmp->stats.sp=dir; 887 tmp->stats.sp = dir;
852 else 888 else
853 tmp->stats.sp=i; 889 tmp->stats.sp = i;
854 890
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 891 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 892
857 /* If casting it in all directions, it doesn't go as far */ 893 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 894 if (dir == 0)
895 {
859 tmp->range /= 4; 896 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 897 if (tmp->range < 2 && spell->range >= 2)
861 } 898 tmp->range = 2;
899 }
900
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 901 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 902 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 903
865 /* Special bonus for fear attacks */ 904 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 905 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 906 {
868 else 907 if (caster->type == PLAYER)
908 tmp->duration += fear_bonus[caster->stats.Cha];
909 else
869 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
870 } 911 }
912
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 913 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 914 {
873 else 915 if (caster->type == PLAYER)
916 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
917 else
874 tmp->duration += caster->level/3; 918 tmp->duration += caster->level / 3;
875 } 919 }
876 920
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 923
882 if (!tmp->move_on && tmp->stats.dam) { 924 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888 926
927 m->insert (tmp, sx, sy, op);
928
889 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 930 * a single space too many times.
891 */ 931 */
892 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
893 933
894 if(tmp->other_arch) cone_drop(tmp); 934 if (tmp->other_arch)
935 cone_drop (tmp);
895 } 936 }
937
896 return success; 938 return success;
897} 939}
898 940
899/**************************************************************************** 941/****************************************************************************
900 * 942 *
901 * BOMB related code 943 * BOMB related code
904 946
905 947
906/* This handles an exploding bomb. 948/* This handles an exploding bomb.
907 * op is the original bomb object. 949 * op is the original bomb object.
908 */ 950 */
951void
909void animate_bomb(object *op) { 952animate_bomb (object *op)
953{
910 int i; 954 int i;
911 object *env, *tmp; 955 object *env, *tmp;
912 archetype *at;
913 956
914 if(op->state!=NUM_ANIMATIONS(op)-1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 958 return;
916 959
917
918 env = object_get_env_recursive(op); 960 env = object_get_env_recursive (op);
919 961
920 if (op->env) { 962 if (op->env)
963 {
921 if (env->map == NULL) 964 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 965 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969
970 if (!(op = op->insert_at (env, op)))
971 return;
942 } 972 }
943 973
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978 {
979 op->destroy ();
980 return;
981 }
982
944 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 985 * so just set up the appropriate values.
947 */ 986 */
948 at = find_archetype(SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
949 if (at) { 988 {
950 for(i=1;i<9;i++) { 989 for (i = 1; i < 9; i++)
990 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 992 continue;
993
953 tmp = arch_to_object(at); 994 tmp = arch_to_object (at);
954 tmp->direction = i; 995 tmp->direction = i;
955 tmp->range = op->range; 996 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 998 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1000 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 1001 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1002 tmp->skill = op->skill;
962 tmp->skill = add_refcount(op->skill); 1003
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1005 SET_ANIMATION (tmp, i);
1006
1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 move_bullet (tmp);
1009 }
963 } 1010 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972 1011
973 explode_bullet(op); 1012 explode_bullet (op);
974} 1013}
975 1014
1015int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1016create_bomb (object *op, object *caster, int dir, object *spell)
1017{
977 1018
978 object *tmp; 1019 object *tmp;
979 int mflags; 1020 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1022 maptile *m;
982 1023
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1028 return 0;
987 } 1029 }
988 tmp=arch_to_object(spell->other_arch); 1030 tmp = arch_to_object (spell->other_arch);
989 1031
990 /* level dependencies for bomb */ 1032 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
995 1037
996 set_owner(tmp,op); 1038 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1040
999 tmp->y=dy; 1041 m->insert (tmp, dx, dy, op);
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1; 1042 return 1;
1002} 1043}
1003 1044
1004/**************************************************************************** 1045/****************************************************************************
1005 * 1046 *
1006 * smite related spell code. 1047 * smite related spell code.
1014 * dir is the direction to look in. 1055 * dir is the direction to look in.
1015 * range is how far out to look. 1056 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1058 * this info is used for blocked magic/unholy spaces.
1018 */ 1059 */
1019 1060
1061object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1062get_pointed_target (object *op, int dir, int range, int type)
1063{
1021 object *target; 1064 object *target;
1022 sint16 x,y; 1065 sint16 x, y;
1023 int dist, mflags; 1066 int dist, mflags;
1024 mapstruct *mp; 1067 maptile *mp;
1025 1068
1026 if (dir==0) return NULL; 1069 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1070 return NULL;
1071
1072 for (dist = 1; dist < range; dist++)
1073 {
1074 x = op->x + freearr_x[dir] * dist;
1075 y = op->y + freearr_y[dir] * dist;
1076 mp = op->map;
1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078
1079 if (mflags & P_OUT_OF_MAP)
1080 return NULL;
1081 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082 return NULL;
1083 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL;
1087
1088 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 {
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target;
1095 }
1096 }
1097 }
1098 }
1099 return NULL;
1048} 1100}
1049 1101
1050 1102
1051/* cast_smite_arch() - the priest points to a creature and causes 1103/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1104 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1107 * caster = object casting the spell.
1056 * dir = direction being cast 1108 * dir = direction being cast
1057 * spell = spell object 1109 * spell = spell object
1058 */ 1110 */
1059 1111
1112int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1113cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{
1061 object *effect, *target; 1115 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1116 object *god = find_god (determine_god (op));
1063 int range; 1117 int range;
1064 1118
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1119 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1120 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1121
1068 /* Bunch of conditions for casting this spell. Note that only 1122 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1123 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1124 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1125 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1126 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1127 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1128 * can't be friendly to your god.
1075 */ 1129 */
1076 1130
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1132 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1134 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1136 return 0;
1083 } 1137 }
1084 1138
1085 if (spell->other_arch) 1139 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1140 effect = arch_to_object (spell->other_arch);
1087 else 1141 else
1088 return 0; 1142 return 0;
1089 1143
1090 /* tailor the effect by priest level and worshipped God */ 1144 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1145 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1146 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 {
1094 if(tailor_god_spell(effect,op)) 1149 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1151 else
1152 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1154 return 0;
1100 } 1155 }
1101 } 1156 }
1102 1157
1103 /* size of the area of destruction */ 1158 /* size of the area of destruction */
1104 effect->range=spell->range + 1159 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1160 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1161
1109 if (effect->attacktype & AT_DEATH) { 1162 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1163 {
1111 SP_level_dam_adjust(caster,spell); 1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1165
1113 /* casting death spells at undead isn't a good thing */ 1166 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1167 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1169 if (random_roll (0, 2, op, PREFER_LOW))
1170 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1172 effect->x = op->x;
1118 effect->y=op->y; 1173 effect->y = op->y;
1119 } else { 1174 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1175 else
1121 query_name(target)); 1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1178 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1179 effect->destroy ();
1124 return 0; 1180 return 0;
1181 }
1182 }
1125 } 1183 }
1126 } 1184 else
1127 } else { 1185 {
1128 /* how much woe to inflict :) */ 1186 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1187 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1188 }
1132 1189
1133 set_owner(effect,op); 1190 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1135 1192
1136 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1194 effect->insert_at (target, op);
1138 effect->y=target->y; 1195
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1; 1196 return 1;
1142} 1197}
1143 1198
1144 1199
1145/**************************************************************************** 1200/****************************************************************************
1146 * 1201 *
1148 * note that the fire_bullet is used to fire the missile. The 1203 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1204 * code here is just to move the missile.
1150 ****************************************************************************/ 1205 ****************************************************************************/
1151 1206
1152/* op is a missile that needs to be moved */ 1207/* op is a missile that needs to be moved */
1208void
1153void move_missile(object *op) { 1209move_missile (object *op)
1210{
1154 int i, mflags; 1211 int i, mflags;
1155 object *owner; 1212 object *owner;
1156 sint16 new_x, new_y; 1213 sint16 new_x, new_y;
1157 mapstruct *m; 1214 maptile *m;
1158 1215
1159 if (op->range-- <=0) { 1216 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1217 {
1218 op->destroy ();
1219 return;
1220 }
1164 1221
1165 owner = get_owner(op); 1222 owner = op->owner;
1166#if 0 1223#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1224 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1225 * monster that are then killed would continue to survive
1169 */ 1226 */
1170 if (owner == NULL) { 1227 if (owner == NULL)
1171 remove_ob(op); 1228 {
1172 free_object(op); 1229 op->destroy ();
1173 return; 1230 return;
1174 } 1231 }
1175#endif 1232#endif
1176 1233
1177 new_x = op->x + DIRX(op); 1234 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1235 new_y = op->y + DIRY (op);
1179 1236
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1238
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1240 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1241 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1242 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1243 * we need to remove it if someone hasn't already done so.
1188 */ 1244 */
1189 if ( ! was_destroyed (op, tag)) { 1245 if (!op->destroyed ())
1190 remove_ob (op); 1246 op->destroy ();
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1247
1196 remove_ob(op); 1248 return;
1249 }
1250
1251 op->remove ();
1252
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1254 {
1201 op->x = new_x; 1255 op->destroy ();
1202 op->y = new_y; 1256 return;
1203 op->map = m; 1257 }
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1258
1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1205 if(i > 0 && i != op->direction){ 1260 if (i > 0 && i != op->direction)
1261 {
1206 op->direction=i; 1262 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1208 } 1264 }
1209 insert_ob_in_map(op,op->map,op,0); 1265
1266 m->insert (op, new_x, new_y, op);
1210} 1267}
1211 1268
1212/**************************************************************************** 1269/****************************************************************************
1213 * Destruction 1270 * Destruction
1214 ****************************************************************************/ 1271 ****************************************************************************/
1272
1215/* make_object_glow() - currently only makes living objects glow. 1273/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1274 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1275 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1276 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1277 * give them the capability to have an inventory. b.t.
1220 */ 1278 */
1221 1279
1280int
1222int make_object_glow(object *op, int radius, int time) { 1281make_object_glow (object *op, int radius, int time)
1282{
1223 object *tmp; 1283 object *tmp;
1224 1284
1225 /* some things are unaffected... */ 1285 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1286 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1287 return 0;
1228 1288
1229 tmp=get_archetype(FORCE_NAME); 1289 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1290 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1291 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1292 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1293 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1295 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1296
1237 tmp->x=op->x; 1297 tmp->x = op->x;
1238 tmp->y=op->y; 1298 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1301 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1302 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1303 op->glow_radius = tmp->glow_radius;
1243 1304
1244 if(!tmp->env||op!=tmp->env) { 1305 if (!tmp->env || op != tmp->env)
1306 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name); 1308 return 0;
1247 return 0;
1248 } 1309 }
1249 return 1; 1310 return 1;
1250} 1311}
1251 1312
1252 1313
1253
1254 1314
1315
1316int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1317cast_destruction (object *op, object *caster, object *spell_ob)
1318{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1319 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1320 sint16 sx, sy;
1258 mapstruct *m; 1321 maptile *m;
1259 object *tmp; 1322 object *tmp;
1260 const char *skill; 1323 const char *skill;
1261 1324
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1266 1330
1267 /* destruction doesn't use another spell object, so we need 1331 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1332 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1333 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1334 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1335 * the full share string/free_string route.
1272 */ 1336 */
1273 skill = op->skill; 1337 skill = op->skill;
1338 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1339 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1276 else op->skill = NULL; 1343 op->skill = NULL;
1277 1344
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1345 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1346
1280 for(i= -range; i<range; i++) { 1347 for (i = -range; i < range; i++)
1348 {
1281 for(j=-range; j<range ; j++) { 1349 for (j = -range; j < range; j++)
1350 {
1282 m = op->map; 1351 m = op->map;
1283 sx = op->x + i; 1352 sx = op->x + i;
1284 sy = op->y + j; 1353 sy = op->y + j;
1354
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1287 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1360 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1363 break;
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293 1364
1365 if (tmp)
1366 {
1367 if (tmp->head)
1368 tmp = tmp->head;
1369
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1372 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1376 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1300 tmp->x = sx; 1378 }
1301 tmp->y = sy; 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1302 insert_ob_in_map(tmp, m, op, 0); 1380 {
1303 }
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1308 object *effect = arch_to_object(spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1309 effect->x = sx; 1383 }
1310 effect->y = sy; 1384 }
1311 insert_ob_in_map(effect, m, op, 0); 1385 }
1312 } 1386 }
1313 } 1387 }
1314 }
1315 }
1316 } 1388 }
1317 } 1389
1318 }
1319 op->skill = skill; 1390 op->skill = skill;
1320 return 1; 1391 return 1;
1321} 1392}
1322 1393
1323/*************************************************************************** 1394/***************************************************************************
1324 * 1395 *
1325 * CURSE 1396 * CURSE
1326 * 1397 *
1327 ***************************************************************************/ 1398 ***************************************************************************/
1328 1399
1400int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1401cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{
1330 object *god = find_god(determine_god(op)); 1403 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1404 object *tmp, *force;
1332 1405
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1406 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1407 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1408 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0;
1411 }
1340 1412
1341 /* If we've already got a force of this type, don't add a new one. */ 1413 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1414 for (force = tmp->inv; force != NULL; force = force->below)
1415 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 {
1344 if (force->name == spell_ob->name) { 1418 if (force->name == spell_ob->name)
1345 break; 1419 {
1346 } 1420 break;
1421 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1422 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1423 {
1349 "You can not cast %s while %s is in effect", 1424 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1425 return 0;
1351 return 0; 1426 }
1427 }
1352 } 1428 }
1353 }
1354 }
1355 1429
1356 if(force==NULL) { 1430 if (force == NULL)
1431 {
1357 force=get_archetype(FORCE_NAME); 1432 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1433 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1434 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1435 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1436 else
1437 force->name = spell_ob->name;
1438
1439 force->name_pl = spell_ob->name;
1440
1441 }
1442 else
1443 {
1368 int duration; 1444 int duration;
1369 1445
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1446 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1447 if (duration > force->duration)
1448 {
1372 force->duration = duration; 1449 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1451 }
1452 else
1453 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1455 }
1377 return 1; 1456 return 1;
1378 } 1457 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1459 force->speed = 1.0;
1381 force->speed_left = -1.0; 1460 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1461 SET_FLAG (force, FLAG_APPLIED);
1383 1462
1384 if(god) { 1463 if (god)
1464 {
1385 if (spell_ob->last_grace) 1465 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1466 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1467 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1468 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1469 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1470 }
1391 } else 1471 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1473
1394 1474
1395 if(tmp!=op && op->type==PLAYER) 1475 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1477
1398 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1400 1480
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1482 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1483 tmp->update_stats ();
1404 return 1; 1484 return 1;
1405 1485
1406} 1486}
1407 1487
1408 1488
1409/********************************************************************** 1489/**********************************************************************
1413 ***********************************************************************/ 1493 ***********************************************************************/
1414 1494
1415/* This covers the various spells that change the moods of monsters - 1495/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1496 * makes them angry, peacful, friendly, etc.
1417 */ 1497 */
1498int
1418int mood_change(object *op, object *caster, object *spell) { 1499mood_change (object *op, object *caster, object *spell)
1500{
1419 object *tmp, *god, *head; 1501 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1502 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1503 sint16 x, y, nx, ny;
1422 mapstruct *m; 1504 maptile *m;
1423 const char *race; 1505 const char *race;
1424 1506
1425 /* We precompute some values here so that we don't have to keep 1507 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1508 * doing it over and over again.
1427 */ 1509 */
1428 god=find_god(determine_god(op)); 1510 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1511 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1512 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1513
1432 /* On the bright side, no monster should ever have a race of GOD_... 1514 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1515 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1516 * won't ever match anything.
1435 */ 1517 */
1436 if (!spell->race) race=NULL; 1518 if (!spell->race)
1519 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1520 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1521 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1522 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race;
1524 else
1439 else race = spell->race; 1525 race = spell->race;
1440
1441 1526
1527
1442 for (x = op->x - range; x <= op->x + range; x++) 1528 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1529 for (y = op->y - range; y <= op->y + range; y++)
1530 {
1444 1531
1445 done_one=0; 1532 done_one = 0;
1446 m = op->map; 1533 m = op->map;
1447 nx = x; 1534 nx = x;
1448 ny = y; 1535 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1451 1539
1452 /* If there is nothing living on this space, no need to go further */ 1540 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1541 if (!(mflags & P_IS_ALIVE))
1542 continue;
1454 1543
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1545 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break;
1457 1547
1458 /* There can be living objects that are not monsters */ 1548 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1549 if (!tmp || tmp->type == PLAYER)
1550 continue;
1460 1551
1461 /* Only the head has meaningful data, so resolve to that */ 1552 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1553 if (tmp->head)
1463 else head=tmp; 1554 head = tmp->head;
1555 else
1556 head = tmp;
1464 1557
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1559 if (race && head->race && !strstr (race, head->race))
1560 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue;
1468 1563
1469 /* Now do a bunch of stuff related to saving throws */ 1564 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1565 best_at = -1;
1471 if (spell->attacktype) { 1566 if (spell->attacktype)
1567 {
1472 for (at=0; at < NROFATTACKS; at++) 1568 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1569 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1570 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at;
1475 1572
1476 if (best_at == -1) at=0; 1573 if (best_at == -1)
1574 at = 0;
1477 else { 1575 else
1576 {
1478 if (head->resist[best_at] == 100) continue; 1577 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1578 continue;
1480 } 1579 else
1580 at = head->resist[best_at] / 5;
1581 }
1481 at -= level / 5; 1582 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1583 if (did_make_save (head, head->level, at))
1483 } 1584 continue;
1585 }
1484 else /* spell->attacktype */ 1586 else /* spell->attacktype */
1485 /* 1587 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1589 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1591
1490 The chance will then be in the range [20-70] percent, not too bad. 1592 The chance will then be in the range [20-70] percent, not too bad.
1491 1593
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1595 charm a level 125 monster...
1494 1596
1495 Ryo, august 14th 1597 Ryo, august 14th
1496 */ 1598 */
1497 { 1599 {
1498 if ( head->level > level ) continue; 1600 if (head->level > level)
1601 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1603 /* Failed, no effect */
1501 continue; 1604 continue;
1502 } 1605 }
1503 1606
1504 /* Done with saving throw. Now start effecting the monster */ 1607 /* Done with saving throw. Now start effecting the monster */
1505 1608
1506 /* aggravation */ 1609 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1610 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1612 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1614 remove_friendly_object (head);
1511 1615
1512 done_one = 1; 1616 done_one = 1;
1513 head->enemy = op; 1617 head->enemy = op;
1514 } 1618 }
1515 1619
1516 /* calm monsters */ 1620 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1623 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1624 head->enemy = NULL;
1520 done_one = 1; 1625 done_one = 1;
1521 } 1626 }
1522 1627
1523 /* berserk monsters */ 1628 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 {
1525 SET_FLAG(head, FLAG_BERSERK); 1631 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1632 done_one = 1;
1527 } 1633 }
1528 /* charm */ 1634 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1637 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1638 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1639 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1641 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1642 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1643 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1644 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1645 head->attack_movement = PETMOVE;
1539 done_one = 1; 1646 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1647 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1648 head->stats.exp = 0;
1542 } 1649 }
1543 1650
1544 /* If a monster was effected, put an effect in */ 1651 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1652 if (done_one && spell->other_arch)
1546 tmp = arch_to_object(spell->other_arch); 1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1547 tmp->x = nx; 1654 } /* for y */
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552 1655
1553 return 1; 1656 return 1;
1554} 1657}
1555 1658
1556 1659
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1660/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1661 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1662 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1663 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1664 * note that duration is handled by process_object() in time.c
1562 */ 1665 */
1563 1666
1667void
1564void move_ball_spell(object *op) { 1668move_ball_spell (object *op)
1669{
1565 int i,j,dam_save,dir, mflags; 1670 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1671 sint16 nx, ny, hx, hy;
1567 object *owner; 1672 object *owner;
1568 mapstruct *m; 1673 maptile *m;
1569 1674
1570 owner = get_owner(op); 1675 owner = op->owner;
1571 1676
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1677 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1678 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1679 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1680 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1681 * deviations.
1577 */ 1682 */
1578 1683
1579 dir = 0; 1684 dir = 0;
1580 if(!(rndm(0, 3))) 1685 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1686 j = rndm (0, 1);
1582 else j=0; 1687 else
1688 j = 0;
1583 1689
1584 for(i = 1; i < 9; i++) { 1690 for (i = 1; i < 9; i++)
1691 {
1585 /* i bit 0: alters sign of offset 1692 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1693 * other bits (i / 2): absolute value of offset
1587 */ 1694 */
1588 1695
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1697 int tmpdir = absdir (op->direction + offset);
1591 1698
1592 nx = op->x + freearr_x[tmpdir]; 1699 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1700 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1701 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1702 {
1596 dir = tmpdir; 1703 dir = tmpdir;
1597 break; 1704 break;
1598 } 1705 }
1599 } 1706 }
1600 if (dir == 0) { 1707 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1708 {
1709 nx = op->x;
1710 ny = op->y;
1711 m = op->map;
1712 }
1605 1713
1606 remove_ob(op); 1714 m->insert (op, nx, ny, op);
1607 op->y=ny; 1715
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1716 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1717 surrounding squares */
1613 1718
1614 /* loop over current square and neighbors to hit. 1719 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1720 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1721 * the surround spaces.
1617 */ 1722 */
1618 for(j=0;j<9;j++) { 1723 for (j = 0; j < 9; j++)
1724 {
1619 object *new_ob; 1725 object *new_ob;
1620 1726
1621 hx = nx+freearr_x[j]; 1727 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1728 hy = ny + freearr_y[j];
1623 1729
1624 m = op->map; 1730 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1732
1627 if (mflags & P_OUT_OF_MAP) continue; 1733 if (mflags & P_OUT_OF_MAP)
1734 continue;
1628 1735
1629 /* first, don't ever, ever hit the owner. Don't hit out 1736 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1737 * of the map either.
1631 */ 1738 */
1632 1739
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1741 {
1742 if (j)
1743 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1744 hit_map (op, j, op->attacktype, 1);
1636 1745
1637 } 1746 }
1638 1747
1639 /* insert the other arch */ 1748 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1641 new_ob = arch_to_object(op->other_arch); 1750 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 } 1751 }
1647 1752
1648 /* restore to the center location and damage*/ 1753 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1754 op->stats.dam = dam_save;
1650 1755
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1756 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1757
1653 if(i>=0) { /* we have a preferred direction! */ 1758 if (i >= 0)
1759 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1760 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1761 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1762 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1764
1659 op->direction=i; 1765 op->direction = i;
1660 } 1766 }
1661} 1767}
1662 1768
1663 1769
1664/* move_swarm_spell: peterm 1770/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1773 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1774 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1775 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1776 */
1671 1777
1778void
1672void move_swarm_spell(object *op) 1779move_swarm_spell (object *op)
1673{ 1780{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1781#if 0
1696 // this is bogus: it causes wrong places to be checked below 1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1784 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1785 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1786 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1787#endif
1788 int basedir;
1789 object *owner;
1743 1790
1791 owner = op->owner;
1792 if (op->duration == 0 || owner == NULL)
1793 {
1794 op->destroy ();
1795 return;
1796 }
1797
1798 op->duration--;
1799
1800 basedir = op->direction;
1801 if (basedir == 0)
1802 {
1803 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8);
1805 }
1806
1807#if 0
1808 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space.
1812 // should be fixed later, but correctness before featurs...
1813 // (schmorp)
1814
1815 /* new offset calculation to make swarm element distribution
1816 * more uniform
1817 */
1818 if (op->duration)
1819 {
1820 if (basedir & 1)
1821 {
1822 adjustdir = cardinal_adjust[rndm (0, 8)];
1823 }
1824 else
1825 {
1826 adjustdir = diagonal_adjust[rndm (0, 9)];
1827 }
1828 }
1829 else
1830 {
1831 adjustdir = 0; /* fire the last one from forward. */
1832 }
1833
1834 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1835 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1836
1837 /* back up one space so we can hit point-blank targets, but this
1838 * necessitates extra out_of_map check below
1839 */
1840 origin_x = target_x - freearr_x[basedir];
1841 origin_y = target_y - freearr_y[basedir];
1842
1843
1744 /* spell pointer is set up for the spell this casts. Since this 1844 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1845 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1846 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1847 * do some sanity checking anyways.
1748 */ 1848 */
1849
1850 if (op->spell && op->spell->type == SPELL &&
1851 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1852 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1853 {
1854
1855 /* Bullet spells have a bunch more customization that needs to be done */
1856 if (op->spell->subtype == SP_BULLET)
1857 fire_bullet (owner, op, basedir, op->spell);
1858 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1859 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1860 }
1861#endif
1862
1863 /* spell pointer is set up for the spell this casts. Since this
1864 * should just be a pointer to the spell in some inventory,
1865 * it is unlikely to disappear by the time we need it. However,
1866 * do some sanity checking anyways.
1867 */
1868
1750 if (op->spell && op->spell->type == SPELL) 1869 if (op->spell && op->spell->type == SPELL)
1751 { 1870 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1871 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1872 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1873 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1874 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1876 }
1758} 1877}
1759 1878
1760 1879
1761 1880
1762 1881
1770 * dir: the direction everything will be fired in 1889 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1890 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1891 * n: the number to be fired.
1773 */ 1892 */
1774 1893
1894int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1895fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1896{
1777 object *tmp; 1897 object *tmp;
1778 int i; 1898 int i;
1779 1899
1780 if (!spell->other_arch) return 0; 1900 if (!spell->other_arch)
1901 return 0;
1781 1902
1782 tmp=get_archetype(SWARM_SPELL); 1903 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1905 set_spell_skill (op, caster, spell, tmp);
1787 1906
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1908 tmp->spell = arch_to_object (spell->other_arch);
1790 1909
1791 tmp->attacktype = tmp->spell->attacktype; 1910 tmp->attacktype = tmp->spell->attacktype;
1792 1911
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1794 if ( ! tailor_god_spell (tmp, op)) 1913 if (!tailor_god_spell (tmp, op))
1795 return 1; 1914 return 1;
1796 } 1915
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1916 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1917 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1919
1801 tmp->direction=dir; 1920 tmp->direction = dir;
1802 tmp->invisible=1; 1921 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1922
1923 tmp->insert_at (op, op);
1804 return 1; 1924 return 1;
1805} 1925}
1806 1926
1807 1927
1808/* See the spells documentation file for why this is its own 1928/* See the spells documentation file for why this is its own
1809 * function. 1929 * function.
1810 */ 1930 */
1931int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1932cast_light (object *op, object *caster, object *spell, int dir)
1933{
1812 object *target=NULL,*tmp=NULL; 1934 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 1935 sint16 x, y;
1814 int dam, mflags; 1936 int dam, mflags;
1815 mapstruct *m; 1937 maptile *m;
1816 1938
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 1940
1819 if(!dir) { 1941 if (!dir)
1942 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 1944 return 0;
1822 } 1945 }
1823 1946
1824 x=op->x+freearr_x[dir]; 1947 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 1948 y = op->y + freearr_y[dir];
1826 m = op->map; 1949 m = op->map;
1827 1950
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 1951 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 1952
1830 if (mflags & P_OUT_OF_MAP) { 1953 if (mflags & P_OUT_OF_MAP)
1954 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 1956 return 0;
1833 } 1957 }
1834 1958
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 1959 if (mflags & P_IS_ALIVE && spell->attacktype)
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 1960 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1962 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 1964 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 1965 if (target->head)
1966 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 1967 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 1968 return 1; /* one success only! */
1969 }
1842 } 1970 }
1843 }
1844 1971
1845 /* no live target, perhaps a wall is in the way? */ 1972 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1976 return 0;
1849 } 1977 }
1850 1978
1851 /* ok, looks groovy to just insert a new light on the map */ 1979 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 1980 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 1981 if (!tmp)
1982 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 1984 return 0;
1856 } 1985 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 1987 if (tmp->glow_radius)
1988 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 1992 }
1862 tmp->x=x; 1993
1863 tmp->y=y; 1994 m->insert (tmp, x, y, op);
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1; 1995 return 1;
1866} 1996}
1867 1997
1868 1998
1869 1999
1870 2000
1873 * op is the player/monster, caster is the object, dir is the direction 2003 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 2004 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2005 * perhaps this should actually be in disease.c?
1876 */ 2006 */
1877 2007
2008int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2009cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{
1879 sint16 x,y; 2011 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2012 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2013 object *walk;
1882 mapstruct *m; 2014 maptile *m;
1883 2015
1884 x = op->x; 2016 x = op->x;
1885 y = op->y; 2017 y = op->y;
1886 2018
1887 /* If casting from a scroll, no direction will be available, so refer to the 2019 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2020 * direction the player is pointing.
1889 */ 2021 */
2022 if (!dir)
1890 if (!dir) dir=op->facing; 2023 dir = op->facing;
2024 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2025 return 0; /* won't find anything if casting on ourself, so just return */
1892 2026
1893 /* Calculate these once here */ 2027 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2028 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2029 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2030 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2031
1898 /* search in a line for a victim */ 2032 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2033 for (i = 1; i < range; i++)
2034 {
1900 x = op->x + i * freearr_x[dir]; 2035 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2036 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2037 m = op->map;
1903 2038
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2039 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2040
1906 if (mflags & P_OUT_OF_MAP) return 0; 2041 if (mflags & P_OUT_OF_MAP)
2042 return 0;
1907 2043
1908 /* don't go through walls - presume diseases are airborne */ 2044 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2045 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2046 return 0;
1910 2047
1911 /* Only bother looking on this space if there is something living here */ 2048 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2049 if (mflags & P_IS_ALIVE)
2050 {
1913 /* search this square for a victim */ 2051 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2054 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2055 object *disease = arch_to_object (spell->other_arch);
1917 2056
1918 set_owner(disease,op); 2057 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2058 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2059 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2060 disease->level = caster_level (caster, spell);
1922 2061
1923 /* do level adjustments */ 2062 /* do level adjustments */
1924 if(disease->stats.wc) 2063 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2064 disease->stats.wc += dur_mod / 2;
1926 2065
1927 if(disease->magic> 0) 2066 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2067 disease->magic += dur_mod / 4;
1929 2068
1930 if(disease->stats.maxhp>0) 2069 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2070 disease->stats.maxhp += dur_mod;
1932 2071
1933 if(disease->stats.maxgrace>0) 2072 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2073 disease->stats.maxgrace += dur_mod;
1935 2074
1936 if(disease->stats.dam) { 2075 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2076 {
1938 disease->stats.dam += dam_mod; 2077 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2078 disease->stats.dam += dam_mod;
1940 } 2079 else
2080 disease->stats.dam -= dam_mod;
2081 }
1941 2082
1942 if(disease->last_sp) { 2083 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2084 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2085 disease->last_sp -= 2 * dam_mod;
1945 } 2086 if (disease->last_sp < 1)
2087 disease->last_sp = 1;
2088 }
1946 2089
1947 if(disease->stats.maxsp) { 2090 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2091 {
1949 disease->stats.maxsp += dam_mod; 2092 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2093 disease->stats.maxsp += dam_mod;
1951 } 2094 else
1952 2095 disease->stats.maxsp -= dam_mod;
2096 }
2097
1953 if(disease->stats.ac) 2098 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2099 disease->stats.ac += dam_mod;
1955 2100
1956 if(disease->last_eat) 2101 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2102 disease->last_eat -= dam_mod;
1958 2103
1959 if(disease->stats.hp) 2104 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2105 disease->stats.hp -= dam_mod;
1961 2106
1962 if(disease->stats.sp) 2107 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
1964 2109
1965 if(infect_object(walk,disease,1)) { 2110 if (infect_object (walk, disease, 1))
2111 {
1966 object *flash; /* visual effect for inflicting disease */ 2112 object *flash; /* visual effect for inflicting disease */
1967 2113
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2115
1970 free_object(disease); /* don't need this one anymore */ 2116 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
1972 flash->x = x; 2118 return 1;
1973 flash->y = y; 2119 }
1974 flash->map = walk->map; 2120
1975 insert_ob_in_map(flash,walk->map,op,0); 2121 disease->destroy ();
1976 return 1; 2122 }
1977 } 2123 } /* if living creature */
1978 free_object(disease); 2124 } /* for range of spaces */
1979 } 2125
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2126 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2127 return 1;
1984} 2128}

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