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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 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.31 by root, Fri Mar 30 21:53:09 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_attack.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
32 * of code 27 * of code
33 */ 28 */
34 29
35#include <global.h> 30#include <global.h>
36#include <object.h> 31#include <object.h>
37#include <living.h> 32#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 33#include <sproto.h>
40#endif
41#include <spells.h> 34#include <spells.h>
42#include <sounds.h> 35#include <sounds.h>
43 36
44/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
47 * op is the spell object. 40 * op is the spell object.
48 */ 41 */
49 42
43void
50void check_spell_knockback(object *op) { 44check_spell_knockback (object *op)
45{
51 object *tmp, *tmp2; /* object on the map */ 46 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 47 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 49
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 50 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 52 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 53 return;
58 }else{ 54 }
55 else
56 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 59 }
62 60
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 62 {
65 int num_sections = 1; 63 int num_sections = 1;
66 64
67 /* don't move DM */ 65 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 67 return;
70 68
71 /* don't move parts of objects */ 69 /* don't move parts of objects */
72 if(tmp->head) continue; 70 if (tmp->head)
71 continue;
73 72
74 /* don't move floors or immobile objects */ 73 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue;
76 76
77 /* count the object's sections */ 77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79 num_sections++;
79 80
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 81 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 82 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 83 * object, not just the head, so the total weight should be relevant.
83 */ 84 */
84 85
85 /* surface area? -tm */ 86 /* surface area? -tm */
86 87
87 if (tmp->move_type & MOVE_FLYING) 88 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 89 frictionmod = 1; /* flying objects loose the friction modifier */
89 90
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */
91 /* move_object is really for monsters, but looking at 93 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 94 * the move_object function, it appears that it should
93 * also be safe for objects. 95 * also be safe for objects.
94 * This does return if successful or not, but 96 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 97 * I don't see us doing anything useful with that information
96 * right now. 98 * right now.
97 */ 99 */
98 move_object(tmp, absdir(op->stats.sp)); 100 move_object (tmp, absdir (op->stats.sp));
99 } 101 }
100 102
101 } 103 }
102} 104}
103 105
109 111
110/* Causes op to fork. op is the original bolt, tmp 112/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 113 * is the first piece of the fork.
112 */ 114 */
113 115
116void
114void forklightning(object *op, object *tmp) { 117forklightning (object *op, object *tmp)
118{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 121 maptile *m;
118 sint16 sx,sy; 122 sint16 sx, sy;
119 object *new_bolt; 123 object *new_bolt;
120 124
121 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 127 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 128 * down to 0 for one going 90 degrees left off original path
125 */ 129 */
126 130
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 131 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 132 new_dir = -1;
129 133
130 /* check the new dir for a wall and in the map*/ 134 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 135 t_dir = absdir (tmp->direction + new_dir);
132 136
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 138 return;
136 139
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 141 return;
139 142
140 /* OK, we made a fork */ 143 /* OK, we made a fork */
141 new_bolt = get_object(); 144 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 145
144 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
150 new_bolt->duration++; 152 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face(new_bolt); 158 update_turn_face (new_bolt);
159} 159}
160 160
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
163 */ 163 */
164 164
165void
165void move_bolt(object *op) { 166move_bolt (object *op)
166 object *tmp; 167{
167 int mflags; 168 int mflags;
168 sint16 x, y; 169 sint16 x, y;
169 mapstruct *m; 170 maptile *m;
170 171
171 if(--(op->duration)<0) { 172 if (--op->duration < 0)
172 remove_ob(op); 173 {
173 free_object(op); 174 op->destroy ();
175 return;
176 }
177
178 hit_map (op, 0, op->attacktype, 1);
179
180 if (!op->direction)
181 return;
182
183 if (--op->range < 0)
184 op->range = 0;
185 else
186 {
187 x = op->x + DIRX (op);
188 y = op->y + DIRY (op);
189 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y);
191
192 if (mflags & P_OUT_OF_MAP)
174 return; 193 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 194
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 195 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 196 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 198 * will be useful.
195 */ 199 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 201 {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 203 return;
201 204
202 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 207 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 208 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 209 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 210 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 211 * to the southwest.
209 */ 212 */
210 if(op->direction&1) 213 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 214 op->direction = absdir (op->direction + 4);
212 else { 215 else
216 {
213 int left, right; 217 int left, right;
214 int mflags; 218 int mflags;
215 219
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 221 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 222 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 223 * op->direction-1 or op->direction+1 does not exist.
220 */ 224 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 227
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 229
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 233
230 if(left==right) 234 if (left == right)
231 op->direction=absdir(op->direction+4); 235 op->direction = absdir (op->direction + 4);
232 else if(left) 236 else if (left)
233 op->direction=absdir(op->direction+2); 237 op->direction = absdir (op->direction + 2);
234 else if(right) 238 else if (right)
235 op->direction=absdir(op->direction-2); 239 op->direction = absdir (op->direction - 2);
236 } 240 }
241
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 243 return;
239 } 244 }
245 else
240 else { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 247 object *tmp = op->clone ();
242 copy_object(op,tmp); 248
249 m->insert (tmp, x, y, op);
243 tmp->speed_left= -0.1; 250 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 252 tmp->duration++;
248 253
249 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 255 * going off in other directions.
251 */ 256 */
252 257 if (rndm (0, 99) < tmp->stats.Dex)
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 259 forklightning (op, tmp);
255 } 260 }
261
256 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
258 */ 264 */
259 op->range = 0; 265 op->range = 0;
260 } /* copy object and move it along */ 266 } /* copy object and move it along */
261 } /* if move bolt along */ 267 } /* if move bolt along */
262} 268}
263 269
264/* fire_bolt 270/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 271 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 272 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 274 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
270 * pointers. 276 * pointers.
271 */ 277 */
272 278int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
280{
274 object *tmp=NULL; 281 object *tmp = NULL;
275 int mflags; 282 int mflags;
276 283
277 if (!spob->other_arch) 284 if (!spob->other_arch)
278 return 0; 285 return 0;
279 286
280 tmp=arch_to_object(spob->other_arch); 287 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 288 if (tmp == NULL)
282 return 0; 289 return 0;
283 290
284 /* peterm: level dependency for bolts */ 291 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 293 tmp->attacktype = spob->attacktype;
294 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 295 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 296 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 298 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 299 tmp->stats.Con = spob->stats.Con;
292 300
293 tmp->direction=dir; 301 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 303 SET_ANIMATION (tmp, dir);
296 304
297 set_owner(tmp,op); 305 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
299 307
300 tmp->x=op->x + DIRX(tmp); 308 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 309 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 310 tmp->map = op->map;
303 311
312 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 314 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 315 {
316 tmp->destroy ();
307 return 0; 317 return 0;
308 } 318 }
319
320 tmp->map = newmap;
321
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 325 {
326 tmp->destroy ();
312 return 0; 327 return 0;
313 } 328 }
329
314 tmp->x=op->x; 330 tmp->x = op->x;
315 tmp->y=op->y; 331 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 332 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 333 tmp->map = op->map;
318 } 334 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
320 move_bolt (tmp); 337 move_bolt (tmp);
338
321 return 1; 339 return 1;
322} 340}
323 341
324 342
325 343
326/*************************************************************************** 344/***************************************************************************
331 349
332/* expands an explosion. op is a piece of the 350/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 351 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 352 * At least that is what I think this does.
335 */ 353 */
354void
336void explosion(object *op) { 355explosion (object *op)
337 object *tmp; 356{
338 mapstruct *m=op->map; 357 maptile *m = op->map;
339 int i; 358 int i;
340 359
341 if(--(op->duration)<0) { 360 if (--op->duration < 0)
342 remove_ob(op); 361 {
343 free_object(op); 362 op->destroy ();
344 return; 363 return;
345 } 364 }
365
346 hit_map(op,0,op->attacktype,0); 366 hit_map (op, 0, op->attacktype, 0);
347 367
348 if(op->range>0) { 368 if (op->range > 0)
369 {
349 for(i=1;i<9;i++) { 370 for (i = 1; i < 9; i++)
371 {
350 sint16 dx,dy; 372 sint16 dx, dy;
351 373
352 dx=op->x+freearr_x[i]; 374 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
354 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 378 * out of map, etc.
356 */ 379 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 381 {
359 copy_object(op,tmp); 382 object *tmp = op->clone ();
383
360 tmp->state=0; 384 tmp->state = 0;
361 tmp->speed_left= -0.21; 385 tmp->speed_left = -0.21;
362 tmp->range--; 386 tmp->range--;
363 tmp->value=0; 387 tmp->value = 0;
364 tmp->x=dx; 388
365 tmp->y=dy; 389 m->insert (tmp, dx, dy, op);
366 insert_ob_in_map(tmp,m,op,0);
367 } 390 }
368 } 391 }
369 } 392 }
370} 393}
371 394
372 395
373/* Causes an object to explode, eg, a firebullet, 396/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 397 * poison cloud ball, etc. op is the object to
375 * explode. 398 * explode.
376 */ 399 */
400void
377void explode_bullet(object *op) 401explode_bullet (object *op)
378{ 402{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 403 object *tmp, *owner;
381 404
382 if (op->other_arch == NULL) { 405 if (op->other_arch == NULL)
406 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 408 op->destroy ();
385 free_object (op); 409 return;
410 }
411
412 if (op->env)
413 {
414 object *env = object_get_env_recursive (op);
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
416 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy ();
419 return;
420 }
421
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 }
424 else if (out_of_map (op->map, op->x, op->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
432 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this.
434 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
435 {
436 op->destroy ();
437 return;
438 }
439
440 if (op->attacktype)
441 {
442 hit_map (op, 0, op->attacktype, 1);
443 if (op->destroyed ())
386 return; 444 return;
387 } 445 }
388 446
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 447 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 448 tmp = arch_to_object (op->other_arch);
428 449
429 copy_owner (tmp, op); 450 tmp->set_owner (op);
430 tmp->skill = op->skill; 451 tmp->skill = op->skill;
431 452
432 owner = get_owner(op); 453 owner = op->owner;
454
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 456 {
435 remove_ob (op); 457 op->destroy ();
436 free_object (op);
437 return; 458 return;
438 } 459 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441 460
442 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
463 {
444 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 465 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 466 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 467 tmp->duration = op->duration;
448 } else { 468 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 469 else
470 {
471 if (op->attacktype & AT_MAGIC)
472 tmp->attacktype |= AT_MAGIC;
473
450 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 479 * the count of the parent should work fine.
456 */ 480 */
457 tmp->stats.maxhp = op->count; 481 tmp->stats.maxhp = op->count;
458 } 482 }
459 483
460 /* Set direction of cone explosion */ 484 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 485 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
463 487
464 /* Prevent recursion */ 488 /* Prevent recursion */
465 op->move_on = 0; 489 op->move_on = 0;
466 490
467 insert_ob_in_map(tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
468 /* remove the firebullet */ 492 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 493 op->destroy ();
470 remove_ob (op);
471 free_object (op);
472 }
473} 494}
474
475
476 495
477/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
479 */ 498 */
480 499void
481void check_bullet(object *op) 500check_bullet (object *op)
482{ 501{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 502 object *tmp;
485 int dam, mflags; 503 int dam, mflags;
486 mapstruct *m; 504 maptile *m;
487 sint16 sx, sy; 505 sint16 sx, sy;
488 506
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 508
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 510 return;
493 511
494 if (op->other_arch) { 512 if (op->other_arch)
513 {
495 /* explode object will also remove op */ 514 /* explode object will also remove op */
496 explode_bullet (op); 515 explode_bullet (op);
497 return; 516 return;
498 } 517 }
499 518
500 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 520 if (!(mflags & P_IS_ALIVE))
521 return;
502 522
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
504 { 524 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 526 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 529 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 530 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 531 {
513 free_object(op); 532 op->destroy ();
514 return; 533 return;
515 } 534 }
516 } 535 }
517 } 536 }
518 } 537 }
519} 538}
520
521 539
522/* Basically, we move 'op' one square, and if it hits something, 540/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 541 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 542 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 543 * fired arches (eg, bolts).
526 */ 544 */
527 545void
528void move_bullet(object *op) 546move_bullet (object *op)
529{ 547{
530 sint16 new_x, new_y; 548 sint16 new_x, new_y;
531 int mflags; 549 int mflags;
532 mapstruct *m; 550 maptile *m;
533 551
534#if 0 552#if 0
535 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
536 554
537 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 557 if (op->stats.sp == SP_METEOR)
558 {
540 replace_insert_ob_in_map("fire_trail",op); 559 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
542 return; 561 return;
543 } /* end addition. */ 562 } /* end addition. */
544#endif 563#endif
545 564
546 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 566 if (--op->range <= 0)
567 {
548 if (op->other_arch) { 568 if (op->other_arch)
549 explode_bullet (op); 569 explode_bullet (op);
550 } else { 570 else
551 remove_ob (op); 571 op->destroy ();
552 free_object (op); 572
553 }
554 return; 573 return;
555 } 574 }
556 575
557 new_x = op->x + DIRX(op); 576 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 577 new_y = op->y + DIRY (op);
559 m = op->map; 578 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 580
562 if (mflags & P_OUT_OF_MAP) { 581 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 582 {
564 free_object (op); 583 op->destroy ();
565 return; 584 return;
566 } 585 }
567 586
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 {
569 if (op->other_arch) { 589 if (op->other_arch)
570 explode_bullet (op); 590 explode_bullet (op);
571 } else { 591 else
572 remove_ob (op); 592 op->destroy ();
573 free_object (op); 593
574 }
575 return; 594 return;
576 } 595 }
577 596
578 remove_ob (op); 597 if (!(op = m->insert (op, new_x, new_y, op)))
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return; 598 return;
583 599
584 if (reflwall (op->map, op->x, op->y, op)) { 600 if (reflwall (op->map, op->x, op->y, op))
601 {
585 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 603 update_turn_face (op);
587 } else { 604 }
605 else
588 check_bullet (op); 606 check_bullet (op);
589 }
590} 607}
591
592
593
594 608
595/* fire_bullet 609/* fire_bullet
596 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
599 * spob->attacktype. 613 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
601 * pointers. 615 * pointers.
602 */ 616 */
603 617
618int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{
605 object *tmp=NULL; 621 object *tmp = NULL;
606 int mflags; 622 int mflags;
607 623
608 if (!spob->other_arch) 624 if (!spob->other_arch)
609 return 0; 625 return 0;
610 626
611 tmp=arch_to_object(spob->other_arch); 627 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 628 if (tmp == NULL)
613 return 0; 629 return 0;
614 630
615 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
619 636
620 tmp->range = 50; 637 tmp->range = 50;
621 638
622 /* Need to store duration/range for the ball to use */ 639 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 643
627 tmp->direction=dir; 644 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 646 SET_ANIMATION (tmp, dir);
630 647
631 set_owner(tmp,op); 648 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
633 650
634 tmp->x=op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 653 tmp->map = op->map;
637 654
655 maptile *newmap;
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 657 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 658 {
659 tmp->destroy ();
641 return 0; 660 return 0;
642 } 661 }
662
663 tmp->map = newmap;
664
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 668 {
669 tmp->destroy ();
646 return 0; 670 return 0;
647 } 671 }
672
648 tmp->x=op->x; 673 tmp->x = op->x;
649 tmp->y=op->y; 674 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 675 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 676 tmp->map = op->map;
652 } 677 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 678
679 if ((tmp = tmp->insert_at (tmp, op)))
654 check_bullet (tmp); 680 check_bullet (tmp);
655 } 681
656 return 1; 682 return 1;
657} 683}
658
659
660
661 684
662/***************************************************************************** 685/*****************************************************************************
663 * 686 *
664 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
665 * 688 *
666 *****************************************************************************/ 689 *****************************************************************************/
667 690
668
669/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692void
670void cone_drop(object *op) { 693cone_drop (object *op)
694{
671 object *new_ob = arch_to_object(op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
672 696
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level; 697 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 698 new_ob->set_owner (op->owner);
677 699
678 /* preserve skill ownership */ 700 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 701 if (op->skill && op->skill != new_ob->skill)
680 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
681 } 703
682 insert_ob_in_map(new_ob,op->map,op,0); 704 new_ob->insert_at (op, op);
683
684} 705}
685 706
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 708
709void
688void move_cone(object *op) { 710move_cone (object *op)
711{
689 int i; 712 int i;
690 tag_t tag;
691 713
692 /* if no map then hit_map will crash so just ignore object */ 714 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 715 if (!op->map)
716 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 718 op->set_speed (0);
697 update_ob_speed (op);
698 return; 719 return;
699 } 720 }
700 721
701 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
724 {
703 hit_map(op,0,op->attacktype,0); 725 hit_map (op, 0, op->attacktype, 0);
704 return; 726 return;
705 } 727 }
706 728
707#if 0 729#if 0
708 /* Disable this - enabling it makes monsters easier, as 730 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 731 * when their cone dies when they die.
710 */ 732 */
711 /* If no owner left, the spell dies out. */ 733 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 734 if (op->owner == NULL)
713 remove_ob(op); 735 {
714 free_object(op); 736 op->destroy ();
715 return; 737 return;
716 } 738 }
717#endif 739#endif
718 740
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 741 hit_map (op, 0, op->attacktype, 0);
721 742
722 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
724 * degree. 745 * degree.
725 */ 746 */
747 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 748 check_spell_knockback (op);
727 749
728 if (was_destroyed (op, tag)) 750 if (op->destroyed ())
751 return;
752
753 if ((op->duration--) < 0)
754 {
755 op->destroy ();
729 return; 756 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 757 }
736 /* Object has hit maximum range, so don't have it move 758 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 759 * any further. When the duration above expires,
738 * then the object will get removed. 760 * then the object will get removed.
739 */ 761 */
740 if (--op->range < 0) { 762 if (--op->range < 0)
763 {
741 op->range=0; /* just so it doesn't wrap */ 764 op->range = 0; /* just so it doesn't wrap */
742 return; 765 return;
743 } 766 }
744 767
745 for(i= -1;i<2;i++) { 768 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 769 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 771
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 772 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 773 {
751 copy_object(op, tmp); 774 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 775
755 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
756 777
757 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 780
781 op->map->insert (tmp, x, y, op);
782
760 if (tmp->other_arch) cone_drop(tmp); 783 if (tmp->other_arch)
784 cone_drop (tmp);
761 } 785 }
762 } 786 }
763} 787}
764 788
765/* cast_cone: casts a cone spell. 789/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 792 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 793 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 794 * to fire.
771 * returns 0 on failure, 1 on success. 795 * returns 0 on failure, 1 on success.
772 */ 796 */
797int
773int cast_cone(object *op, object *caster,int dir, object *spell) 798cast_cone (object *op, object *caster, int dir, object *spell)
774{ 799{
775 object *tmp; 800 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 801 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 802 maptile *m;
778 sint16 sx, sy; 803 sint16 sx, sy;
779 MoveType movetype; 804 MoveType movetype;
780 805
781 if (!spell->other_arch) return 0; 806 if (!spell->other_arch)
807 return 0;
782 808
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 810 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 812 return 0;
788 } 813 }
789 814
790 if(!dir) { 815 if (!dir)
816 {
791 range_min= 0; 817 range_min = 0;
792 range_max=8; 818 range_max = 8;
793 } 819 }
794 820
795 /* Need to know what the movetype of the object we are about 821 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 822 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 823 * insert it into is blocked.
798 */ 824 */
799 movetype = spell->other_arch->clone.move_type; 825 movetype = spell->other_arch->clone.move_type;
800 826
801 for(i=range_min;i<=range_max;i++) { 827 for (i = range_min; i <= range_max; i++)
828 {
802 sint16 x,y, d; 829 sint16 x, y, d;
803 830
804 /* We can't use absdir here, because it never returns 831 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 832 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 833 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 834 * to hit that person.
808 */ 835 */
809 d = dir + i; 836 d = dir + i;
810 while (d < 0) d+=8; 837 while (d < 0)
838 d += 8;
811 while (d > 8) d-=8; 839 while (d > 8)
840 d -= 8;
812 841
813 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 846 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 847 * for the rune code.
819 */ 848 */
820 if (caster->type != RUNE && d==0) { 849 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 850 {
824 851 if (dir != 0)
825 x = op->x+freearr_x[d]; 852 d = 8;
826 y = op->y+freearr_y[d]; 853 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 854 continue;
855 }
830 856
857 x = op->x + freearr_x[d];
858 y = op->y + freearr_y[d];
859
860 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
861 continue;
862
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 864 continue;
833 865
834 success=1; 866 success = 1;
835 tmp=arch_to_object(spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 868 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 871 tmp->attacktype = spell->attacktype;
842 872
843 /* holy word stuff */ 873 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 875 if (!tailor_god_spell (tmp, op))
846 } 876 return 0;
847 877
848 if(dir) 878 if (dir)
849 tmp->stats.sp=dir; 879 tmp->stats.sp = dir;
850 else 880 else
851 tmp->stats.sp=i; 881 tmp->stats.sp = i;
852 882
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 883 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 884
855 /* If casting it in all directions, it doesn't go as far */ 885 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 886 if (dir == 0)
887 {
857 tmp->range /= 4; 888 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 889 if (tmp->range < 2 && spell->range >= 2)
890 tmp->range = 2;
859 } 891 }
892
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 893 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 895
863 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 897 if (tmp->attacktype & AT_FEAR)
898 {
899 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 900 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 901 else
867 tmp->duration += caster->level/3; 902 tmp->duration += caster->level / 3;
868 } 903 }
904
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
906 {
907 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 909 else
872 tmp->duration += caster->level/3; 910 tmp->duration += caster->level / 3;
873 } 911 }
874 912
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 915
880 if (!tmp->move_on && tmp->stats.dam) { 916 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 918
919 m->insert (tmp, sx, sy, op);
920
887 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 922 * a single space too many times.
889 */ 923 */
890 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
891 925
892 if(tmp->other_arch) cone_drop(tmp); 926 if (tmp->other_arch)
927 cone_drop (tmp);
893 } 928 }
929
894 return success; 930 return success;
895} 931}
896 932
897/**************************************************************************** 933/****************************************************************************
898 * 934 *
899 * BOMB related code 935 * BOMB related code
902 938
903 939
904/* This handles an exploding bomb. 940/* This handles an exploding bomb.
905 * op is the original bomb object. 941 * op is the original bomb object.
906 */ 942 */
943void
907void animate_bomb(object *op) { 944animate_bomb (object *op)
945{
908 int i; 946 int i;
909 object *env, *tmp; 947 object *env, *tmp;
910 archetype *at;
911 948
912 if(op->state!=NUM_ANIMATIONS(op)-1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return;
951
952 env = object_get_env_recursive (op);
953
954 if (op->env)
955 {
956 if (env->map == NULL)
913 return; 957 return;
914 958
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 959 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
924 961
925 remove_ob(op); 962 if (!(op = op->insert_at (env, op)))
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 963 return;
940 } 964 }
941 965
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
970 {
971 op->destroy ();
972 return;
973 }
974
942 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 977 * so just set up the appropriate values.
945 */ 978 */
946 at = find_archetype(SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
947 if (at) { 980 {
948 for(i=1;i<9;i++) { 981 for (i = 1; i < 9; i++)
982 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 984 continue;
985
951 tmp = arch_to_object(at); 986 tmp = arch_to_object (at);
952 tmp->direction = i; 987 tmp->direction = i;
953 tmp->range = op->range; 988 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 990 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 992 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 993 if (op->skill && op->skill != tmp->skill)
959 tmp->skill = op->skill; 994 tmp->skill = op->skill;
960 } 995
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 997 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 998
964 tmp->y = op->y + freearr_x[i]; 999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp); 1000 move_bullet (tmp);
967 } 1001 }
968 } 1002 }
969 1003
970 explode_bullet(op); 1004 explode_bullet (op);
971} 1005}
972 1006
1007int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1008create_bomb (object *op, object *caster, int dir, object *spell)
1009{
974 1010
975 object *tmp; 1011 object *tmp;
976 int mflags; 1012 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1014 maptile *m;
979 1015
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1020 return 0;
984 } 1021 }
985 tmp=arch_to_object(spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
986 1023
987 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
992 1029
993 set_owner(tmp,op); 1030 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1032
996 tmp->y=dy; 1033 m->insert (tmp, dx, dy, op);
997 insert_ob_in_map(tmp,m,op,0);
998 return 1; 1034 return 1;
999} 1035}
1000 1036
1001/**************************************************************************** 1037/****************************************************************************
1002 * 1038 *
1003 * smite related spell code. 1039 * smite related spell code.
1011 * dir is the direction to look in. 1047 * dir is the direction to look in.
1012 * range is how far out to look. 1048 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1015 */ 1051 */
1016 1052
1053object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1054get_pointed_target (object *op, int dir, int range, int type)
1055{
1018 object *target; 1056 object *target;
1019 sint16 x,y; 1057 sint16 x, y;
1020 int dist, mflags; 1058 int dist, mflags;
1021 mapstruct *mp; 1059 maptile *mp;
1022 1060
1023 if (dir==0) return NULL; 1061 if (dir == 0)
1062 return NULL;
1024 1063
1025 for (dist=1; dist<range; dist++) { 1064 for (dist = 1; dist < range; dist++)
1065 {
1026 x = op->x + freearr_x[dir] * dist; 1066 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1067 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1068 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1070
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1071 if (mflags & P_OUT_OF_MAP)
1072 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1073 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1074 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1075 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1076 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL;
1035 1079
1036 if (mflags & P_IS_ALIVE) { 1080 if (mflags & P_IS_ALIVE)
1081 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1039 return target; 1086 return target;
1040 } 1087 }
1041 } 1088 }
1042 } 1089 }
1043 } 1090 }
1044 return NULL; 1091 return NULL;
1045} 1092}
1046 1093
1047 1094
1048/* cast_smite_arch() - the priest points to a creature and causes 1095/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1096 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1099 * caster = object casting the spell.
1053 * dir = direction being cast 1100 * dir = direction being cast
1054 * spell = spell object 1101 * spell = spell object
1055 */ 1102 */
1056 1103
1104int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1105cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{
1058 object *effect, *target; 1107 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1108 object *god = find_god (determine_god (op));
1060 int range; 1109 int range;
1061 1110
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1111 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1112 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1113
1065 /* Bunch of conditions for casting this spell. Note that only 1114 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1115 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1116 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1117 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1118 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1119 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1120 * can't be friendly to your god.
1072 */ 1121 */
1073 1122
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1124 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1126 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1128 return 0;
1080 } 1129 }
1081 1130
1082 if (spell->other_arch) 1131 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1132 effect = arch_to_object (spell->other_arch);
1084 else 1133 else
1085 return 0; 1134 return 0;
1086 1135
1087 /* tailor the effect by priest level and worshipped God */ 1136 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1137 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1138 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 {
1091 if(tailor_god_spell(effect,op)) 1141 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1143 else
1144 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1146 return 0;
1097 } 1147 }
1098 } 1148 }
1099 1149
1100 /* size of the area of destruction */ 1150 /* size of the area of destruction */
1101 effect->range=spell->range + 1151 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1152 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1153
1106 if (effect->attacktype & AT_DEATH) { 1154 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1155 {
1108 SP_level_dam_adjust(caster,spell); 1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1157
1110 /* casting death spells at undead isn't a good thing */ 1158 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1159 if (QUERY_FLAG (target, FLAG_UNDEAD))
1160 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1161 if (random_roll (0, 2, op, PREFER_LOW))
1162 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1164 effect->x = op->x;
1115 effect->y=op->y; 1165 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1166 }
1167 else
1168 {
1169 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1170 target->stats.hp = target->stats.maxhp * 2;
1171 effect->destroy ();
1172 return 0;
1123 } 1173 }
1124 } else { 1174 }
1175 }
1176 else
1177 {
1125 /* how much woe to inflict :) */ 1178 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1179 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1180 }
1129 1181
1130 set_owner(effect,op); 1182 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1132 1184
1133 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1186 effect->insert_at (target, op);
1135 effect->y=target->y; 1187
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1; 1188 return 1;
1139} 1189}
1140 1190
1141 1191
1142/**************************************************************************** 1192/****************************************************************************
1143 * 1193 *
1145 * note that the fire_bullet is used to fire the missile. The 1195 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1196 * code here is just to move the missile.
1147 ****************************************************************************/ 1197 ****************************************************************************/
1148 1198
1149/* op is a missile that needs to be moved */ 1199/* op is a missile that needs to be moved */
1200void
1150void move_missile(object *op) { 1201move_missile (object *op)
1202{
1151 int i, mflags; 1203 int i, mflags;
1152 object *owner; 1204 object *owner;
1153 sint16 new_x, new_y; 1205 sint16 new_x, new_y;
1154 mapstruct *m; 1206 maptile *m;
1155 1207
1156 if (op->range-- <=0) { 1208 if (op->range-- <= 0)
1157 remove_ob(op); 1209 {
1158 free_object(op); 1210 op->destroy ();
1159 return; 1211 return;
1160 } 1212 }
1161 1213
1162 owner = get_owner(op); 1214 owner = op->owner;
1163#if 0 1215#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1216 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1217 * monster that are then killed would continue to survive
1166 */ 1218 */
1167 if (owner == NULL) { 1219 if (owner == NULL)
1168 remove_ob(op); 1220 {
1169 free_object(op); 1221 op->destroy ();
1170 return; 1222 return;
1171 } 1223 }
1172#endif 1224#endif
1173 1225
1174 new_x = op->x + DIRX(op); 1226 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1227 new_y = op->y + DIRY (op);
1176 1228
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1230
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1232 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1233 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1234 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1235 * we need to remove it if someone hasn't already done so.
1185 */ 1236 */
1186 if ( ! was_destroyed (op, tag)) { 1237 if (!op->destroyed ())
1187 remove_ob (op); 1238 op->destroy ();
1188 free_object(op); 1239
1189 }
1190 return; 1240 return;
1191 } 1241 }
1192 1242
1193 remove_ob(op); 1243 op->remove ();
1244
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1246 {
1247 op->destroy ();
1196 return; 1248 return;
1197 } 1249 }
1198 op->x = new_x; 1250
1199 op->y = new_y; 1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){ 1252 if (i > 0 && i != op->direction)
1253 {
1203 op->direction=i; 1254 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1205 } 1256 }
1206 insert_ob_in_map(op,op->map,op,0); 1257
1258 m->insert (op, new_x, new_y, op);
1207} 1259}
1208 1260
1209/**************************************************************************** 1261/****************************************************************************
1210 * Destruction 1262 * Destruction
1211 ****************************************************************************/ 1263 ****************************************************************************/
1264
1212/* make_object_glow() - currently only makes living objects glow. 1265/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1266 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1267 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1268 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1269 * give them the capability to have an inventory. b.t.
1217 */ 1270 */
1218 1271
1272int
1219int make_object_glow(object *op, int radius, int time) { 1273make_object_glow (object *op, int radius, int time)
1274{
1220 object *tmp; 1275 object *tmp;
1221 1276
1222 /* some things are unaffected... */ 1277 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1278 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1279 return 0;
1225 1280
1226 tmp=get_archetype(FORCE_NAME); 1281 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1282 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1283 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1284 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1285 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1287 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1288
1234 tmp->x=op->x; 1289 tmp->x = op->x;
1235 tmp->y=op->y; 1290 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1293 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1294 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1295 op->glow_radius = tmp->glow_radius;
1240 1296
1241 if(!tmp->env||op!=tmp->env) { 1297 if (!tmp->env || op != tmp->env)
1298 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1300 return 0;
1245 } 1301 }
1246 return 1; 1302 return 1;
1247} 1303}
1248 1304
1249 1305
1250
1251 1306
1307
1308int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1309cast_destruction (object *op, object *caster, object *spell_ob)
1310{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1311 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1312 sint16 sx, sy;
1255 mapstruct *m; 1313 maptile *m;
1256 object *tmp; 1314 object *tmp;
1257 const char *skill; 1315 const char *skill;
1258 1316
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1317 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1318 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1319 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1320 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1321 friendly = 1;
1263 1322
1264 /* destruction doesn't use another spell object, so we need 1323 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1324 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1325 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1326 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1327 * the full share string/free_string route.
1269 */ 1328 */
1270 skill = op->skill; 1329 skill = op->skill;
1330 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1331 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1332 else if (caster->skill)
1333 op->skill = caster->skill;
1334 else
1273 else op->skill = NULL; 1335 op->skill = NULL;
1274 1336
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1337 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1338
1277 for(i= -range; i<range; i++) { 1339 for (i = -range; i < range; i++)
1340 {
1278 for(j=-range; j<range ; j++) { 1341 for (j = -range; j < range; j++)
1342 {
1279 m = op->map; 1343 m = op->map;
1280 sx = op->x + i; 1344 sx = op->x + i;
1281 sy = op->y + j; 1345 sy = op->y + j;
1346
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1347 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1348 if (mflags & P_OUT_OF_MAP)
1349 continue;
1350
1284 if (mflags & P_IS_ALIVE) { 1351 if (mflags & P_IS_ALIVE)
1352 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1353 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1354 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1355 break;
1356
1357 if (tmp)
1287 } 1358 {
1288 if (tmp) { 1359 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1360 tmp = tmp->head;
1290 1361
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1362 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1365 if (spell_ob->subtype == SP_DESTRUCTION)
1366 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1368 if (spell_ob->other_arch)
1296 tmp = arch_to_object(spell_ob->other_arch); 1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 } 1370 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1372 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1373 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1305 object *effect = arch_to_object(spell_ob->other_arch); 1374 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 } 1375 }
1311 } 1376 }
1312 } 1377 }
1313 } 1378 }
1314 } 1379 }
1315 } 1380 }
1381
1316 op->skill = skill; 1382 op->skill = skill;
1317 return 1; 1383 return 1;
1318} 1384}
1319 1385
1320/*************************************************************************** 1386/***************************************************************************
1321 * 1387 *
1322 * CURSE 1388 * CURSE
1323 * 1389 *
1324 ***************************************************************************/ 1390 ***************************************************************************/
1325 1391
1392int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1393cast_curse (object *op, object *caster, object *spell_ob, int dir)
1394{
1327 object *god = find_god(determine_god(op)); 1395 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1396 object *tmp, *force;
1329 1397
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1398 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1399 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1400 {
1334 "There is no one in that direction to curse."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1402 return 0;
1336 } 1403 }
1337 1404
1338 /* If we've already got a force of this type, don't add a new one. */ 1405 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1406 for (force = tmp->inv; force != NULL; force = force->below)
1407 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 {
1341 if (force->name == spell_ob->name) { 1410 if (force->name == spell_ob->name)
1411 {
1342 break; 1412 break;
1343 } 1413 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1414 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1415 {
1346 "You can not cast %s while %s is in effect", 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1417 return 0;
1349 } 1418 }
1350 } 1419 }
1351 } 1420 }
1352 1421
1353 if(force==NULL) { 1422 if (force == NULL)
1423 {
1354 force=get_archetype(FORCE_NAME); 1424 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1425 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1426 if (spell_ob->race)
1357 force->name = spell_ob->race; 1427 force->name = spell_ob->race;
1358 else 1428 else
1359 force->name = spell_ob->name; 1429 force->name = spell_ob->name;
1360 1430
1361 force->name_pl = spell_ob->name; 1431 force->name_pl = spell_ob->name;
1362 1432
1363 } else { 1433 }
1434 else
1435 {
1364 int duration; 1436 int duration;
1365 1437
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1438 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1439 if (duration > force->duration)
1440 {
1368 force->duration = duration; 1441 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 }
1370 } else { 1444 else
1445 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1447 }
1373 return 1; 1448 return 1;
1374 } 1449 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1451 force->speed = 1.0;
1377 force->speed_left = -1.0; 1452 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1453 SET_FLAG (force, FLAG_APPLIED);
1379 1454
1380 if(god) { 1455 if (god)
1456 {
1381 if (spell_ob->last_grace) 1457 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1458 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1459 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1460 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1461 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1462 }
1387 } else 1463 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1464 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1465
1390 1466
1391 if(tmp!=op && op->type==PLAYER) 1467 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1468 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1469
1394 force->stats.ac = spell_ob->stats.ac; 1470 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1471 force->stats.wc = spell_ob->stats.wc;
1396 1472
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1473 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1474 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1475 tmp->update_stats ();
1400 return 1; 1476 return 1;
1401 1477
1402} 1478}
1403
1404 1479
1405/********************************************************************** 1480/**********************************************************************
1406 * mood change 1481 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it 1482 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file 1483 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/ 1484 ***********************************************************************/
1410 1485
1411/* This covers the various spells that change the moods of monsters - 1486/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1487 * makes them angry, peacful, friendly, etc.
1413 */ 1488 */
1489int
1414int mood_change(object *op, object *caster, object *spell) { 1490mood_change (object *op, object *caster, object *spell)
1491{
1415 object *tmp, *god, *head; 1492 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1493 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1494 sint16 x, y, nx, ny;
1418 mapstruct *m; 1495 maptile *m;
1419 const char *race; 1496 const char *race;
1420 1497
1421 /* We precompute some values here so that we don't have to keep 1498 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1499 * doing it over and over again.
1423 */ 1500 */
1424 god=find_god(determine_god(op)); 1501 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1502 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1503 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1504
1428 /* On the bright side, no monster should ever have a race of GOD_... 1505 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1506 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1507 * won't ever match anything.
1431 */ 1508 */
1432 if (!spell->race) race=NULL; 1509 if (!spell->race)
1510 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1511 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1512 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1513 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1514 race = god->race;
1515 else
1435 else race = spell->race; 1516 race = spell->race;
1436
1437 1517
1438 for (x = op->x - range; x <= op->x + range; x++) 1518 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1519 for (y = op->y - range; y <= op->y + range; y++)
1440 1520 {
1441 done_one=0; 1521 done_one = 0;
1442 m = op->map; 1522 m = op->map;
1443 nx = x; 1523 nx = x;
1444 ny = y; 1524 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1526 if (mflags & P_OUT_OF_MAP)
1527 continue;
1447 1528
1448 /* If there is nothing living on this space, no need to go further */ 1529 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1530 if (!(mflags & P_IS_ALIVE))
1531 continue;
1450 1532
1533 // players can only affect spaces that they can actually see
1534 if (caster && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70)
1536 continue;
1537
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1539 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1540 break;
1453 1541
1454 /* There can be living objects that are not monsters */ 1542 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1543 if (!tmp || tmp->type == PLAYER)
1544 continue;
1456 1545
1457 /* Only the head has meaningful data, so resolve to that */ 1546 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1547 if (tmp->head)
1548 head = tmp->head;
1549 else
1459 else head=tmp; 1550 head = tmp;
1460 1551
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1552 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1553 if (race && head->race && !strstr (race, head->race))
1554 continue;
1555
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1557 continue;
1464 1558
1465 /* Now do a bunch of stuff related to saving throws */ 1559 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1560 best_at = -1;
1467 if (spell->attacktype) { 1561 if (spell->attacktype)
1562 {
1468 for (at=0; at < NROFATTACKS; at++) 1563 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1564 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1565 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1566 best_at = at;
1471 1567
1472 if (best_at == -1) at=0; 1568 if (best_at == -1)
1569 at = 0;
1570 else
1571 {
1572 if (head->resist[best_at] == 100)
1573 continue;
1473 else { 1574 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1575 at = head->resist[best_at] / 5;
1476 } 1576 }
1477 at -= level / 5; 1577 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1578 if (did_make_save (head, head->level, at))
1579 continue;
1479 } 1580 }
1480 else /* spell->attacktype */ 1581 else /* spell->attacktype */
1481 /* 1582 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1584 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1586
1486 The chance will then be in the range [20-70] percent, not too bad. 1587 The chance will then be in the range [20-70] percent, not too bad.
1487 1588
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1590 charm a level 125 monster...
1490 1591
1491 Ryo, august 14th 1592 Ryo, august 14th
1492 */ 1593 */
1493 { 1594 {
1494 if ( head->level > level ) continue; 1595 if (head->level > level)
1596 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1598 /* Failed, no effect */
1497 continue; 1599 continue;
1498 } 1600 }
1499 1601
1500 /* Done with saving throw. Now start effecting the monster */ 1602 /* Done with saving throw. Now start affecting the monster */
1501 1603
1502 /* aggravation */ 1604 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1605 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1607 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1608 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1609 remove_friendly_object (head);
1507 1610
1508 done_one = 1; 1611 done_one = 1;
1509 head->enemy = op; 1612 head->enemy = op;
1510 } 1613 }
1511 1614
1512 /* calm monsters */ 1615 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1616 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1617 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1618 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1619 head->enemy = NULL;
1516 done_one = 1; 1620 done_one = 1;
1517 } 1621 }
1518 1622
1519 /* berserk monsters */ 1623 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1624 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1625 {
1521 SET_FLAG(head, FLAG_BERSERK); 1626 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1627 done_one = 1;
1523 } 1628 }
1629
1524 /* charm */ 1630 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1631 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1526 SET_FLAG(head, FLAG_FRIENDLY); 1632 {
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1633 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1634 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1635 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1636 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1637 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1638 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1639 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1640 head->attack_movement = PETMOVE;
1535 done_one = 1; 1641 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1642 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1643 head->stats.exp = 0;
1538 } 1644 }
1539 1645
1540 /* If a monster was effected, put an effect in */ 1646 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1647 if (done_one && spell->other_arch)
1542 tmp = arch_to_object(spell->other_arch); 1648 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1543 tmp->x = nx; 1649 } /* for y */
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548 1650
1549 return 1; 1651 return 1;
1550} 1652}
1551 1653
1552 1654
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1655/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1656 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1657 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1658 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1659 * note that duration is handled by process_object() in time.c
1558 */ 1660 */
1559 1661
1662void
1560void move_ball_spell(object *op) { 1663move_ball_spell (object *op)
1664{
1561 int i,j,dam_save,dir, mflags; 1665 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1666 sint16 nx, ny, hx, hy;
1563 object *owner; 1667 object *owner;
1564 mapstruct *m; 1668 maptile *m;
1565 1669
1566 owner = get_owner(op); 1670 owner = op->owner;
1567 1671
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1672 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1673 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1674 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1675 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1676 * deviations.
1573 */ 1677 */
1574 1678
1575 dir = 0; 1679 dir = 0;
1576 if(!(rndm(0, 3))) 1680 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1681 j = rndm (0, 1);
1578 else j=0; 1682 else
1683 j = 0;
1579 1684
1580 for(i = 1; i < 9; i++) { 1685 for (i = 1; i < 9; i++)
1686 {
1581 /* i bit 0: alters sign of offset 1687 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1688 * other bits (i / 2): absolute value of offset
1583 */ 1689 */
1584 1690
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1691 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1692 int tmpdir = absdir (op->direction + offset);
1587 1693
1588 nx = op->x + freearr_x[tmpdir]; 1694 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1695 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1696 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1697 {
1592 dir = tmpdir; 1698 dir = tmpdir;
1593 break; 1699 break;
1594 } 1700 }
1595 } 1701 }
1596 if (dir == 0) { 1702 if (dir == 0)
1703 {
1597 nx = op->x; 1704 nx = op->x;
1598 ny = op->y; 1705 ny = op->y;
1599 m = op->map; 1706 m = op->map;
1600 } 1707 }
1601 1708
1602 remove_ob(op); 1709 m->insert (op, nx, ny, op);
1603 op->y=ny; 1710
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1711 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1712 surrounding squares */
1609 1713
1610 /* loop over current square and neighbors to hit. 1714 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1715 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1716 * the surround spaces.
1613 */ 1717 */
1614 for(j=0;j<9;j++) { 1718 for (j = 0; j < 9; j++)
1615 object *new_ob; 1719 {
1616
1617 hx = nx+freearr_x[j]; 1720 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1721 hy = ny + freearr_y[j];
1619 1722
1620 m = op->map; 1723 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1724 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1725
1623 if (mflags & P_OUT_OF_MAP) continue; 1726 if (mflags & P_OUT_OF_MAP)
1727 continue;
1624 1728
1625 /* first, don't ever, ever hit the owner. Don't hit out 1729 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1730 * of the map either.
1627 */ 1731 */
1628 1732
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1733 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1734 {
1735 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1736 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1737 hit_map (op, j, op->attacktype, 1);
1632 1738
1633 } 1739 }
1634 1740
1635 /* insert the other arch */ 1741 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1742 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1637 new_ob = arch_to_object(op->other_arch); 1743 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 } 1744 }
1643 1745
1644 /* restore to the center location and damage*/ 1746 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1747 op->stats.dam = dam_save;
1646 1748
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1749 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1750
1649 if(i>=0) { /* we have a preferred direction! */ 1751 if (i >= 0)
1752 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1753 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1754 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1755 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1756 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1757
1655 op->direction=i; 1758 op->direction = i;
1656 } 1759 }
1657} 1760}
1658 1761
1659 1762
1660/* move_swarm_spell: peterm 1763/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1766 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1767 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1768 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1769 */
1667 1770
1771void
1668void move_swarm_spell(object *op) 1772move_swarm_spell (object *op)
1669{ 1773{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1774#if 0
1692 // this is bogus: it causes wrong places to be checked below 1775 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1776 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1777 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1778 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1779 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1780#endif
1781 int basedir;
1782 object *owner;
1739 1783
1784 owner = op->owner;
1785 if (op->duration == 0 || owner == NULL)
1786 {
1787 op->destroy ();
1788 return;
1789 }
1790
1791 op->duration--;
1792
1793 basedir = op->direction;
1794 if (basedir == 0)
1795 {
1796 /* spray in all directions! 8) */
1797 basedir = rndm (1, 8);
1798 }
1799
1800#if 0
1801 // this is bogus: it causes wrong places to be checked below
1802 // (a wall 2 cells away will block the effect...) and
1803 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1804 // space.
1805 // should be fixed later, but correctness before features...
1806 // (schmorp)
1807
1808 /* new offset calculation to make swarm element distribution
1809 * more uniform
1810 */
1811 if (op->duration)
1812 {
1813 if (basedir & 1)
1814 {
1815 adjustdir = cardinal_adjust[rndm (0, 8)];
1816 }
1817 else
1818 {
1819 adjustdir = diagonal_adjust[rndm (0, 9)];
1820 }
1821 }
1822 else
1823 {
1824 adjustdir = 0; /* fire the last one from forward. */
1825 }
1826
1827 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1828 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1829
1830 /* back up one space so we can hit point-blank targets, but this
1831 * necessitates extra out_of_map check below
1832 */
1833 origin_x = target_x - freearr_x[basedir];
1834 origin_y = target_y - freearr_y[basedir];
1835
1836
1740 /* spell pointer is set up for the spell this casts. Since this 1837 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1838 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1839 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1840 * do some sanity checking anyways.
1744 */ 1841 */
1745 1842
1746 if (op->spell && op->spell->type == SPELL) 1843 if (op->spell && op->spell->type == SPELL &&
1844 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1845 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1846 {
1847
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1848 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1849 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1850 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1851 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1853 }
1854#endif
1855
1856 /* spell pointer is set up for the spell this casts. Since this
1857 * should just be a pointer to the spell in some inventory,
1858 * it is unlikely to disappear by the time we need it. However,
1859 * do some sanity checking anyways.
1860 */
1861
1862 if (op->spell && op->spell->type == SPELL)
1863 {
1864 /* Bullet spells have a bunch more customization that needs to be done */
1865 if (op->spell->subtype == SP_BULLET)
1866 fire_bullet (owner, op, basedir, op->spell);
1867 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1868 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1753 } 1869 }
1754} 1870}
1755 1871
1756 1872
1757 1873
1758 1874
1766 * dir: the direction everything will be fired in 1882 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1883 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1884 * n: the number to be fired.
1769 */ 1885 */
1770 1886
1887int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1888fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1889{
1773 object *tmp; 1890 object *tmp;
1774 int i; 1891 int i;
1775 1892
1776 if (!spell->other_arch) return 0; 1893 if (!spell->other_arch)
1894 return 0;
1777 1895
1778 tmp=get_archetype(SWARM_SPELL); 1896 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x;
1780 tmp->y=op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1897 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1782 set_spell_skill(op, caster, spell, tmp); 1898 set_spell_skill (op, caster, spell, tmp);
1783 1899
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1900 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1901 tmp->spell = arch_to_object (spell->other_arch);
1786 1902
1787 tmp->attacktype = tmp->spell->attacktype; 1903 tmp->attacktype = tmp->spell->attacktype;
1788 1904
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1905 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1790 if ( ! tailor_god_spell (tmp, op)) 1906 if (!tailor_god_spell (tmp, op))
1791 return 1; 1907 return 1;
1792 } 1908
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1909 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1910 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1911 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1912
1797 tmp->direction=dir; 1913 tmp->direction = dir;
1798 tmp->invisible=1; 1914 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1915
1916 tmp->insert_at (op, op);
1800 return 1; 1917 return 1;
1801} 1918}
1802 1919
1803 1920
1804/* See the spells documentation file for why this is its own 1921/* See the spells documentation file for why this is its own
1805 * function. 1922 * function.
1806 */ 1923 */
1924int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 1925cast_light (object *op, object *caster, object *spell, int dir)
1926{
1808 object *target=NULL,*tmp=NULL; 1927 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 1928 sint16 x, y;
1810 int dam, mflags; 1929 int dam, mflags;
1811 mapstruct *m; 1930 maptile *m;
1812 1931
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1932 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 1933
1815 if(!dir) { 1934 if (!dir)
1935 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1936 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 1937 return 0;
1818 } 1938 }
1819 1939
1820 x=op->x+freearr_x[dir]; 1940 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 1941 y = op->y + freearr_y[dir];
1822 m = op->map; 1942 m = op->map;
1823 1943
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 1944 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 1945
1826 if (mflags & P_OUT_OF_MAP) { 1946 if (mflags & P_OUT_OF_MAP)
1947 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1948 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 1949 return 0;
1829 } 1950 }
1830 1951
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 1952 if (mflags & P_IS_ALIVE && spell->attacktype)
1953 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 1954 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1955 if (QUERY_FLAG (target, FLAG_MONSTER))
1956 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 1957 /* oky doky. got a target monster. Lets make a blinding attack */
1958 if (target->head)
1835 if(target->head) target = target->head; 1959 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 1960 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 1961 return 1; /* one success only! */
1838 } 1962 }
1839 } 1963 }
1840 1964
1841 /* no live target, perhaps a wall is in the way? */ 1965 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1966 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1967 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 1969 return 0;
1845 } 1970 }
1846 1971
1847 /* ok, looks groovy to just insert a new light on the map */ 1972 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 1973 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 1974 if (!tmp)
1975 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1976 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 1977 return 0;
1852 } 1978 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1979 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 1980 if (tmp->glow_radius)
1981 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1982 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1983 if (tmp->glow_radius > MAX_LIGHT_RADII)
1984 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 1985 }
1858 tmp->x=x; 1986
1859 tmp->y=y; 1987 m->insert (tmp, x, y, op);
1860 insert_ob_in_map(tmp,m,op,0);
1861 return 1; 1988 return 1;
1862} 1989}
1863 1990
1864 1991
1865 1992
1866 1993
1869 * op is the player/monster, caster is the object, dir is the direction 1996 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 1997 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 1998 * perhaps this should actually be in disease.c?
1872 */ 1999 */
1873 2000
2001int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2002cast_cause_disease (object *op, object *caster, object *spell, int dir)
2003{
1875 sint16 x,y; 2004 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 2005 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 2006 object *walk;
1878 mapstruct *m; 2007 maptile *m;
1879 2008
1880 x = op->x; 2009 x = op->x;
1881 y = op->y; 2010 y = op->y;
1882 2011
1883 /* If casting from a scroll, no direction will be available, so refer to the 2012 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 2013 * direction the player is pointing.
1885 */ 2014 */
2015 if (!dir)
1886 if (!dir) dir=op->facing; 2016 dir = op->facing;
2017 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2018 return 0; /* won't find anything if casting on ourself, so just return */
1888 2019
1889 /* Calculate these once here */ 2020 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2021 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2022 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2023 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2024
1894 /* search in a line for a victim */ 2025 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2026 for (i = 1; i < range; i++)
2027 {
1896 x = op->x + i * freearr_x[dir]; 2028 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2029 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2030 m = op->map;
1899 2031
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2032 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2033
1902 if (mflags & P_OUT_OF_MAP) return 0; 2034 if (mflags & P_OUT_OF_MAP)
2035 return 0;
1903 2036
1904 /* don't go through walls - presume diseases are airborne */ 2037 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2038 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2039 return 0;
1906 2040
1907 /* Only bother looking on this space if there is something living here */ 2041 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 2042 if (mflags & P_IS_ALIVE)
2043 {
1909 /* search this square for a victim */ 2044 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2045 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2046 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2047 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2048 object *disease = arch_to_object (spell->other_arch);
1913 2049
1914 set_owner(disease,op); 2050 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2051 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2052 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2053 disease->level = caster_level (caster, spell);
1918 2054
1919 /* do level adjustments */ 2055 /* do level adjustments */
1920 if(disease->stats.wc) 2056 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2057 disease->stats.wc += dur_mod / 2;
1922 2058
1923 if(disease->magic> 0) 2059 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2060 disease->magic += dur_mod / 4;
1925 2061
1926 if(disease->stats.maxhp>0) 2062 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2063 disease->stats.maxhp += dur_mod;
1928 2064
1929 if(disease->stats.maxgrace>0) 2065 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2066 disease->stats.maxgrace += dur_mod;
1931 2067
1932 if(disease->stats.dam) { 2068 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2069 {
1949 if(disease->stats.ac) 2070 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2071 disease->stats.dam += dam_mod;
1951 2072 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2073 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2074 }
1974 free_object(disease); 2075
2076 if (disease->last_sp)
2077 {
2078 disease->last_sp -= 2 * dam_mod;
2079 if (disease->last_sp < 1)
2080 disease->last_sp = 1;
1975 } 2081 }
2082
2083 if (disease->stats.maxsp)
2084 {
2085 if (disease->stats.maxsp > 0)
2086 disease->stats.maxsp += dam_mod;
2087 else
2088 disease->stats.maxsp -= dam_mod;
2089 }
2090
2091 if (disease->stats.ac)
2092 disease->stats.ac += dam_mod;
2093
2094 if (disease->last_eat)
2095 disease->last_eat -= dam_mod;
2096
2097 if (disease->stats.hp)
2098 disease->stats.hp -= dam_mod;
2099
2100 if (disease->stats.sp)
2101 disease->stats.sp -= dam_mod;
2102
2103 if (infect_object (walk, disease, 1))
2104 {
2105 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2106
2107 disease->destroy (); /* don't need this one anymore */
2108 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2109 return 1;
2110 }
2111
2112 disease->destroy ();
2113 }
1976 } /* if living creature */ 2114 } /* if living creature */
1977 } /* for range of spaces */ 2115 } /* for range of spaces */
2116
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2118 return 1;
1980} 2119}

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