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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx; 152 new_bolt->x = sx;
153 new_bolt->y=sy; 153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 159 update_turn_face (new_bolt);
160} 160}
161 161
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 162/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 163 * and checks for various things that may stop it.
164 */ 164 */
165 165
166void
166void move_bolt(object *op) { 167move_bolt (object *op)
168{
167 object *tmp; 169 object *tmp;
168 int mflags; 170 int mflags;
169 sint16 x, y; 171 sint16 x, y;
170 mapstruct *m; 172 maptile *m;
171 173
172 if(--(op->duration)<0) { 174 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 175 {
176 op->destroy ();
177 return;
178 }
179
177 hit_map(op,0,op->attacktype,1); 180 hit_map (op, 0, op->attacktype, 1);
178 181
179 if(!op->direction) 182 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 183 return;
240 } 184
185 if (--op->range < 0)
186 {
187 op->range = 0;
188 }
189 else
190 {
191 x = op->x + DIRX (op);
192 y = op->y + DIRY (op);
193 m = op->map;
194 mflags = get_map_flags (m, &m, x, y, &x, &y);
195
196 if (mflags & P_OUT_OF_MAP)
197 return;
198
199 /* We are about to run into something - we may bounce */
200 /* Calling reflwall is pretty costly, as it has to look at all the objects
201 * on the space. So only call reflwall if we think the data it returns
202 * will be useful.
203 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return;
209
210 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the
212 * opposite direction. However, if the bolt is travelling
213 * on the diagonal, it is trickier - eg, a bolt travelling
214 * northwest bounces different if it hits a north/south
215 * wall (bounces to northeast) vs an east/west (bounces
216 * to the southwest.
217 */
218 if (op->direction & 1)
219 op->direction = absdir (op->direction + 4);
220 else
221 {
222 int left, right;
223 int mflags;
224
225 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
226 * over a corner in a tiled map, it is possible that
227 * op->direction is within an adjacent map but either
228 * op->direction-1 or op->direction+1 does not exist.
229 */
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
231 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
232
233 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
236 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
237 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 if (left == right)
240 op->direction = absdir (op->direction + 4);
241 else if (left)
242 op->direction = absdir (op->direction + 2);
243 else if (right)
244 op->direction = absdir (op->direction - 2);
245 }
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return;
248 }
249 else
241 else { /* Create a copy of this object and put it ahead */ 250 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 251 tmp = op->clone ();
243 copy_object(op,tmp); 252
244 tmp->speed_left= -0.1; 253 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 256 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 257 tmp->duration++;
249 258
250 /* New forking code. Possibly create forks of this object 259 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 260 * going off in other directions.
252 */ 261 */
253 262
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 263 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 264 { /* stats.Dex % of forking */
256 } 265 forklightning (op, tmp);
266 }
257 /* In this way, the object left behind sticks on the space, but 267 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 268 * doesn't create any bolts that continue to move onward.
259 */ 269 */
260 op->range = 0; 270 op->range = 0;
261 } /* copy object and move it along */ 271 } /* copy object and move it along */
262 } /* if move bolt along */ 272 } /* if move bolt along */
263} 273}
264 274
265/* fire_bolt 275/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 276 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 277 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 278 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 279 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 280 * This function sets up the appropriate owner and skill
271 * pointers. 281 * pointers.
272 */ 282 */
273 283int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 284fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
285{
275 object *tmp=NULL; 286 object *tmp = NULL;
276 int mflags; 287 int mflags;
277 288
278 if (!spob->other_arch) 289 if (!spob->other_arch)
279 return 0; 290 return 0;
280 291
281 tmp=arch_to_object(spob->other_arch); 292 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 293 if (tmp == NULL)
283 return 0; 294 return 0;
284 295
285 /* peterm: level dependency for bolts */ 296 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 298 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 299 if (spob->slaying)
300 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 301 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 303 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 304 tmp->stats.Con = spob->stats.Con;
293 305
294 tmp->direction=dir; 306 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 307 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 308 SET_ANIMATION (tmp, dir);
297 309
298 set_owner(tmp,op); 310 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 311 set_spell_skill (op, caster, spob, tmp);
300 312
301 tmp->x=op->x + DIRX(tmp); 313 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 314 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 315 tmp->map = op->map;
304 316
317 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 319 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 320 {
321 tmp->destroy ();
322 return 0;
323 }
324
325 tmp->map = newmap;
326
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 330 {
331 tmp->destroy ();
313 return 0; 332 return 0;
314 } 333 }
315 tmp->x=op->x; 334
316 tmp->y=op->y; 335 tmp->x = op->x;
336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
340
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 342 move_bolt (tmp);
343
322 return 1; 344 return 1;
323} 345}
324 346
325 347
326 348
327/*************************************************************************** 349/***************************************************************************
332 354
333/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 357 * At least that is what I think this does.
336 */ 358 */
359void
337void explosion(object *op) { 360explosion (object *op)
361{
338 object *tmp; 362 object *tmp;
339 mapstruct *m=op->map; 363 maptile *m = op->map;
340 int i; 364 int i;
341 365
342 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 367 {
368 op->destroy ();
369 return;
370 }
371
347 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
348 373
349 if(op->range>0) { 374 if (op->range > 0)
350 for(i=1;i<9;i++) { 375 {
376 for (i = 1; i < 9; i++)
377 {
351 sint16 dx,dy; 378 sint16 dx, dy;
352 379
353 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 383 * out of map, etc.
357 */ 384 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 386 {
360 copy_object(op,tmp); 387 tmp = op->clone ();
361 tmp->state=0; 388 tmp->state = 0;
362 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
363 tmp->range--; 390 tmp->range--;
364 tmp->value=0; 391 tmp->value = 0;
365 tmp->x=dx; 392 tmp->x = dx;
366 tmp->y=dy; 393 tmp->y = dy;
367 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
368 } 395 }
369 } 396 }
370 } 397 }
371} 398}
372 399
373 400
374/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
376 * explode. 403 * explode.
377 */ 404 */
405void
378void explode_bullet(object *op) 406explode_bullet (object *op)
379{ 407{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 op->destroy ();
386 free_object (op); 414 return;
387 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 425 op->destroy ();
397 free_object (op);
398 return; 426 return;
399 } 427 }
400 remove_ob (op); 428
429 op->remove ();
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 op->destroy ();
407 free_object (op); 438 return;
408 return; 439 }
440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 445 {
446 op->destroy ();
447 return;
448 }
410 449
411 if (op->attacktype) { 450 if (op->attacktype)
451 {
412 hit_map (op, 0, op->attacktype, 1); 452 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 453 if (op->destroyed ())
414 return; 454 return;
415 } 455 }
416 456
417 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
419 459
420 copy_owner (tmp, op); 460 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 462
424 owner = get_owner(op); 463 owner = op->owner;
464
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 466 {
467 op->destroy ();
468 return;
469 }
470
431 tmp->x = op->x; 471 tmp->x = op->x;
432 tmp->y = op->y; 472 tmp->y = op->y;
433 473
434 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
436 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 478 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 480 tmp->duration = op->duration;
440 } else { 481 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 490 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 491 * the count of the parent should work fine.
448 */ 492 */
449 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
450 } 494 }
451 495
452 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
455 499
456 /* Prevent recursion */ 500 /* Prevent recursion */
457 op->move_on = 0; 501 op->move_on = 0;
458 502
459 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 504 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
462 remove_ob (op); 506 {
463 free_object (op); 507 op->destroy ();
464 } 508 }
465} 509}
466 510
467 511
468 512
469/* checks to see what op should do, given the space it is on 513/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
471 */ 515 */
472 516
517void
473void check_bullet(object *op) 518check_bullet (object *op)
474{ 519{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 520 object *tmp;
477 int dam, mflags; 521 int dam, mflags;
478 mapstruct *m; 522 maptile *m;
479 sint16 sx, sy; 523 sint16 sx, sy;
480 524
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 526
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 528 return;
485 529
486 if (op->other_arch) { 530 if (op->other_arch)
531 {
487 /* explode object will also remove op */ 532 /* explode object will also remove op */
488 explode_bullet (op); 533 explode_bullet (op);
489 return; 534 return;
490 } 535 }
491 536
492 /* If nothing alive on this space, no reason to do anything further */ 537 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
494 540
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 542 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 544 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 547 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 549 {
505 free_object(op); 550 op->destroy ();
506 return; 551 return;
507 } 552 }
508 } 553 }
509 } 554 }
510 } 555 }
511} 556}
512
513 557
514/* Basically, we move 'op' one square, and if it hits something, 558/* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet. 559 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 560 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 561 * fired arches (eg, bolts).
518 */ 562 */
519 563void
520void move_bullet(object *op) 564move_bullet (object *op)
521{ 565{
522 sint16 new_x, new_y; 566 sint16 new_x, new_y;
523 int mflags; 567 int mflags;
524 mapstruct *m; 568 maptile *m;
525 569
526#if 0 570#if 0
527 /* We need a better general purpose way to do this */ 571 /* We need a better general purpose way to do this */
528 572
529 /* peterm: added to make comet leave a trail of burnouts 573 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 574 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 575 if (op->stats.sp == SP_METEOR)
576 {
532 replace_insert_ob_in_map("fire_trail",op); 577 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 578 if (op->destroyed ())
534 return; 579 return;
535 } /* end addition. */ 580 } /* end addition. */
536#endif 581#endif
537 582
538 /* Reached the end of its life - remove it */ 583 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 584 if (--op->range <= 0)
585 {
540 if (op->other_arch) { 586 if (op->other_arch)
541 explode_bullet (op); 587 explode_bullet (op);
542 } else { 588 else
543 remove_ob (op); 589 op->destroy ();
544 free_object (op); 590
545 }
546 return; 591 return;
547 } 592 }
548 593
549 new_x = op->x + DIRX(op); 594 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 595 new_y = op->y + DIRY (op);
551 m = op->map; 596 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 598
554 if (mflags & P_OUT_OF_MAP) { 599 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 600 {
556 free_object (op); 601 op->destroy ();
557 return; 602 return;
558 } 603 }
559 604
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
606 {
561 if (op->other_arch) { 607 if (op->other_arch)
562 explode_bullet (op); 608 explode_bullet (op);
563 } else { 609 else
564 remove_ob (op); 610 op->destroy ();
565 free_object (op); 611
566 }
567 return; 612 return;
568 } 613 }
569 614
570 remove_ob (op); 615 op->remove ();
571 op->x = new_x; 616 op->x = new_x;
572 op->y = new_y; 617 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 619 return;
575 620
576 if (reflwall (op->map, op->x, op->y, op)) { 621 if (reflwall (op->map, op->x, op->y, op))
622 {
577 op->direction = absdir (op->direction + 4); 623 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 624 update_turn_face (op);
579 } else { 625 }
626 else
580 check_bullet (op); 627 check_bullet (op);
581 }
582} 628}
583 629
584 630
585 631
586 632
591 * spob->attacktype. 637 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 638 * This function sets up the appropriate owner and skill
593 * pointers. 639 * pointers.
594 */ 640 */
595 641
642int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 643fire_bullet (object *op, object *caster, int dir, object *spob)
644{
597 object *tmp=NULL; 645 object *tmp = NULL;
598 int mflags; 646 int mflags;
599 647
600 if (!spob->other_arch) 648 if (!spob->other_arch)
601 return 0; 649 return 0;
602 650
603 tmp=arch_to_object(spob->other_arch); 651 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 652 if (tmp == NULL)
605 return 0; 653 return 0;
606 654
607 /* peterm: level dependency for bolts */ 655 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 657 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 658 if (spob->slaying)
659 tmp->slaying = spob->slaying;
611 660
612 tmp->range = 50; 661 tmp->range = 50;
613 662
614 /* Need to store duration/range for the ball to use */ 663 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 664 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 665 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 666 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 667
619 tmp->direction=dir; 668 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 669 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 670 SET_ANIMATION (tmp, dir);
622 671
623 set_owner(tmp,op); 672 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 673 set_spell_skill (op, caster, spob, tmp);
625 674
626 tmp->x=op->x + freearr_x[dir]; 675 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 676 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 677 tmp->map = op->map;
629 678
679 maptile *newmap;
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 681 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 682 {
683 tmp->destroy ();
684 return 0;
685 }
686
687 tmp->map = newmap;
688
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 692 {
693 tmp->destroy ();
638 return 0; 694 return 0;
639 } 695 }
640 tmp->x=op->x; 696
641 tmp->y=op->y; 697 tmp->x = op->x;
698 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 699 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 700 tmp->map = op->map;
644 } 701 }
702
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
646 check_bullet (tmp); 704 check_bullet (tmp);
647 } 705
648 return 1; 706 return 1;
649} 707}
650 708
651 709
652 710
653 711
657 * 715 *
658 *****************************************************************************/ 716 *****************************************************************************/
659 717
660 718
661/* drops an object based on what is in the cone's "other_arch" */ 719/* drops an object based on what is in the cone's "other_arch" */
720void
662void cone_drop(object *op) { 721cone_drop (object *op)
722{
663 object *new_ob = arch_to_object(op->other_arch); 723 object *new_ob = arch_to_object (op->other_arch);
664 724
665 new_ob->x = op->x; 725 new_ob->x = op->x;
666 new_ob->y = op->y; 726 new_ob->y = op->y;
667 new_ob->level = op->level; 727 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 728 new_ob->set_owner (op->owner);
669 729
670 /* preserve skill ownership */ 730 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 731 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 } 732 {
733 new_ob->skill = op->skill;
734 }
675 insert_ob_in_map(new_ob,op->map,op,0); 735 insert_ob_in_map (new_ob, op->map, op, 0);
676 736
677} 737}
678 738
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 739/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 740
741void
681void move_cone(object *op) { 742move_cone (object *op)
743{
682 int i; 744 int i;
683 tag_t tag;
684 745
685 /* if no map then hit_map will crash so just ignore object */ 746 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 747 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 } 748 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0);
751 return;
752 }
693 753
694 /* lava saves it's life, but not yours :) */ 754 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 755 if (QUERY_FLAG (op, FLAG_LIFESAVE))
756 {
696 hit_map(op,0,op->attacktype,0); 757 hit_map (op, 0, op->attacktype, 0);
697 return; 758 return;
698 } 759 }
699 760
700#if 0 761#if 0
701 /* Disable this - enabling it makes monsters easier, as 762 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 763 * when their cone dies when they die.
703 */ 764 */
704 /* If no owner left, the spell dies out. */ 765 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 766 if (op->owner == NULL)
706 remove_ob(op); 767 {
707 free_object(op); 768 op->destroy ();
708 return; 769 return;
709 } 770 }
710#endif 771#endif
711 772
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 773 hit_map (op, 0, op->attacktype, 0);
714 774
715 /* Check to see if we should push anything. 775 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 776 * Spell objects with weight push whatever they encounter to some
717 * degree. 777 * degree.
718 */ 778 */
779 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 780 check_spell_knockback (op);
720 781
721 if (was_destroyed (op, tag)) 782 if (op->destroyed ())
783 return;
784
785 if ((op->duration--) < 0)
786 {
787 op->destroy ();
722 return; 788 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 789 }
729 /* Object has hit maximum range, so don't have it move 790 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 791 * any further. When the duration above expires,
731 * then the object will get removed. 792 * then the object will get removed.
732 */ 793 */
733 if (--op->range < 0) { 794 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 795 {
796 op->range = 0; /* just so it doesn't wrap */
797 return;
798 }
737 799
738 for(i= -1;i<2;i++) { 800 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 801 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 803
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 804 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 805 {
744 copy_object(op, tmp); 806 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 807
808 tmp->x = x;
809 tmp->y = y;
810
748 tmp->duration = op->duration + 1; 811 tmp->duration = op->duration + 1;
749 812
750 /* Use for spell tracking - see ok_to_put_more() */ 813 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 814 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 815 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 816 if (tmp->other_arch)
754 } 817 cone_drop (tmp);
818 }
755 } 819 }
756} 820}
757 821
758/* cast_cone: casts a cone spell. 822/* cast_cone: casts a cone spell.
759 * op: person firing the object. 823 * op: person firing the object.
761 * dir: direction to fire in. 825 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 826 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 827 * to fire.
764 * returns 0 on failure, 1 on success. 828 * returns 0 on failure, 1 on success.
765 */ 829 */
830int
766int cast_cone(object *op, object *caster,int dir, object *spell) 831cast_cone (object *op, object *caster, int dir, object *spell)
767{ 832{
768 object *tmp; 833 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 834 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 835 maptile *m;
771 sint16 sx, sy; 836 sint16 sx, sy;
772 MoveType movetype; 837 MoveType movetype;
773 838
774 if (!spell->other_arch) return 0; 839 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 840 return 0;
841
842 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
845 return 0;
846 }
782 847
783 if(!dir) { 848 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 849 {
850 range_min = 0;
851 range_max = 8;
852 }
787 853
788 /* Need to know what the movetype of the object we are about 854 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 855 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 856 * insert it into is blocked.
791 */ 857 */
792 movetype = spell->other_arch->clone.move_type; 858 movetype = spell->other_arch->clone.move_type;
793 859
794 for(i=range_min;i<=range_max;i++) { 860 for (i = range_min; i <= range_max; i++)
861 {
795 sint16 x,y, d; 862 sint16 x, y, d;
796 863
797 /* We can't use absdir here, because it never returns 864 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 865 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 866 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 867 * to hit that person.
801 */ 868 */
802 d = dir + i; 869 d = dir + i;
803 while (d < 0) d+=8; 870 while (d < 0)
804 while (d > 8) d-=8; 871 d += 8;
872 while (d > 8)
873 d -= 8;
805 874
806 /* If it's not a rune, we don't want to blast the caster. 875 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 876 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 877 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 878 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 879 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 880 * for the rune code.
812 */ 881 */
813 if (caster->type != RUNE && d==0) { 882 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 883 {
815 else continue; 884 if (dir != 0)
816 } 885 d = 8;
886 else
887 continue;
888 }
817 889
818 x = op->x+freearr_x[d]; 890 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 891 y = op->y + freearr_y[d];
820 892
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 893 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 894 continue;
823 895
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 896 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 897 continue;
826 898
827 success=1; 899 success = 1;
828 tmp=arch_to_object(spell->other_arch); 900 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 901 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 902 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 903 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 904 tmp->x = sx;
833 tmp->y = sy; 905 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 906 tmp->attacktype = spell->attacktype;
835 907
836 /* holy word stuff */ 908 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 910 if (!tailor_god_spell (tmp, op))
839 } 911 return 0;
840 912
841 if(dir) 913 if (dir)
842 tmp->stats.sp=dir; 914 tmp->stats.sp = dir;
843 else 915 else
844 tmp->stats.sp=i; 916 tmp->stats.sp = i;
845 917
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 918 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 919
848 /* If casting it in all directions, it doesn't go as far */ 920 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 921 if (dir == 0)
922 {
850 tmp->range /= 4; 923 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 924 if (tmp->range < 2 && spell->range >= 2)
852 } 925 tmp->range = 2;
926 }
927
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 928 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 929 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 930
856 /* Special bonus for fear attacks */ 931 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 932 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 933 {
859 else 934 if (caster->type == PLAYER)
935 tmp->duration += fear_bonus[caster->stats.Cha];
936 else
860 tmp->duration += caster->level/3; 937 tmp->duration += caster->level / 3;
861 } 938 }
939
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 940 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 941 {
864 else 942 if (caster->type == PLAYER)
943 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
944 else
865 tmp->duration += caster->level/3; 945 tmp->duration += caster->level / 3;
866 } 946 }
867 947
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 948 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 950
873 if (!tmp->move_on && tmp->stats.dam) { 951 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 952 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 954 }
877 } 955
878 insert_ob_in_map(tmp,m,op,0); 956 insert_ob_in_map (tmp, m, op, 0);
879 957
880 /* This is used for tracking spells so that one effect doesn't hit 958 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 959 * a single space too many times.
882 */ 960 */
883 tmp->stats.maxhp = tmp->count; 961 tmp->stats.maxhp = tmp->count;
884 962
885 if(tmp->other_arch) cone_drop(tmp); 963 if (tmp->other_arch)
964 cone_drop (tmp);
886 } 965 }
966
887 return success; 967 return success;
888} 968}
889 969
890/**************************************************************************** 970/****************************************************************************
891 * 971 *
892 * BOMB related code 972 * BOMB related code
895 975
896 976
897/* This handles an exploding bomb. 977/* This handles an exploding bomb.
898 * op is the original bomb object. 978 * op is the original bomb object.
899 */ 979 */
980void
900void animate_bomb(object *op) { 981animate_bomb (object *op)
982{
901 int i; 983 int i;
902 object *env, *tmp; 984 object *env, *tmp;
903 archetype *at; 985 archetype *at;
904 986
905 if(op->state!=NUM_ANIMATIONS(op)-1) 987 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 988 return;
907 989
908 env = object_get_env_recursive(op); 990 env = object_get_env_recursive (op);
909 991
910 if (op->env) { 992 if (op->env)
993 {
911 if (env->map == NULL) 994 if (env->map == NULL)
912 return; 995 return;
913 996
914 if (env->type == PLAYER) 997 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 998 esrv_del_item (env->contr, op->count);
916 999
917 remove_ob(op); 1000 op->remove ();
918 op->x = env->x; 1001 op->x = env->x;
919 op->y = env->y; 1002 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return;
1005 }
1006
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1011 {
1012 op->destroy ();
921 return; 1013 return;
922 } 1014 }
923 1015
924 /* This copies a lot of the code from the fire bullet, 1016 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1017 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1018 * so just set up the appropriate values.
927 */ 1019 */
928 at = find_archetype(SPLINT); 1020 at = archetype::find (SPLINT);
929 if (at) { 1021 if (at)
930 for(i=1;i<9;i++) { 1022 {
1023 for (i = 1; i < 9; i++)
1024 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 1026 continue;
933 tmp = arch_to_object(at); 1027 tmp = arch_to_object (at);
934 tmp->direction = i; 1028 tmp->direction = i;
935 tmp->range = op->range; 1029 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1030 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1031 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1032 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1033 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 1034 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1035 {
942 tmp->skill = add_refcount(op->skill); 1036 tmp->skill = op->skill;
943 } 1037 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1039 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1040 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1041 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1042 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1043 move_bullet (tmp);
950 } 1044 }
951 } 1045 }
952 1046
953 explode_bullet(op); 1047 explode_bullet (op);
954} 1048}
955 1049
1050int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1051create_bomb (object *op, object *caster, int dir, object *spell)
1052{
957 1053
958 object *tmp; 1054 object *tmp;
959 int mflags; 1055 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1057 maptile *m;
962 1058
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1063 return 0;
967 } 1064 }
968 tmp=arch_to_object(spell->other_arch); 1065 tmp = arch_to_object (spell->other_arch);
969 1066
970 /* level dependencies for bomb */ 1067 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1071 tmp->attacktype = spell->attacktype;
975 1072
976 set_owner(tmp,op); 1073 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1074 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1075 tmp->x = dx;
979 tmp->y=dy; 1076 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1077 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1078 return 1;
982} 1079}
983 1080
984/**************************************************************************** 1081/****************************************************************************
985 * 1082 *
986 * smite related spell code. 1083 * smite related spell code.
994 * dir is the direction to look in. 1091 * dir is the direction to look in.
995 * range is how far out to look. 1092 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1094 * this info is used for blocked magic/unholy spaces.
998 */ 1095 */
999 1096
1097object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1098get_pointed_target (object *op, int dir, int range, int type)
1099{
1001 object *target; 1100 object *target;
1002 sint16 x,y; 1101 sint16 x, y;
1003 int dist, mflags; 1102 int dist, mflags;
1004 mapstruct *mp; 1103 maptile *mp;
1005 1104
1006 if (dir==0) return NULL; 1105 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1106 return NULL;
1107
1108 for (dist = 1; dist < range; dist++)
1109 {
1110 x = op->x + freearr_x[dir] * dist;
1111 y = op->y + freearr_y[dir] * dist;
1112 mp = op->map;
1113 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1114
1115 if (mflags & P_OUT_OF_MAP)
1116 return NULL;
1117 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1118 return NULL;
1119 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1120 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL;
1123
1124 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 {
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target;
1131 }
1132 }
1133 }
1134 }
1135 return NULL;
1028} 1136}
1029 1137
1030 1138
1031/* cast_smite_arch() - the priest points to a creature and causes 1139/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1140 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1143 * caster = object casting the spell.
1036 * dir = direction being cast 1144 * dir = direction being cast
1037 * spell = spell object 1145 * spell = spell object
1038 */ 1146 */
1039 1147
1148int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1149cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{
1041 object *effect, *target; 1151 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1152 object *god = find_god (determine_god (op));
1043 int range; 1153 int range;
1044 1154
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1155 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1156 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1157
1048 /* Bunch of conditions for casting this spell. Note that only 1158 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1159 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1160 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1161 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1162 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1163 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1164 * can't be friendly to your god.
1055 */ 1165 */
1056 1166
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1168 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1169 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1170 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1172 return 0;
1063 } 1173 }
1064 1174
1065 if (spell->other_arch) 1175 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1176 effect = arch_to_object (spell->other_arch);
1067 else 1177 else
1068 return 0; 1178 return 0;
1069 1179
1070 /* tailor the effect by priest level and worshipped God */ 1180 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1181 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1182 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 {
1074 if(tailor_god_spell(effect,op)) 1185 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1187 else
1188 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1190 return 0;
1080 } 1191 }
1081 } 1192 }
1082 1193
1083 /* size of the area of destruction */ 1194 /* size of the area of destruction */
1084 effect->range=spell->range + 1195 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1196 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1197
1089 if (effect->attacktype & AT_DEATH) { 1198 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1199 {
1091 SP_level_dam_adjust(caster,spell); 1200 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1201
1093 /* casting death spells at undead isn't a good thing */ 1202 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1203 if (QUERY_FLAG (target, FLAG_UNDEAD))
1204 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1205 if (random_roll (0, 2, op, PREFER_LOW))
1206 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1208 effect->x = op->x;
1098 effect->y=op->y; 1209 effect->y = op->y;
1099 } else { 1210 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1211 else
1101 query_name(target)); 1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1214 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1215 effect->destroy ();
1104 return 0; 1216 return 0;
1217 }
1218 }
1105 } 1219 }
1106 } 1220 else
1107 } else { 1221 {
1108 /* how much woe to inflict :) */ 1222 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1223 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1224 }
1112 1225
1113 set_owner(effect,op); 1226 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1227 set_spell_skill (op, caster, spell, effect);
1115 1228
1116 /* ok, tell it where to be, and insert! */ 1229 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1230 effect->x = target->x;
1118 effect->y=target->y; 1231 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1232 insert_ob_in_map (effect, target->map, op, 0);
1120 1233
1121 return 1; 1234 return 1;
1122} 1235}
1123 1236
1124 1237
1125/**************************************************************************** 1238/****************************************************************************
1126 * 1239 *
1128 * note that the fire_bullet is used to fire the missile. The 1241 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1242 * code here is just to move the missile.
1130 ****************************************************************************/ 1243 ****************************************************************************/
1131 1244
1132/* op is a missile that needs to be moved */ 1245/* op is a missile that needs to be moved */
1246void
1133void move_missile(object *op) { 1247move_missile (object *op)
1248{
1134 int i, mflags; 1249 int i, mflags;
1135 object *owner; 1250 object *owner;
1136 sint16 new_x, new_y; 1251 sint16 new_x, new_y;
1137 mapstruct *m; 1252 maptile *m;
1138 1253
1139 if (op->range-- <=0) { 1254 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1255 {
1256 op->destroy ();
1257 return;
1258 }
1144 1259
1145 owner = get_owner(op); 1260 owner = op->owner;
1146#if 0 1261#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1262 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1263 * monster that are then killed would continue to survive
1149 */ 1264 */
1150 if (owner == NULL) { 1265 if (owner == NULL)
1151 remove_ob(op); 1266 {
1152 free_object(op); 1267 op->destroy ();
1153 return; 1268 return;
1154 } 1269 }
1155#endif 1270#endif
1156 1271
1157 new_x = op->x + DIRX(op); 1272 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1273 new_y = op->y + DIRY (op);
1159 1274
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1276
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1164 tag_t tag = op->count; 1278 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1279 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1280 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1281 * we need to remove it if someone hasn't already done so.
1168 */ 1282 */
1169 if ( ! was_destroyed (op, tag)) { 1283 if (!op->destroyed ())
1170 remove_ob (op); 1284 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1285
1176 remove_ob(op); 1286 return;
1287 }
1288
1289 op->remove ();
1290
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1292 {
1293 op->destroy ();
1294 return;
1295 }
1296
1181 op->x = new_x; 1297 op->x = new_x;
1182 op->y = new_y; 1298 op->y = new_y;
1183 op->map = m; 1299 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1300 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1185 if(i > 0 && i != op->direction){ 1301 if (i > 0 && i != op->direction)
1302 {
1186 op->direction=i; 1303 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1304 SET_ANIMATION (op, op->direction);
1188 } 1305 }
1306
1189 insert_ob_in_map(op,op->map,op,0); 1307 insert_ob_in_map (op, op->map, op, 0);
1190} 1308}
1191 1309
1192/**************************************************************************** 1310/****************************************************************************
1193 * Destruction 1311 * Destruction
1194 ****************************************************************************/ 1312 ****************************************************************************/
1313
1195/* make_object_glow() - currently only makes living objects glow. 1314/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1315 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1316 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1317 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1318 * give them the capability to have an inventory. b.t.
1200 */ 1319 */
1201 1320
1321int
1202int make_object_glow(object *op, int radius, int time) { 1322make_object_glow (object *op, int radius, int time)
1323{
1203 object *tmp; 1324 object *tmp;
1204 1325
1205 /* some things are unaffected... */ 1326 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1327 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1328 return 0;
1208 1329
1209 tmp=get_archetype(FORCE_NAME); 1330 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1331 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1332 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1333 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1334 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1336 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1337
1217 tmp->x=op->x; 1338 tmp->x = op->x;
1218 tmp->y=op->y; 1339 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1342 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1343 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1344 op->glow_radius = tmp->glow_radius;
1223 1345
1224 if(!tmp->env||op!=tmp->env) { 1346 if (!tmp->env || op != tmp->env)
1347 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1349 return 0;
1227 return 0;
1228 } 1350 }
1229 return 1; 1351 return 1;
1230} 1352}
1231 1353
1232 1354
1233
1234 1355
1356
1357int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1358cast_destruction (object *op, object *caster, object *spell_ob)
1359{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1360 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1361 sint16 sx, sy;
1238 mapstruct *m; 1362 maptile *m;
1239 object *tmp; 1363 object *tmp;
1240 const char *skill; 1364 const char *skill;
1241 1365
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1370 friendly = 1;
1246 1371
1247 /* destruction doesn't use another spell object, so we need 1372 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1373 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1374 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1375 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1376 * the full share string/free_string route.
1252 */ 1377 */
1253 skill = op->skill; 1378 skill = op->skill;
1379 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1380 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1381 else if (caster->skill)
1382 op->skill = caster->skill;
1383 else
1256 else op->skill = NULL; 1384 op->skill = NULL;
1257 1385
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1386 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1387
1260 for(i= -range; i<range; i++) { 1388 for (i = -range; i < range; i++)
1389 {
1261 for(j=-range; j<range ; j++) { 1390 for (j = -range; j < range; j++)
1391 {
1262 m = op->map; 1392 m = op->map;
1263 sx = op->x + i; 1393 sx = op->x + i;
1264 sy = op->y + j; 1394 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1267 if (mflags & P_IS_ALIVE) { 1398 if (mflags & P_IS_ALIVE)
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1399 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1403 break;
1271 if (tmp) { 1404 }
1272 if (tmp->head) tmp=tmp->head; 1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head;
1273 1409
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1412 {
1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1416 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1417 {
1280 tmp->x = sx; 1418 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1419 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1420 tmp->y = sy;
1283 } 1421 insert_ob_in_map (tmp, m, op, 0);
1284 } 1422 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1423 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1425 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1428 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1429
1290 effect->y = sy; 1430 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1431 effect->y = sy;
1292 } 1432 insert_ob_in_map (effect, m, op, 0);
1293 } 1433 }
1294 } 1434 }
1295 } 1435 }
1436 }
1437 }
1438 }
1296 } 1439 }
1297 }
1298 }
1299 op->skill = skill; 1440 op->skill = skill;
1300 return 1; 1441 return 1;
1301} 1442}
1302 1443
1303/*************************************************************************** 1444/***************************************************************************
1304 * 1445 *
1305 * CURSE 1446 * CURSE
1306 * 1447 *
1307 ***************************************************************************/ 1448 ***************************************************************************/
1308 1449
1450int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1451cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{
1310 object *god = find_god(determine_god(op)); 1453 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1454 object *tmp, *force;
1312 1455
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1456 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1457 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1458 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0;
1461 }
1320 1462
1321 /* If we've already got a force of this type, don't add a new one. */ 1463 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1464 for (force = tmp->inv; force != NULL; force = force->below)
1465 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 {
1324 if (force->name == spell_ob->name) { 1468 if (force->name == spell_ob->name)
1325 break; 1469 {
1326 } 1470 break;
1471 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1472 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1329 "You can not cast %s while %s is in effect", 1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1475 return 0;
1331 return 0; 1476 }
1477 }
1332 } 1478 }
1333 }
1334 }
1335 1479
1336 if(force==NULL) { 1480 if (force == NULL)
1481 {
1337 force=get_archetype(FORCE_NAME); 1482 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1483 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1484 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1485 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1486 else
1487 force->name = spell_ob->name;
1488
1489 force->name_pl = spell_ob->name;
1490
1491 }
1492 else
1493 {
1348 int duration; 1494 int duration;
1349 1495
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1496 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1497 if (duration > force->duration)
1498 {
1352 force->duration = duration; 1499 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1501 }
1502 else
1503 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1505 }
1357 return 1; 1506 return 1;
1358 } 1507 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1509 force->speed = 1.0;
1361 force->speed_left = -1.0; 1510 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1511 SET_FLAG (force, FLAG_APPLIED);
1363 1512
1364 if(god) { 1513 if (god)
1514 {
1365 if (spell_ob->last_grace) 1515 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1516 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1518 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1519 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1520 }
1371 } else 1521 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1522 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1523
1374 1524
1375 if(tmp!=op && op->type==PLAYER) 1525 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1526 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1527
1378 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1380 1530
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1533 tmp->update_stats ();
1384 return 1; 1534 return 1;
1385 1535
1386} 1536}
1387 1537
1388 1538
1389/********************************************************************** 1539/**********************************************************************
1393 ***********************************************************************/ 1543 ***********************************************************************/
1394 1544
1395/* This covers the various spells that change the moods of monsters - 1545/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1546 * makes them angry, peacful, friendly, etc.
1397 */ 1547 */
1548int
1398int mood_change(object *op, object *caster, object *spell) { 1549mood_change (object *op, object *caster, object *spell)
1550{
1399 object *tmp, *god, *head; 1551 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1552 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1553 sint16 x, y, nx, ny;
1402 mapstruct *m; 1554 maptile *m;
1403 const char *race; 1555 const char *race;
1404 1556
1405 /* We precompute some values here so that we don't have to keep 1557 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1558 * doing it over and over again.
1407 */ 1559 */
1408 god=find_god(determine_god(op)); 1560 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1561 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1562 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1563
1412 /* On the bright side, no monster should ever have a race of GOD_... 1564 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1565 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1566 * won't ever match anything.
1415 */ 1567 */
1416 if (!spell->race) race=NULL; 1568 if (!spell->race)
1569 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1570 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1571 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1572 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race;
1574 else
1419 else race = spell->race; 1575 race = spell->race;
1420
1421 1576
1577
1422 for (x = op->x - range; x <= op->x + range; x++) 1578 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1579 for (y = op->y - range; y <= op->y + range; y++)
1580 {
1424 1581
1425 done_one=0; 1582 done_one = 0;
1426 m = op->map; 1583 m = op->map;
1427 nx = x; 1584 nx = x;
1428 ny = y; 1585 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1431 1589
1432 /* If there is nothing living on this space, no need to go further */ 1590 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1591 if (!(mflags & P_IS_ALIVE))
1592 continue;
1434 1593
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1595 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break;
1437 1597
1438 /* There can be living objects that are not monsters */ 1598 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1599 if (!tmp || tmp->type == PLAYER)
1600 continue;
1440 1601
1441 /* Only the head has meaningful data, so resolve to that */ 1602 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1603 if (tmp->head)
1443 else head=tmp; 1604 head = tmp->head;
1605 else
1606 head = tmp;
1444 1607
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1609 if (race && head->race && !strstr (race, head->race))
1610 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue;
1448 1613
1449 /* Now do a bunch of stuff related to saving throws */ 1614 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1615 best_at = -1;
1451 if (spell->attacktype) { 1616 if (spell->attacktype)
1617 {
1452 for (at=0; at < NROFATTACKS; at++) 1618 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1619 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1620 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at;
1455 1622
1456 if (best_at == -1) at=0; 1623 if (best_at == -1)
1624 at = 0;
1457 else { 1625 else
1626 {
1458 if (head->resist[best_at] == 100) continue; 1627 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1628 continue;
1460 } 1629 else
1630 at = head->resist[best_at] / 5;
1631 }
1461 at -= level / 5; 1632 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1633 if (did_make_save (head, head->level, at))
1463 } 1634 continue;
1635 }
1464 else /* spell->attacktype */ 1636 else /* spell->attacktype */
1465 /* 1637 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1639 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1641
1470 The chance will then be in the range [20-70] percent, not too bad. 1642 The chance will then be in the range [20-70] percent, not too bad.
1471 1643
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1645 charm a level 125 monster...
1474 1646
1475 Ryo, august 14th 1647 Ryo, august 14th
1476 */ 1648 */
1477 { 1649 {
1478 if ( head->level > level ) continue; 1650 if (head->level > level)
1651 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1653 /* Failed, no effect */
1481 continue; 1654 continue;
1482 } 1655 }
1483 1656
1484 /* Done with saving throw. Now start effecting the monster */ 1657 /* Done with saving throw. Now start effecting the monster */
1485 1658
1486 /* aggravation */ 1659 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1660 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1662 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1664 remove_friendly_object (head);
1491 1665
1492 done_one = 1; 1666 done_one = 1;
1493 head->enemy = op; 1667 head->enemy = op;
1494 } 1668 }
1495 1669
1496 /* calm monsters */ 1670 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1673 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1674 head->enemy = NULL;
1500 done_one = 1; 1675 done_one = 1;
1501 } 1676 }
1502 1677
1503 /* berserk monsters */ 1678 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 {
1505 SET_FLAG(head, FLAG_BERSERK); 1681 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1682 done_one = 1;
1507 } 1683 }
1508 /* charm */ 1684 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1687 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1688 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1689 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1691 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1692 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1693 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1694 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1695 head->attack_movement = PETMOVE;
1519 done_one = 1; 1696 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1698 head->stats.exp = 0;
1522 } 1699 }
1523 1700
1524 /* If a monster was effected, put an effect in */ 1701 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1702 if (done_one && spell->other_arch)
1703 {
1526 tmp = arch_to_object(spell->other_arch); 1704 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1705 tmp->x = nx;
1528 tmp->y = ny; 1706 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1707 insert_ob_in_map (tmp, m, op, 0);
1530 } 1708 }
1531 } /* for y */ 1709 } /* for y */
1532 1710
1533 return 1; 1711 return 1;
1534} 1712}
1535 1713
1536 1714
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1715/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1716 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1717 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1718 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1719 * note that duration is handled by process_object() in time.c
1542 */ 1720 */
1543 1721
1722void
1544void move_ball_spell(object *op) { 1723move_ball_spell (object *op)
1724{
1545 int i,j,dam_save,dir, mflags; 1725 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1726 sint16 nx, ny, hx, hy;
1547 object *owner; 1727 object *owner;
1548 mapstruct *m; 1728 maptile *m;
1549 1729
1550 owner = get_owner(op); 1730 owner = op->owner;
1551 1731
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1732 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1733 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1734 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1735 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1736 * deviations.
1557 */ 1737 */
1558 1738
1559 dir = 0; 1739 dir = 0;
1560 if(!(rndm(0, 3))) 1740 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1741 j = rndm (0, 1);
1562 else j=0; 1742 else
1743 j = 0;
1563 1744
1564 for(i = 1; i < 9; i++) { 1745 for (i = 1; i < 9; i++)
1746 {
1565 /* i bit 0: alters sign of offset 1747 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1748 * other bits (i / 2): absolute value of offset
1567 */ 1749 */
1568 1750
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1752 int tmpdir = absdir (op->direction + offset);
1571 1753
1572 nx = op->x + freearr_x[tmpdir]; 1754 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1755 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1756 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1757 {
1576 dir = tmpdir; 1758 dir = tmpdir;
1577 break; 1759 break;
1578 } 1760 }
1579 } 1761 }
1580 if (dir == 0) { 1762 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1763 {
1764 nx = op->x;
1765 ny = op->y;
1766 m = op->map;
1767 }
1585 1768
1586 remove_ob(op); 1769 op->remove ();
1587 op->y=ny; 1770 op->y = ny;
1588 op->x=nx; 1771 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1772 insert_ob_in_map (op, m, op, 0);
1590 1773
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1775 surrounding squares */
1593 1776
1594 /* loop over current square and neighbors to hit. 1777 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1778 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1779 * the surround spaces.
1597 */ 1780 */
1598 for(j=0;j<9;j++) { 1781 for (j = 0; j < 9; j++)
1782 {
1599 object *new_ob; 1783 object *new_ob;
1600 1784
1601 hx = nx+freearr_x[j]; 1785 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1786 hy = ny + freearr_y[j];
1603 1787
1604 m = op->map; 1788 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1790
1607 if (mflags & P_OUT_OF_MAP) continue; 1791 if (mflags & P_OUT_OF_MAP)
1792 continue;
1608 1793
1609 /* first, don't ever, ever hit the owner. Don't hit out 1794 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1795 * of the map either.
1611 */ 1796 */
1612 1797
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1799 {
1800 if (j)
1801 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1802 hit_map (op, j, op->attacktype, 1);
1616 1803
1617 } 1804 }
1618 1805
1619 /* insert the other arch */ 1806 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 {
1621 new_ob = arch_to_object(op->other_arch); 1809 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1810 new_ob->x = hx;
1623 new_ob->y = hy; 1811 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1812 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1813 }
1626 } 1814 }
1627 1815
1628 /* restore to the center location and damage*/ 1816 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1817 op->stats.dam = dam_save;
1630 1818
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1819 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1632 1820
1633 if(i>=0) { /* we have a preferred direction! */ 1821 if (i >= 0)
1822 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1823 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1828 }
1639 op->direction=i; 1829 op->direction = i;
1640 } 1830 }
1641} 1831}
1642 1832
1643 1833
1644/* move_swarm_spell: peterm 1834/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1837 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1838 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1839 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1840 */
1651 1841
1842void
1652void move_swarm_spell(object *op) 1843move_swarm_spell (object *op)
1653{ 1844{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1845#if 0
1676 // this is bogus: it causes wrong places to be checked below 1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1848 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1849 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1850 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1851#endif
1852 int basedir;
1853 object *owner;
1723 1854
1855 owner = op->owner;
1856 if (op->duration == 0 || owner == NULL)
1857 {
1858 op->destroy ();
1859 return;
1860 }
1861
1862 op->duration--;
1863
1864 basedir = op->direction;
1865 if (basedir == 0)
1866 {
1867 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8);
1869 }
1870
1871#if 0
1872 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space.
1876 // should be fixed later, but correctness before featurs...
1877 // (schmorp)
1878
1879 /* new offset calculation to make swarm element distribution
1880 * more uniform
1881 */
1882 if (op->duration)
1883 {
1884 if (basedir & 1)
1885 {
1886 adjustdir = cardinal_adjust[rndm (0, 8)];
1887 }
1888 else
1889 {
1890 adjustdir = diagonal_adjust[rndm (0, 9)];
1891 }
1892 }
1893 else
1894 {
1895 adjustdir = 0; /* fire the last one from forward. */
1896 }
1897
1898 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1899 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1900
1901 /* back up one space so we can hit point-blank targets, but this
1902 * necessitates extra out_of_map check below
1903 */
1904 origin_x = target_x - freearr_x[basedir];
1905 origin_y = target_y - freearr_y[basedir];
1906
1907
1724 /* spell pointer is set up for the spell this casts. Since this 1908 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1909 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1910 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1911 * do some sanity checking anyways.
1728 */ 1912 */
1913
1914 if (op->spell && op->spell->type == SPELL &&
1915 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1916 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1917 {
1918
1919 /* Bullet spells have a bunch more customization that needs to be done */
1920 if (op->spell->subtype == SP_BULLET)
1921 fire_bullet (owner, op, basedir, op->spell);
1922 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1923 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1924 }
1925#endif
1926
1927 /* spell pointer is set up for the spell this casts. Since this
1928 * should just be a pointer to the spell in some inventory,
1929 * it is unlikely to disappear by the time we need it. However,
1930 * do some sanity checking anyways.
1931 */
1932
1730 if (op->spell && op->spell->type == SPELL) 1933 if (op->spell && op->spell->type == SPELL)
1731 { 1934 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1935 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1936 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1937 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1938 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1940 }
1738} 1941}
1739 1942
1740 1943
1741 1944
1742 1945
1750 * dir: the direction everything will be fired in 1953 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1954 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1955 * n: the number to be fired.
1753 */ 1956 */
1754 1957
1958int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1959fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1960{
1757 object *tmp; 1961 object *tmp;
1758 int i; 1962 int i;
1759 1963
1760 if (!spell->other_arch) return 0; 1964 if (!spell->other_arch)
1965 return 0;
1761 1966
1762 tmp=get_archetype(SWARM_SPELL); 1967 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1968 tmp->x = op->x;
1764 tmp->y=op->y; 1969 tmp->y = op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1971 set_spell_skill (op, caster, spell, tmp);
1767 1972
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1974 tmp->spell = arch_to_object (spell->other_arch);
1770 1975
1771 tmp->attacktype = tmp->spell->attacktype; 1976 tmp->attacktype = tmp->spell->attacktype;
1772 1977
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1774 if ( ! tailor_god_spell (tmp, op)) 1980 if (!tailor_god_spell (tmp, op))
1775 return 1; 1981 return 1;
1776 } 1982 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1983 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1984 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1986
1781 tmp->direction=dir; 1987 tmp->direction = dir;
1782 tmp->invisible=1; 1988 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1989 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 1990 return 1;
1785} 1991}
1786 1992
1787 1993
1788/* See the spells documentation file for why this is its own 1994/* See the spells documentation file for why this is its own
1789 * function. 1995 * function.
1790 */ 1996 */
1997int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 1998cast_light (object *op, object *caster, object *spell, int dir)
1999{
1792 object *target=NULL,*tmp=NULL; 2000 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2001 sint16 x, y;
1794 int dam, mflags; 2002 int dam, mflags;
1795 mapstruct *m; 2003 maptile *m;
1796 2004
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2006
1799 if(!dir) { 2007 if (!dir)
2008 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2010 return 0;
1802 } 2011 }
1803 2012
1804 x=op->x+freearr_x[dir]; 2013 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2014 y = op->y + freearr_y[dir];
1806 m = op->map; 2015 m = op->map;
1807 2016
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2018
1810 if (mflags & P_OUT_OF_MAP) { 2019 if (mflags & P_OUT_OF_MAP)
2020 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2022 return 0;
1813 } 2023 }
1814 2024
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2025 if (mflags & P_IS_ALIVE && spell->attacktype)
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 2026 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2028 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2030 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2031 if (target->head)
2032 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2033 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2034 return 1; /* one success only! */
2035 }
1822 } 2036 }
1823 }
1824 2037
1825 /* no live target, perhaps a wall is in the way? */ 2038 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 2042 return 0;
1829 } 2043 }
1830 2044
1831 /* ok, looks groovy to just insert a new light on the map */ 2045 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 2046 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2047 if (!tmp)
2048 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2050 return 0;
1836 } 2051 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2053 if (tmp->glow_radius)
2054 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2056 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2058 }
1842 tmp->x=x; 2059 tmp->x = x;
1843 tmp->y=y; 2060 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2061 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2062 return 1;
1846} 2063}
1847 2064
1848 2065
1849 2066
1850 2067
1853 * op is the player/monster, caster is the object, dir is the direction 2070 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 2071 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2072 * perhaps this should actually be in disease.c?
1856 */ 2073 */
1857 2074
2075int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2076cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{
1859 sint16 x,y; 2078 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2079 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2080 object *walk;
1862 mapstruct *m; 2081 maptile *m;
1863 2082
1864 x = op->x; 2083 x = op->x;
1865 y = op->y; 2084 y = op->y;
1866 2085
1867 /* If casting from a scroll, no direction will be available, so refer to the 2086 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2087 * direction the player is pointing.
1869 */ 2088 */
2089 if (!dir)
1870 if (!dir) dir=op->facing; 2090 dir = op->facing;
2091 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2092 return 0; /* won't find anything if casting on ourself, so just return */
1872 2093
1873 /* Calculate these once here */ 2094 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2095 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2096 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2097 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2098
1878 /* search in a line for a victim */ 2099 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2100 for (i = 1; i < range; i++)
2101 {
1880 x = op->x + i * freearr_x[dir]; 2102 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2103 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2104 m = op->map;
1883 2105
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2107
1886 if (mflags & P_OUT_OF_MAP) return 0; 2108 if (mflags & P_OUT_OF_MAP)
2109 return 0;
1887 2110
1888 /* don't go through walls - presume diseases are airborne */ 2111 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2112 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2113 return 0;
1890 2114
1891 /* Only bother looking on this space if there is something living here */ 2115 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2116 if (mflags & P_IS_ALIVE)
2117 {
1893 /* search this square for a victim */ 2118 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2119 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2120 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2121 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2122 object *disease = arch_to_object (spell->other_arch);
1897 2123
1898 set_owner(disease,op); 2124 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2125 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2126 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2127 disease->level = caster_level (caster, spell);
1902 2128
1903 /* do level adjustments */ 2129 /* do level adjustments */
1904 if(disease->stats.wc) 2130 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2131 disease->stats.wc += dur_mod / 2;
1906 2132
1907 if(disease->magic> 0) 2133 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2134 disease->magic += dur_mod / 4;
1909 2135
1910 if(disease->stats.maxhp>0) 2136 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2137 disease->stats.maxhp += dur_mod;
1912 2138
1913 if(disease->stats.maxgrace>0) 2139 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2140 disease->stats.maxgrace += dur_mod;
1915 2141
1916 if(disease->stats.dam) { 2142 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2143 {
1918 disease->stats.dam += dam_mod; 2144 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2145 disease->stats.dam += dam_mod;
1920 } 2146 else
2147 disease->stats.dam -= dam_mod;
2148 }
1921 2149
1922 if(disease->last_sp) { 2150 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2151 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2152 disease->last_sp -= 2 * dam_mod;
1925 } 2153 if (disease->last_sp < 1)
2154 disease->last_sp = 1;
2155 }
1926 2156
1927 if(disease->stats.maxsp) { 2157 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2158 {
1929 disease->stats.maxsp += dam_mod; 2159 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2160 disease->stats.maxsp += dam_mod;
1931 } 2161 else
1932 2162 disease->stats.maxsp -= dam_mod;
2163 }
2164
1933 if(disease->stats.ac) 2165 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2166 disease->stats.ac += dam_mod;
1935 2167
1936 if(disease->last_eat) 2168 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2169 disease->last_eat -= dam_mod;
1938 2170
1939 if(disease->stats.hp) 2171 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2172 disease->stats.hp -= dam_mod;
1941 2173
1942 if(disease->stats.sp) 2174 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2175 disease->stats.sp -= dam_mod;
1944 2176
1945 if(infect_object(walk,disease,1)) { 2177 if (infect_object (walk, disease, 1))
2178 {
1946 object *flash; /* visual effect for inflicting disease */ 2179 object *flash; /* visual effect for inflicting disease */
1947 2180
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2182
1950 free_object(disease); /* don't need this one anymore */ 2183 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2184 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2185 flash->x = x;
1953 flash->y = y; 2186 flash->y = y;
1954 flash->map = walk->map; 2187 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2188 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2189 return 1;
1957 } 2190 }
1958 free_object(disease); 2191
1959 } 2192 disease->destroy ();
1960 } /* if living creature */ 2193 }
1961 } /* for range of spaces */ 2194 } /* if living creature */
2195 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2197 return 1;
1964} 2198}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines