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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.17 by root, Tue Dec 12 21:39:57 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
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__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* 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) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 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);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* 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; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* 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 83 * 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. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 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 */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * 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 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 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) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = object::create ();
146 tmp->copy_to (new_bolt);
142 147
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
151 new_bolt->duration++; 154 new_bolt->duration++;
152 new_bolt->x=sx; 155 new_bolt->x = sx;
153 new_bolt->y=sy; 156 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 160 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
160} 163}
161 164
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
164 */ 167 */
165 168
169void
166void move_bolt(object *op) { 170move_bolt (object *op)
171{
167 object *tmp; 172 object *tmp;
168 int mflags; 173 int mflags;
169 sint16 x, y; 174 sint16 x, y;
170 mapstruct *m; 175 maptile *m;
171 176
172 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 178 {
179 op->destroy ();
180 return;
181 }
182
177 hit_map(op,0,op->attacktype,1); 183 hit_map (op, 0, op->attacktype, 1);
178 184
179 if(!op->direction) 185 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; 186 return;
240 } 187
188 if (--op->range < 0)
189 {
190 op->range = 0;
191 }
192 else
193 {
194 x = op->x + DIRX (op);
195 y = op->y + DIRY (op);
196 m = op->map;
197 mflags = get_map_flags (m, &m, x, y, &x, &y);
198
199 if (mflags & P_OUT_OF_MAP)
200 return;
201
202 /* We are about to run into something - we may bounce */
203 /* Calling reflwall is pretty costly, as it has to look at all the objects
204 * on the space. So only call reflwall if we think the data it returns
205 * will be useful.
206 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return;
212
213 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the
215 * opposite direction. However, if the bolt is travelling
216 * on the diagonal, it is trickier - eg, a bolt travelling
217 * northwest bounces different if it hits a north/south
218 * wall (bounces to northeast) vs an east/west (bounces
219 * to the southwest.
220 */
221 if (op->direction & 1)
222 op->direction = absdir (op->direction + 4);
223 else
224 {
225 int left, right;
226 int mflags;
227
228 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
229 * over a corner in a tiled map, it is possible that
230 * op->direction is within an adjacent map but either
231 * op->direction-1 or op->direction+1 does not exist.
232 */
233 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
234 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
235
236 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
237
238 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
239 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
240 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
241
242 if (left == right)
243 op->direction = absdir (op->direction + 4);
244 else if (left)
245 op->direction = absdir (op->direction + 2);
246 else if (right)
247 op->direction = absdir (op->direction - 2);
248 }
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return;
251 }
252 else
241 else { /* Create a copy of this object and put it ahead */ 253 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 254 tmp = object::create ();
243 copy_object(op,tmp); 255 op->copy_to (tmp);
244 tmp->speed_left= -0.1; 256 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 259 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 260 tmp->duration++;
249 261
250 /* New forking code. Possibly create forks of this object 262 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 263 * going off in other directions.
252 */ 264 */
253 265
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 266 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 267 { /* stats.Dex % of forking */
256 } 268 forklightning (op, tmp);
269 }
257 /* In this way, the object left behind sticks on the space, but 270 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 271 * doesn't create any bolts that continue to move onward.
259 */ 272 */
260 op->range = 0; 273 op->range = 0;
261 } /* copy object and move it along */ 274 } /* copy object and move it along */
262 } /* if move bolt along */ 275 } /* if move bolt along */
263} 276}
264 277
265/* fire_bolt 278/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 279 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 280 * spob is the spell object for the bolt.
269 * spob->attacktype. 282 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 283 * This function sets up the appropriate owner and skill
271 * pointers. 284 * pointers.
272 */ 285 */
273 286
287int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{
275 object *tmp=NULL; 290 object *tmp = NULL;
276 int mflags; 291 int mflags;
277 292
278 if (!spob->other_arch) 293 if (!spob->other_arch)
279 return 0; 294 return 0;
280 295
281 tmp=arch_to_object(spob->other_arch); 296 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 297 if (tmp == NULL)
283 return 0; 298 return 0;
284 299
285 /* peterm: level dependency for bolts */ 300 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 301 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 302 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 303 if (spob->slaying)
304 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 305 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 307 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 308 tmp->stats.Con = spob->stats.Con;
293 309
294 tmp->direction=dir; 310 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 312 SET_ANIMATION (tmp, dir);
297 313
298 set_owner(tmp,op); 314 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 315 set_spell_skill (op, caster, spob, tmp);
300 316
301 tmp->x=op->x + DIRX(tmp); 317 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 318 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 319 tmp->map = op->map;
304 320
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 322 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 323 {
324 tmp->destroy ();
325 return 0;
326 }
327
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 331 {
332 tmp->destroy ();
313 return 0; 333 return 0;
314 } 334 }
315 tmp->x=op->x; 335
316 tmp->y=op->y; 336 tmp->x = op->x;
337 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 338 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 339 tmp->map = op->map;
319 } 340 }
341
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 343 move_bolt (tmp);
344
322 return 1; 345 return 1;
323} 346}
324 347
325 348
326 349
327/*************************************************************************** 350/***************************************************************************
332 355
333/* expands an explosion. op is a piece of the 356/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 357 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 358 * At least that is what I think this does.
336 */ 359 */
360void
337void explosion(object *op) { 361explosion (object *op)
362{
338 object *tmp; 363 object *tmp;
339 mapstruct *m=op->map; 364 maptile *m = op->map;
340 int i; 365 int i;
341 366
342 if(--(op->duration)<0) { 367 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 368 {
369 op->destroy ();
370 return;
371 }
372
347 hit_map(op,0,op->attacktype,0); 373 hit_map (op, 0, op->attacktype, 0);
348 374
349 if(op->range>0) { 375 if (op->range > 0)
350 for(i=1;i<9;i++) { 376 {
377 for (i = 1; i < 9; i++)
378 {
351 sint16 dx,dy; 379 sint16 dx, dy;
352 380
353 dx=op->x+freearr_x[i]; 381 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 382 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 383 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 384 * out of map, etc.
357 */ 385 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 387 {
360 copy_object(op,tmp); 388 tmp = object::create ();
361 tmp->state=0; 389 op->copy_to (tmp);
362 tmp->speed_left= -0.21; 390 tmp->state = 0;
363 tmp->range--; 391 tmp->speed_left = -0.21;
364 tmp->value=0; 392 tmp->range--;
365 tmp->x=dx; 393 tmp->value = 0;
366 tmp->y=dy; 394 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 395 tmp->y = dy;
368 } 396 insert_ob_in_map (tmp, m, op, 0);
369 } 397 }
398 }
370 } 399 }
371} 400}
372 401
373 402
374/* Causes an object to explode, eg, a firebullet, 403/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 404 * poison cloud ball, etc. op is the object to
376 * explode. 405 * explode.
377 */ 406 */
407void
378void explode_bullet(object *op) 408explode_bullet (object *op)
379{ 409{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 410 object *tmp, *owner;
382 411
383 if (op->other_arch == NULL) { 412 if (op->other_arch == NULL)
413 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 415 op->destroy ();
386 free_object (op); 416 return;
387 return;
388 } 417 }
389 418
390 if (op->env) { 419 if (op->env)
420 {
391 object *env; 421 object *env;
392 422
393 env = object_get_env_recursive(op); 423 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 424 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 427 op->destroy ();
397 free_object (op);
398 return; 428 return;
399 } 429 }
400 remove_ob (op); 430
431 op->remove ();
401 op->x = env->x; 432 op->x = env->x;
402 op->y = env->y; 433 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 436 else if (out_of_map (op->map, op->x, op->y))
437 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 439 op->destroy ();
407 free_object (op); 440 return;
408 return; 441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 447 {
448 op->destroy ();
449 return;
450 }
410 451
411 if (op->attacktype) { 452 if (op->attacktype)
453 {
412 hit_map (op, 0, op->attacktype, 1); 454 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 455 if (op->destroyed ())
414 return; 456 return;
415 } 457 }
416 458
417 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
419 461
420 copy_owner (tmp, op); 462 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 464
424 owner = get_owner(op); 465 owner = get_owner (op);
466
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 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 } 468 {
469 op->destroy ();
470 return;
471 }
472
431 tmp->x = op->x; 473 tmp->x = op->x;
432 tmp->y = op->y; 474 tmp->y = op->y;
433 475
434 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
436 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 480 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 482 tmp->duration = op->duration;
440 } else { 483 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 492 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 493 * the count of the parent should work fine.
448 */ 494 */
449 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
450 } 496 }
451 497
452 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
455 501
456 /* Prevent recursion */ 502 /* Prevent recursion */
457 op->move_on = 0; 503 op->move_on = 0;
458 504
459 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 506 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
462 remove_ob (op); 508 {
463 free_object (op); 509 op->destroy ();
464 } 510 }
465} 511}
466 512
467 513
468 514
469/* checks to see what op should do, given the space it is on 515/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
471 */ 517 */
472 518
519void
473void check_bullet(object *op) 520check_bullet (object *op)
474{ 521{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 522 object *tmp;
477 int dam, mflags; 523 int dam, mflags;
478 mapstruct *m; 524 maptile *m;
479 sint16 sx, sy; 525 sint16 sx, sy;
480 526
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 527 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 528
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 529 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 530 return;
485 531
486 if (op->other_arch) { 532 if (op->other_arch)
533 {
487 /* explode object will also remove op */ 534 /* explode object will also remove op */
488 explode_bullet (op); 535 explode_bullet (op);
489 return; 536 return;
490 } 537 }
491 538
492 /* If nothing alive on this space, no reason to do anything further */ 539 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
494 542
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 544 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 546 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 549 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 551 {
505 free_object(op); 552 op->destroy ();
506 return; 553 return;
507 } 554 }
508 } 555 }
509 } 556 }
510 } 557 }
511} 558}
512 559
515 * call check_bullet. 562 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 563 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 564 * fired arches (eg, bolts).
518 */ 565 */
519 566
567void
520void move_bullet(object *op) 568move_bullet (object *op)
521{ 569{
522 sint16 new_x, new_y; 570 sint16 new_x, new_y;
523 int mflags; 571 int mflags;
524 mapstruct *m; 572 maptile *m;
525 573
526#if 0 574#if 0
527 /* We need a better general purpose way to do this */ 575 /* We need a better general purpose way to do this */
528 576
529 /* peterm: added to make comet leave a trail of burnouts 577 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 578 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 579 if (op->stats.sp == SP_METEOR)
580 {
532 replace_insert_ob_in_map("fire_trail",op); 581 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 582 if (op->destroyed ())
534 return; 583 return;
535 } /* end addition. */ 584 } /* end addition. */
536#endif 585#endif
537 586
538 /* Reached the end of its life - remove it */ 587 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 588 if (--op->range <= 0)
589 {
540 if (op->other_arch) { 590 if (op->other_arch)
541 explode_bullet (op); 591 explode_bullet (op);
542 } else { 592 else
543 remove_ob (op); 593 op->destroy ();
544 free_object (op); 594
545 }
546 return; 595 return;
547 } 596 }
548 597
549 new_x = op->x + DIRX(op); 598 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 599 new_y = op->y + DIRY (op);
551 m = op->map; 600 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 601 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 602
554 if (mflags & P_OUT_OF_MAP) { 603 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 604 {
556 free_object (op); 605 op->destroy ();
557 return; 606 return;
558 } 607 }
559 608
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 609 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
610 {
561 if (op->other_arch) { 611 if (op->other_arch)
562 explode_bullet (op); 612 explode_bullet (op);
563 } else { 613 else
564 remove_ob (op); 614 op->destroy ();
565 free_object (op); 615
566 }
567 return; 616 return;
568 } 617 }
569 618
570 remove_ob (op); 619 op->remove ();
571 op->x = new_x; 620 op->x = new_x;
572 op->y = new_y; 621 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 623 return;
575 624
576 if (reflwall (op->map, op->x, op->y, op)) { 625 if (reflwall (op->map, op->x, op->y, op))
626 {
577 op->direction = absdir (op->direction + 4); 627 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 628 update_turn_face (op);
579 } else { 629 }
630 else
631 {
580 check_bullet (op); 632 check_bullet (op);
581 } 633 }
582} 634}
583 635
584 636
585 637
591 * spob->attacktype. 643 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 644 * This function sets up the appropriate owner and skill
593 * pointers. 645 * pointers.
594 */ 646 */
595 647
648int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 649fire_bullet (object *op, object *caster, int dir, object *spob)
650{
597 object *tmp=NULL; 651 object *tmp = NULL;
598 int mflags; 652 int mflags;
599 653
600 if (!spob->other_arch) 654 if (!spob->other_arch)
601 return 0; 655 return 0;
602 656
603 tmp=arch_to_object(spob->other_arch); 657 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 658 if (tmp == NULL)
605 return 0; 659 return 0;
606 660
607 /* peterm: level dependency for bolts */ 661 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 662 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 663 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 664 if (spob->slaying)
665 tmp->slaying = spob->slaying;
611 666
612 tmp->range = 50; 667 tmp->range = 50;
613 668
614 /* Need to store duration/range for the ball to use */ 669 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 670 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 671 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 672 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 673
619 tmp->direction=dir; 674 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 676 SET_ANIMATION (tmp, dir);
622 677
623 set_owner(tmp,op); 678 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 679 set_spell_skill (op, caster, spob, tmp);
625 680
626 tmp->x=op->x + freearr_x[dir]; 681 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 682 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 683 tmp->map = op->map;
629 684
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 686 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 687 {
688 tmp->destroy ();
689 return 0;
690 }
691
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 695 {
696 tmp->destroy ();
638 return 0; 697 return 0;
639 } 698 }
640 tmp->x=op->x; 699
641 tmp->y=op->y; 700 tmp->x = op->x;
701 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 702 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 703 tmp->map = op->map;
644 } 704 }
705
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
646 check_bullet (tmp); 707 check_bullet (tmp);
647 } 708
648 return 1; 709 return 1;
649} 710}
650 711
651 712
652 713
653 714
657 * 718 *
658 *****************************************************************************/ 719 *****************************************************************************/
659 720
660 721
661/* drops an object based on what is in the cone's "other_arch" */ 722/* drops an object based on what is in the cone's "other_arch" */
723void
662void cone_drop(object *op) { 724cone_drop (object *op)
725{
663 object *new_ob = arch_to_object(op->other_arch); 726 object *new_ob = arch_to_object (op->other_arch);
664 727
665 new_ob->x = op->x; 728 new_ob->x = op->x;
666 new_ob->y = op->y; 729 new_ob->y = op->y;
667 new_ob->level = op->level; 730 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 731 set_owner (new_ob, op->owner);
669 732
670 /* preserve skill ownership */ 733 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 734 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 } 735 {
736 new_ob->skill = op->skill;
737 }
675 insert_ob_in_map(new_ob,op->map,op,0); 738 insert_ob_in_map (new_ob, op->map, op, 0);
676 739
677} 740}
678 741
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 742/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 743
744void
681void move_cone(object *op) { 745move_cone (object *op)
746{
682 int i; 747 int i;
683 tag_t tag;
684 748
685 /* if no map then hit_map will crash so just ignore object */ 749 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 750 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 751 {
688 op->name ? op->name : "unknown"); 752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 753 op->speed = 0;
690 update_ob_speed (op); 754 update_ob_speed (op);
691 return; 755 return;
692 } 756 }
693 757
694 /* lava saves it's life, but not yours :) */ 758 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 759 if (QUERY_FLAG (op, FLAG_LIFESAVE))
760 {
696 hit_map(op,0,op->attacktype,0); 761 hit_map (op, 0, op->attacktype, 0);
697 return; 762 return;
698 } 763 }
699 764
700#if 0 765#if 0
701 /* Disable this - enabling it makes monsters easier, as 766 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 767 * when their cone dies when they die.
703 */ 768 */
704 /* If no owner left, the spell dies out. */ 769 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 770 if (get_owner (op) == NULL)
706 remove_ob(op); 771 {
707 free_object(op); 772 op->destroy ();
708 return; 773 return;
709 } 774 }
710#endif 775#endif
711 776
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 777 hit_map (op, 0, op->attacktype, 0);
714 778
715 /* Check to see if we should push anything. 779 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 780 * Spell objects with weight push whatever they encounter to some
717 * degree. 781 * degree.
718 */ 782 */
783 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 784 check_spell_knockback (op);
720 785
721 if (was_destroyed (op, tag)) 786 if (op->destroyed ())
787 return;
788
789 if ((op->duration--) < 0)
790 {
791 op->destroy ();
722 return; 792 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 793 }
729 /* Object has hit maximum range, so don't have it move 794 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 795 * any further. When the duration above expires,
731 * then the object will get removed. 796 * then the object will get removed.
732 */ 797 */
733 if (--op->range < 0) { 798 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 799 {
800 op->range = 0; /* just so it doesn't wrap */
801 return;
802 }
737 803
738 for(i= -1;i<2;i++) { 804 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 805 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 807
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 808 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
743 object *tmp=get_object(); 809 {
744 copy_object(op, tmp); 810 object *tmp = object::create ();
745 tmp->x=x;
746 tmp->y=y;
747 811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815
748 tmp->duration = op->duration + 1; 816 tmp->duration = op->duration + 1;
749 817
750 /* Use for spell tracking - see ok_to_put_more() */ 818 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 819 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 820 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 821 if (tmp->other_arch)
754 } 822 cone_drop (tmp);
823 }
755 } 824 }
756} 825}
757 826
758/* cast_cone: casts a cone spell. 827/* cast_cone: casts a cone spell.
759 * op: person firing the object. 828 * op: person firing the object.
761 * dir: direction to fire in. 830 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 831 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 832 * to fire.
764 * returns 0 on failure, 1 on success. 833 * returns 0 on failure, 1 on success.
765 */ 834 */
835int
766int cast_cone(object *op, object *caster,int dir, object *spell) 836cast_cone (object *op, object *caster, int dir, object *spell)
767{ 837{
768 object *tmp; 838 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 839 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 840 maptile *m;
771 sint16 sx, sy; 841 sint16 sx, sy;
772 MoveType movetype; 842 MoveType movetype;
773 843
774 if (!spell->other_arch) return 0; 844 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; 845 return 0;
846
847 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
850 return 0;
851 }
782 852
783 if(!dir) { 853 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 854 {
855 range_min = 0;
856 range_max = 8;
857 }
787 858
788 /* Need to know what the movetype of the object we are about 859 /* 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 860 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 861 * insert it into is blocked.
791 */ 862 */
792 movetype = spell->other_arch->clone.move_type; 863 movetype = spell->other_arch->clone.move_type;
793 864
794 for(i=range_min;i<=range_max;i++) { 865 for (i = range_min; i <= range_max; i++)
866 {
795 sint16 x,y, d; 867 sint16 x, y, d;
796 868
797 /* We can't use absdir here, because it never returns 869 /* 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 870 * 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 871 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 872 * to hit that person.
801 */ 873 */
802 d = dir + i; 874 d = dir + i;
803 while (d < 0) d+=8; 875 while (d < 0)
804 while (d > 8) d-=8; 876 d += 8;
877 while (d > 8)
878 d -= 8;
805 879
806 /* If it's not a rune, we don't want to blast the caster. 880 /* 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, 881 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 882 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 883 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 884 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 885 * for the rune code.
812 */ 886 */
813 if (caster->type != RUNE && d==0) { 887 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 888 {
815 else continue; 889 if (dir != 0)
816 } 890 d = 8;
891 else
892 continue;
893 }
817 894
818 x = op->x+freearr_x[d]; 895 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 896 y = op->y + freearr_y[d];
820 897
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 898 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 899 continue;
823 900
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 902 continue;
826 903
827 success=1; 904 success = 1;
828 tmp=arch_to_object(spell->other_arch); 905 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 906 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 907 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 908 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 909 tmp->x = sx;
833 tmp->y = sy; 910 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 911 tmp->attacktype = spell->attacktype;
835 912
836 /* holy word stuff */ 913 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 915 if (!tailor_god_spell (tmp, op))
839 } 916 return 0;
840 917
841 if(dir) 918 if (dir)
842 tmp->stats.sp=dir; 919 tmp->stats.sp = dir;
843 else 920 else
844 tmp->stats.sp=i; 921 tmp->stats.sp = i;
845 922
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 923 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 924
848 /* If casting it in all directions, it doesn't go as far */ 925 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 926 if (dir == 0)
927 {
850 tmp->range /= 4; 928 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 929 if (tmp->range < 2 && spell->range >= 2)
852 } 930 tmp->range = 2;
931 }
932
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 933 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 934 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 935
856 /* Special bonus for fear attacks */ 936 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 937 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 938 {
859 else 939 if (caster->type == PLAYER)
940 tmp->duration += fear_bonus[caster->stats.Cha];
941 else
860 tmp->duration += caster->level/3; 942 tmp->duration += caster->level / 3;
861 } 943 }
944
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 945 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 946 {
864 else 947 if (caster->type == PLAYER)
948 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
949 else
865 tmp->duration += caster->level/3; 950 tmp->duration += caster->level / 3;
866 } 951 }
867 952
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 953 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 955
873 if (!tmp->move_on && tmp->stats.dam) { 956 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 957 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 959 }
877 } 960
878 insert_ob_in_map(tmp,m,op,0); 961 insert_ob_in_map (tmp, m, op, 0);
879 962
880 /* This is used for tracking spells so that one effect doesn't hit 963 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 964 * a single space too many times.
882 */ 965 */
883 tmp->stats.maxhp = tmp->count; 966 tmp->stats.maxhp = tmp->count;
884 967
885 if(tmp->other_arch) cone_drop(tmp); 968 if (tmp->other_arch)
969 cone_drop (tmp);
886 } 970 }
971
887 return success; 972 return success;
888} 973}
889 974
890/**************************************************************************** 975/****************************************************************************
891 * 976 *
892 * BOMB related code 977 * BOMB related code
895 980
896 981
897/* This handles an exploding bomb. 982/* This handles an exploding bomb.
898 * op is the original bomb object. 983 * op is the original bomb object.
899 */ 984 */
985void
900void animate_bomb(object *op) { 986animate_bomb (object *op)
987{
901 int i; 988 int i;
902 object *env, *tmp; 989 object *env, *tmp;
903 archetype *at; 990 archetype *at;
904 991
905 if(op->state!=NUM_ANIMATIONS(op)-1) 992 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 993 return;
907 994
908 env = object_get_env_recursive(op); 995 env = object_get_env_recursive (op);
909 996
910 if (op->env) { 997 if (op->env)
998 {
911 if (env->map == NULL) 999 if (env->map == NULL)
912 return; 1000 return;
913 1001
914 if (env->type == PLAYER) 1002 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1003 esrv_del_item (env->contr, op->count);
916 1004
917 remove_ob(op); 1005 op->remove ();
918 op->x = env->x; 1006 op->x = env->x;
919 op->y = env->y; 1007 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return;
1010 }
1011
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary
1014 // as bombs can be carried.
1015 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1016 {
1017 op->destroy ();
921 return; 1018 return;
922 } 1019 }
923 1020
924 /* This copies a lot of the code from the fire bullet, 1021 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1022 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1023 * so just set up the appropriate values.
927 */ 1024 */
928 at = find_archetype(SPLINT); 1025 at = archetype::find (SPLINT);
929 if (at) { 1026 if (at)
930 for(i=1;i<9;i++) { 1027 {
1028 for (i = 1; i < 9; i++)
1029 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 1031 continue;
933 tmp = arch_to_object(at); 1032 tmp = arch_to_object (at);
934 tmp->direction = i; 1033 tmp->direction = i;
935 tmp->range = op->range; 1034 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1035 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1036 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1037 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1038 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1039 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1040 {
942 tmp->skill = add_refcount(op->skill); 1041 tmp->skill = op->skill;
943 } 1042 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1044 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1045 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1046 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1047 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1048 move_bullet (tmp);
950 } 1049 }
951 } 1050 }
952 1051
953 explode_bullet(op); 1052 explode_bullet (op);
954} 1053}
955 1054
1055int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1056create_bomb (object *op, object *caster, int dir, object *spell)
1057{
957 1058
958 object *tmp; 1059 object *tmp;
959 int mflags; 1060 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1062 maptile *m;
962 1063
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1064 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)) { 1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1068 return 0;
967 } 1069 }
968 tmp=arch_to_object(spell->other_arch); 1070 tmp = arch_to_object (spell->other_arch);
969 1071
970 /* level dependencies for bomb */ 1072 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1076 tmp->attacktype = spell->attacktype;
975 1077
976 set_owner(tmp,op); 1078 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1079 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1080 tmp->x = dx;
979 tmp->y=dy; 1081 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1082 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1083 return 1;
982} 1084}
983 1085
984/**************************************************************************** 1086/****************************************************************************
985 * 1087 *
986 * smite related spell code. 1088 * smite related spell code.
994 * dir is the direction to look in. 1096 * dir is the direction to look in.
995 * range is how far out to look. 1097 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1099 * this info is used for blocked magic/unholy spaces.
998 */ 1100 */
999 1101
1102object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1103get_pointed_target (object *op, int dir, int range, int type)
1104{
1001 object *target; 1105 object *target;
1002 sint16 x,y; 1106 sint16 x, y;
1003 int dist, mflags; 1107 int dist, mflags;
1004 mapstruct *mp; 1108 maptile *mp;
1005 1109
1006 if (dir==0) return NULL; 1110 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; 1111 return NULL;
1112
1113 for (dist = 1; dist < range; dist++)
1114 {
1115 x = op->x + freearr_x[dir] * dist;
1116 y = op->y + freearr_y[dir] * dist;
1117 mp = op->map;
1118 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1119
1120 if (mflags & P_OUT_OF_MAP)
1121 return NULL;
1122 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1123 return NULL;
1124 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1125 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL;
1128
1129 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above)
1132 {
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target;
1136 }
1137 }
1138 }
1139 }
1140 return NULL;
1028} 1141}
1029 1142
1030 1143
1031/* cast_smite_arch() - the priest points to a creature and causes 1144/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1145 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1148 * caster = object casting the spell.
1036 * dir = direction being cast 1149 * dir = direction being cast
1037 * spell = spell object 1150 * spell = spell object
1038 */ 1151 */
1039 1152
1153int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1154cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{
1041 object *effect, *target; 1156 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1157 object *god = find_god (determine_god (op));
1043 int range; 1158 int range;
1044 1159
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1160 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1161 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1162
1048 /* Bunch of conditions for casting this spell. Note that only 1163 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1164 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1165 * 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 1166 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1167 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1168 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1169 * can't be friendly to your god.
1055 */ 1170 */
1056 1171
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1173 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1174 || (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))) { 1175 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1177 return 0;
1063 } 1178 }
1064 1179
1065 if (spell->other_arch) 1180 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1181 effect = arch_to_object (spell->other_arch);
1067 else 1182 else
1068 return 0; 1183 return 0;
1069 1184
1070 /* tailor the effect by priest level and worshipped God */ 1185 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1186 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1187 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 {
1074 if(tailor_god_spell(effect,op)) 1190 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1191 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 { 1192 else
1193 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1195 return 0;
1080 } 1196 }
1081 } 1197 }
1082 1198
1083 /* size of the area of destruction */ 1199 /* size of the area of destruction */
1084 effect->range=spell->range + 1200 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1201 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1202
1089 if (effect->attacktype & AT_DEATH) { 1203 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1204 {
1091 SP_level_dam_adjust(caster,spell); 1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1206
1093 /* casting death spells at undead isn't a good thing */ 1207 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD)
1210 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1211 if (random_roll (0, 2, op, PREFER_LOW))
1212 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1214 effect->x = op->x;
1098 effect->y=op->y; 1215 effect->y = op->y;
1099 } else { 1216 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1217 else
1101 query_name(target)); 1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1220 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1221 effect->destroy ();
1104 return 0; 1222 return 0;
1223 }
1224 }
1105 } 1225 }
1106 } 1226 else
1107 } else { 1227 {
1108 /* how much woe to inflict :) */ 1228 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1230 }
1112 1231
1113 set_owner(effect,op); 1232 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1233 set_spell_skill (op, caster, spell, effect);
1115 1234
1116 /* ok, tell it where to be, and insert! */ 1235 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1236 effect->x = target->x;
1118 effect->y=target->y; 1237 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1238 insert_ob_in_map (effect, target->map, op, 0);
1120 1239
1121 return 1; 1240 return 1;
1122} 1241}
1123 1242
1124 1243
1125/**************************************************************************** 1244/****************************************************************************
1126 * 1245 *
1128 * note that the fire_bullet is used to fire the missile. The 1247 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1248 * code here is just to move the missile.
1130 ****************************************************************************/ 1249 ****************************************************************************/
1131 1250
1132/* op is a missile that needs to be moved */ 1251/* op is a missile that needs to be moved */
1252void
1133void move_missile(object *op) { 1253move_missile (object *op)
1254{
1134 int i, mflags; 1255 int i, mflags;
1135 object *owner; 1256 object *owner;
1136 sint16 new_x, new_y; 1257 sint16 new_x, new_y;
1137 mapstruct *m; 1258 maptile *m;
1138 1259
1139 if (op->range-- <=0) { 1260 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1261 {
1262 op->destroy ();
1263 return;
1264 }
1144 1265
1145 owner = get_owner(op); 1266 owner = get_owner (op);
1146#if 0 1267#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1268 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1269 * monster that are then killed would continue to survive
1149 */ 1270 */
1150 if (owner == NULL) { 1271 if (owner == NULL)
1151 remove_ob(op); 1272 {
1152 free_object(op); 1273 op->destroy ();
1153 return; 1274 return;
1154 } 1275 }
1155#endif 1276#endif
1156 1277
1157 new_x = op->x + DIRX(op); 1278 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1279 new_y = op->y + DIRY (op);
1159 1280
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1282
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)))) { 1283 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; 1284 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1285 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1286 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1287 * we need to remove it if someone hasn't already done so.
1168 */ 1288 */
1169 if ( ! was_destroyed (op, tag)) { 1289 if (!op->destroyed ())
1170 remove_ob (op); 1290 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1291
1176 remove_ob(op); 1292 return;
1293 }
1294
1295 op->remove ();
1296
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1298 {
1299 op->destroy ();
1300 return;
1301 }
1302
1181 op->x = new_x; 1303 op->x = new_x;
1182 op->y = new_y; 1304 op->y = new_y;
1183 op->map = m; 1305 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1185 if(i > 0 && i != op->direction){ 1307 if (i > 0 && i != op->direction)
1308 {
1186 op->direction=i; 1309 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1310 SET_ANIMATION (op, op->direction);
1188 } 1311 }
1312
1189 insert_ob_in_map(op,op->map,op,0); 1313 insert_ob_in_map (op, op->map, op, 0);
1190} 1314}
1191 1315
1192/**************************************************************************** 1316/****************************************************************************
1193 * Destruction 1317 * Destruction
1194 ****************************************************************************/ 1318 ****************************************************************************/
1319
1195/* make_object_glow() - currently only makes living objects glow. 1320/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1321 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1322 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1323 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1324 * give them the capability to have an inventory. b.t.
1200 */ 1325 */
1201 1326
1327int
1202int make_object_glow(object *op, int radius, int time) { 1328make_object_glow (object *op, int radius, int time)
1329{
1203 object *tmp; 1330 object *tmp;
1204 1331
1205 /* some things are unaffected... */ 1332 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1333 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1334 return 0;
1208 1335
1209 tmp=get_archetype(FORCE_NAME); 1336 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1337 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1338 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1339 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1340 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1342 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1343
1217 tmp->x=op->x; 1344 tmp->x = op->x;
1218 tmp->y=op->y; 1345 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1348 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1349 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1350 op->glow_radius = tmp->glow_radius;
1223 1351
1224 if(!tmp->env||op!=tmp->env) { 1352 if (!tmp->env || op != tmp->env)
1353 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1355 return 0;
1227 return 0;
1228 } 1356 }
1229 return 1; 1357 return 1;
1230} 1358}
1231 1359
1232 1360
1233
1234 1361
1362
1363int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1364cast_destruction (object *op, object *caster, object *spell_ob)
1365{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1366 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1367 sint16 sx, sy;
1238 mapstruct *m; 1368 maptile *m;
1239 object *tmp; 1369 object *tmp;
1240 const char *skill; 1370 const char *skill;
1241 1371
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1373 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1376 friendly = 1;
1246 1377
1247 /* destruction doesn't use another spell object, so we need 1378 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1379 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1380 * 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 1381 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1382 * the full share string/free_string route.
1252 */ 1383 */
1253 skill = op->skill; 1384 skill = op->skill;
1385 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1386 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1387 else if (caster->skill)
1388 op->skill = caster->skill;
1389 else
1256 else op->skill = NULL; 1390 op->skill = NULL;
1257 1391
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1392 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1393
1260 for(i= -range; i<range; i++) { 1394 for (i = -range; i < range; i++)
1395 {
1261 for(j=-range; j<range ; j++) { 1396 for (j = -range; j < range; j++)
1397 {
1262 m = op->map; 1398 m = op->map;
1263 sx = op->x + i; 1399 sx = op->x + i;
1264 sy = op->y + j; 1400 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1267 if (mflags & P_IS_ALIVE) { 1404 if (mflags & P_IS_ALIVE)
1405 {
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1409 break;
1271 if (tmp) { 1410 }
1272 if (tmp->head) tmp=tmp->head; 1411 if (tmp)
1412 {
1413 if (tmp->head)
1414 tmp = tmp->head;
1273 1415
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1418 {
1419 if (spell_ob->subtype == SP_DESTRUCTION)
1420 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1422 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1423 {
1280 tmp->x = sx; 1424 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1425 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1426 tmp->y = sy;
1283 } 1427 insert_ob_in_map (tmp, m, op, 0);
1284 } 1428 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1429 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1434 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1435
1290 effect->y = sy; 1436 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1437 effect->y = sy;
1292 } 1438 insert_ob_in_map (effect, m, op, 0);
1293 } 1439 }
1294 } 1440 }
1295 } 1441 }
1442 }
1443 }
1444 }
1296 } 1445 }
1297 }
1298 }
1299 op->skill = skill; 1446 op->skill = skill;
1300 return 1; 1447 return 1;
1301} 1448}
1302 1449
1303/*************************************************************************** 1450/***************************************************************************
1304 * 1451 *
1305 * CURSE 1452 * CURSE
1306 * 1453 *
1307 ***************************************************************************/ 1454 ***************************************************************************/
1308 1455
1456int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1457cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{
1310 object *god = find_god(determine_god(op)); 1459 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1460 object *tmp, *force;
1312 1461
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1462 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1463 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1464 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0;
1467 }
1320 1468
1321 /* If we've already got a force of this type, don't add a new one. */ 1469 /* 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) { 1470 for (force = tmp->inv; force != NULL; force = force->below)
1471 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 {
1324 if (force->name == spell_ob->name) { 1474 if (force->name == spell_ob->name)
1325 break; 1475 {
1326 } 1476 break;
1477 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1478 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1329 "You can not cast %s while %s is in effect", 1480 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); 1481 return 0;
1331 return 0; 1482 }
1483 }
1332 } 1484 }
1333 }
1334 }
1335 1485
1336 if(force==NULL) { 1486 if (force == NULL)
1487 {
1337 force=get_archetype(FORCE_NAME); 1488 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1489 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1490 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1491 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 { 1492 else
1493 force->name = spell_ob->name;
1494
1495 force->name_pl = spell_ob->name;
1496
1497 }
1498 else
1499 {
1348 int duration; 1500 int duration;
1349 1501
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1502 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1352 force->duration = duration; 1505 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1507 }
1508 else
1509 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1511 }
1357 return 1; 1512 return 1;
1358 } 1513 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1515 force->speed = 1.0;
1361 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1363 1518
1364 if(god) { 1519 if (god)
1520 {
1365 if (spell_ob->last_grace) 1521 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1522 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1523 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1524 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1525 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); 1526 }
1371 } else 1527 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1528 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1529
1374 1530
1375 if(tmp!=op && op->type==PLAYER) 1531 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1532 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1533
1378 force->stats.ac = spell_ob->stats.ac; 1534 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1535 force->stats.wc = spell_ob->stats.wc;
1380 1536
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1537 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1538 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1539 fix_player (tmp);
1384 return 1; 1540 return 1;
1385 1541
1386} 1542}
1387 1543
1388 1544
1389/********************************************************************** 1545/**********************************************************************
1393 ***********************************************************************/ 1549 ***********************************************************************/
1394 1550
1395/* This covers the various spells that change the moods of monsters - 1551/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1552 * makes them angry, peacful, friendly, etc.
1397 */ 1553 */
1554int
1398int mood_change(object *op, object *caster, object *spell) { 1555mood_change (object *op, object *caster, object *spell)
1556{
1399 object *tmp, *god, *head; 1557 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1558 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1559 sint16 x, y, nx, ny;
1402 mapstruct *m; 1560 maptile *m;
1403 const char *race; 1561 const char *race;
1404 1562
1405 /* We precompute some values here so that we don't have to keep 1563 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1564 * doing it over and over again.
1407 */ 1565 */
1408 god=find_god(determine_god(op)); 1566 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1567 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1568 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1569
1412 /* On the bright side, no monster should ever have a race of GOD_... 1570 /* 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 1571 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1572 * won't ever match anything.
1415 */ 1573 */
1416 if (!spell->race) race=NULL; 1574 if (!spell->race)
1575 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1576 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1577 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1578 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race;
1580 else
1419 else race = spell->race; 1581 race = spell->race;
1420
1421 1582
1583
1422 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1424 1587
1425 done_one=0; 1588 done_one = 0;
1426 m = op->map; 1589 m = op->map;
1427 nx = x; 1590 nx = x;
1428 ny = y; 1591 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1431 1595
1432 /* If there is nothing living on this space, no need to go further */ 1596 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1597 if (!(mflags & P_IS_ALIVE))
1598 continue;
1434 1599
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1601 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break;
1437 1603
1438 /* There can be living objects that are not monsters */ 1604 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1605 if (!tmp || tmp->type == PLAYER)
1606 continue;
1440 1607
1441 /* Only the head has meaningful data, so resolve to that */ 1608 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1609 if (tmp->head)
1443 else head=tmp; 1610 head = tmp->head;
1611 else
1612 head = tmp;
1444 1613
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1614 /* 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; 1615 if (race && head->race && !strstr (race, head->race))
1616 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue;
1448 1619
1449 /* Now do a bunch of stuff related to saving throws */ 1620 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1621 best_at = -1;
1451 if (spell->attacktype) { 1622 if (spell->attacktype)
1623 {
1452 for (at=0; at < NROFATTACKS; at++) 1624 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1625 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1626 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1627 best_at = at;
1455 1628
1456 if (best_at == -1) at=0; 1629 if (best_at == -1)
1630 at = 0;
1457 else { 1631 else
1632 {
1458 if (head->resist[best_at] == 100) continue; 1633 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1634 continue;
1460 } 1635 else
1636 at = head->resist[best_at] / 5;
1637 }
1461 at -= level / 5; 1638 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1639 if (did_make_save (head, head->level, at))
1463 } 1640 continue;
1641 }
1464 else /* spell->attacktype */ 1642 else /* spell->attacktype */
1465 /* 1643 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1645 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1647
1470 The chance will then be in the range [20-70] percent, not too bad. 1648 The chance will then be in the range [20-70] percent, not too bad.
1471 1649
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1651 charm a level 125 monster...
1474 1652
1475 Ryo, august 14th 1653 Ryo, august 14th
1476 */ 1654 */
1477 { 1655 {
1478 if ( head->level > level ) continue; 1656 if (head->level > level)
1657 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1659 /* Failed, no effect */
1481 continue; 1660 continue;
1482 } 1661 }
1483 1662
1484 /* Done with saving throw. Now start effecting the monster */ 1663 /* Done with saving throw. Now start effecting the monster */
1485 1664
1486 /* aggravation */ 1665 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1666 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1668 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1670 remove_friendly_object (head);
1491 1671
1492 done_one = 1; 1672 done_one = 1;
1493 head->enemy = op; 1673 head->enemy = op;
1494 } 1674 }
1495 1675
1496 /* calm monsters */ 1676 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1679 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1680 head->enemy = NULL;
1500 done_one = 1; 1681 done_one = 1;
1501 } 1682 }
1502 1683
1503 /* berserk monsters */ 1684 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 {
1505 SET_FLAG(head, FLAG_BERSERK); 1687 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1688 done_one = 1;
1507 } 1689 }
1508 /* charm */ 1690 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1693 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1694 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1695 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. */ 1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1697 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1698 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1699 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1700 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1701 head->attack_movement = PETMOVE;
1519 done_one = 1; 1702 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1704 head->stats.exp = 0;
1522 } 1705 }
1523 1706
1524 /* If a monster was effected, put an effect in */ 1707 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1708 if (done_one && spell->other_arch)
1709 {
1526 tmp = arch_to_object(spell->other_arch); 1710 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1711 tmp->x = nx;
1528 tmp->y = ny; 1712 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1713 insert_ob_in_map (tmp, m, op, 0);
1530 } 1714 }
1531 } /* for y */ 1715 } /* for y */
1532 1716
1533 return 1; 1717 return 1;
1534} 1718}
1535 1719
1536 1720
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1721/* 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 1722 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1723 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1724 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1725 * note that duration is handled by process_object() in time.c
1542 */ 1726 */
1543 1727
1728void
1544void move_ball_spell(object *op) { 1729move_ball_spell (object *op)
1730{
1545 int i,j,dam_save,dir, mflags; 1731 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1732 sint16 nx, ny, hx, hy;
1547 object *owner; 1733 object *owner;
1548 mapstruct *m; 1734 maptile *m;
1549 1735
1550 owner = get_owner(op); 1736 owner = get_owner (op);
1551 1737
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1738 /* 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 1739 * 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 1740 * 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 1741 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1742 * deviations.
1557 */ 1743 */
1558 1744
1559 dir = 0; 1745 dir = 0;
1560 if(!(rndm(0, 3))) 1746 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1747 j = rndm (0, 1);
1562 else j=0; 1748 else
1749 j = 0;
1563 1750
1564 for(i = 1; i < 9; i++) { 1751 for (i = 1; i < 9; i++)
1752 {
1565 /* i bit 0: alters sign of offset 1753 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1754 * other bits (i / 2): absolute value of offset
1567 */ 1755 */
1568 1756
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1758 int tmpdir = absdir (op->direction + offset);
1571 1759
1572 nx = op->x + freearr_x[tmpdir]; 1760 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1761 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1762 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)))) { 1763 {
1576 dir = tmpdir; 1764 dir = tmpdir;
1577 break; 1765 break;
1578 } 1766 }
1579 } 1767 }
1580 if (dir == 0) { 1768 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1769 {
1770 nx = op->x;
1771 ny = op->y;
1772 m = op->map;
1773 }
1585 1774
1586 remove_ob(op); 1775 op->remove ();
1587 op->y=ny; 1776 op->y = ny;
1588 op->x=nx; 1777 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1778 insert_ob_in_map (op, m, op, 0);
1590 1779
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1781 surrounding squares */
1593 1782
1594 /* loop over current square and neighbors to hit. 1783 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1784 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1785 * the surround spaces.
1597 */ 1786 */
1598 for(j=0;j<9;j++) { 1787 for (j = 0; j < 9; j++)
1788 {
1599 object *new_ob; 1789 object *new_ob;
1600 1790
1601 hx = nx+freearr_x[j]; 1791 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1792 hy = ny + freearr_y[j];
1603 1793
1604 m = op->map; 1794 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1796
1607 if (mflags & P_OUT_OF_MAP) continue; 1797 if (mflags & P_OUT_OF_MAP)
1798 continue;
1608 1799
1609 /* first, don't ever, ever hit the owner. Don't hit out 1800 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1801 * of the map either.
1611 */ 1802 */
1612 1803
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1804 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; 1805 {
1806 if (j)
1807 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1808 hit_map (op, j, op->attacktype, 1);
1616 1809
1617 } 1810 }
1618 1811
1619 /* insert the other arch */ 1812 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 {
1621 new_ob = arch_to_object(op->other_arch); 1815 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1816 new_ob->x = hx;
1623 new_ob->y = hy; 1817 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1818 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1819 }
1626 } 1820 }
1627 1821
1628 /* restore to the center location and damage*/ 1822 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1823 op->stats.dam = dam_save;
1630 1824
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1632 1826
1633 if(i>=0) { /* we have a preferred direction! */ 1827 if (i >= 0)
1828 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1829 /* 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 || 1830 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))) { 1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1834 }
1639 op->direction=i; 1835 op->direction = i;
1640 } 1836 }
1641} 1837}
1642 1838
1643 1839
1644/* move_swarm_spell: peterm 1840/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1843 * 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 1844 * 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. 1845 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1846 */
1651 1847
1848void
1652void move_swarm_spell(object *op) 1849move_swarm_spell (object *op)
1653{ 1850{
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 1851#if 0
1676 // this is bogus: it causes wrong places to be checked below 1852 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 1853 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 1854 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1855 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1856 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 1857#endif
1858 int basedir;
1859 object *owner;
1723 1860
1861 owner = get_owner (op);
1862 if (op->duration == 0 || owner == NULL)
1863 {
1864 op->destroy ();
1865 return;
1866 }
1867
1868 op->duration--;
1869
1870 basedir = op->direction;
1871 if (basedir == 0)
1872 {
1873 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8);
1875 }
1876
1877#if 0
1878 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space.
1882 // should be fixed later, but correctness before featurs...
1883 // (schmorp)
1884
1885 /* new offset calculation to make swarm element distribution
1886 * more uniform
1887 */
1888 if (op->duration)
1889 {
1890 if (basedir & 1)
1891 {
1892 adjustdir = cardinal_adjust[rndm (0, 8)];
1893 }
1894 else
1895 {
1896 adjustdir = diagonal_adjust[rndm (0, 9)];
1897 }
1898 }
1899 else
1900 {
1901 adjustdir = 0; /* fire the last one from forward. */
1902 }
1903
1904 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1905 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1906
1907 /* back up one space so we can hit point-blank targets, but this
1908 * necessitates extra out_of_map check below
1909 */
1910 origin_x = target_x - freearr_x[basedir];
1911 origin_y = target_y - freearr_y[basedir];
1912
1913
1724 /* spell pointer is set up for the spell this casts. Since this 1914 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1915 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1916 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1917 * do some sanity checking anyways.
1728 */ 1918 */
1919
1920 if (op->spell && op->spell->type == SPELL &&
1921 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1922 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1923 {
1924
1925 /* Bullet spells have a bunch more customization that needs to be done */
1926 if (op->spell->subtype == SP_BULLET)
1927 fire_bullet (owner, op, basedir, op->spell);
1928 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1929 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1930 }
1931#endif
1932
1933 /* spell pointer is set up for the spell this casts. Since this
1934 * should just be a pointer to the spell in some inventory,
1935 * it is unlikely to disappear by the time we need it. However,
1936 * do some sanity checking anyways.
1937 */
1938
1730 if (op->spell && op->spell->type == SPELL) 1939 if (op->spell && op->spell->type == SPELL)
1731 { 1940 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1941 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1942 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1943 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1944 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1946 }
1738} 1947}
1739 1948
1740 1949
1741 1950
1742 1951
1750 * dir: the direction everything will be fired in 1959 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1960 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1961 * n: the number to be fired.
1753 */ 1962 */
1754 1963
1964int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1965fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1966{
1757 object *tmp; 1967 object *tmp;
1758 int i; 1968 int i;
1759 1969
1760 if (!spell->other_arch) return 0; 1970 if (!spell->other_arch)
1971 return 0;
1761 1972
1762 tmp=get_archetype(SWARM_SPELL); 1973 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1974 tmp->x = op->x;
1764 tmp->y=op->y; 1975 tmp->y = op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1977 set_spell_skill (op, caster, spell, tmp);
1767 1978
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1980 tmp->spell = arch_to_object (spell->other_arch);
1770 1981
1771 tmp->attacktype = tmp->spell->attacktype; 1982 tmp->attacktype = tmp->spell->attacktype;
1772 1983
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1774 if ( ! tailor_god_spell (tmp, op)) 1986 if (!tailor_god_spell (tmp, op))
1775 return 1; 1987 return 1;
1776 } 1988 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1989 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1990 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1992
1781 tmp->direction=dir; 1993 tmp->direction = dir;
1782 tmp->invisible=1; 1994 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1995 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 1996 return 1;
1785} 1997}
1786 1998
1787 1999
1788/* See the spells documentation file for why this is its own 2000/* See the spells documentation file for why this is its own
1789 * function. 2001 * function.
1790 */ 2002 */
2003int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2004cast_light (object *op, object *caster, object *spell, int dir)
2005{
1792 object *target=NULL,*tmp=NULL; 2006 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2007 sint16 x, y;
1794 int dam, mflags; 2008 int dam, mflags;
1795 mapstruct *m; 2009 maptile *m;
1796 2010
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2012
1799 if(!dir) { 2013 if (!dir)
2014 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2016 return 0;
1802 } 2017 }
1803 2018
1804 x=op->x+freearr_x[dir]; 2019 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2020 y = op->y + freearr_y[dir];
1806 m = op->map; 2021 m = op->map;
1807 2022
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2023 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2024
1810 if (mflags & P_OUT_OF_MAP) { 2025 if (mflags & P_OUT_OF_MAP)
2026 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2028 return 0;
1813 } 2029 }
1814 2030
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2031 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 {
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 2033 for (target = get_map_ob (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2034 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2036 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2037 if (target->head)
2038 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2039 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2040 return 1; /* one success only! */
2041 }
1822 } 2042 }
1823 }
1824 2043
1825 /* no live target, perhaps a wall is in the way? */ 2044 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2045 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2046 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 2048 return 0;
1829 } 2049 }
1830 2050
1831 /* ok, looks groovy to just insert a new light on the map */ 2051 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 2052 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2053 if (!tmp)
2054 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2056 return 0;
1836 } 2057 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2059 if (tmp->glow_radius)
2060 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2061 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; 2062 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2064 }
1842 tmp->x=x; 2065 tmp->x = x;
1843 tmp->y=y; 2066 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2067 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2068 return 1;
1846} 2069}
1847 2070
1848 2071
1849 2072
1850 2073
1853 * op is the player/monster, caster is the object, dir is the direction 2076 * 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 2077 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2078 * perhaps this should actually be in disease.c?
1856 */ 2079 */
1857 2080
2081int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2082cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{
1859 sint16 x,y; 2084 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2085 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2086 object *walk;
1862 mapstruct *m; 2087 maptile *m;
1863 2088
1864 x = op->x; 2089 x = op->x;
1865 y = op->y; 2090 y = op->y;
1866 2091
1867 /* If casting from a scroll, no direction will be available, so refer to the 2092 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2093 * direction the player is pointing.
1869 */ 2094 */
2095 if (!dir)
1870 if (!dir) dir=op->facing; 2096 dir = op->facing;
2097 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2098 return 0; /* won't find anything if casting on ourself, so just return */
1872 2099
1873 /* Calculate these once here */ 2100 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2101 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2102 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2103 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2104
1878 /* search in a line for a victim */ 2105 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2106 for (i = 1; i < range; i++)
2107 {
1880 x = op->x + i * freearr_x[dir]; 2108 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2109 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2110 m = op->map;
1883 2111
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2113
1886 if (mflags & P_OUT_OF_MAP) return 0; 2114 if (mflags & P_OUT_OF_MAP)
2115 return 0;
1887 2116
1888 /* don't go through walls - presume diseases are airborne */ 2117 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2118 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2119 return 0;
1890 2120
1891 /* Only bother looking on this space if there is something living here */ 2121 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2122 if (mflags & P_IS_ALIVE)
2123 {
1893 /* search this square for a victim */ 2124 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2125 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 */ 2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2128 object *disease = arch_to_object (spell->other_arch);
1897 2129
1898 set_owner(disease,op); 2130 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2131 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2132 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2133 disease->level = caster_level (caster, spell);
1902 2134
1903 /* do level adjustments */ 2135 /* do level adjustments */
1904 if(disease->stats.wc) 2136 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2137 disease->stats.wc += dur_mod / 2;
1906 2138
1907 if(disease->magic> 0) 2139 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2140 disease->magic += dur_mod / 4;
1909 2141
1910 if(disease->stats.maxhp>0) 2142 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2143 disease->stats.maxhp += dur_mod;
1912 2144
1913 if(disease->stats.maxgrace>0) 2145 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2146 disease->stats.maxgrace += dur_mod;
1915 2147
1916 if(disease->stats.dam) { 2148 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2149 {
1918 disease->stats.dam += dam_mod; 2150 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2151 disease->stats.dam += dam_mod;
1920 } 2152 else
2153 disease->stats.dam -= dam_mod;
2154 }
1921 2155
1922 if(disease->last_sp) { 2156 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2157 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2158 disease->last_sp -= 2 * dam_mod;
1925 } 2159 if (disease->last_sp < 1)
2160 disease->last_sp = 1;
2161 }
1926 2162
1927 if(disease->stats.maxsp) { 2163 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2164 {
1929 disease->stats.maxsp += dam_mod; 2165 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2166 disease->stats.maxsp += dam_mod;
1931 } 2167 else
1932 2168 disease->stats.maxsp -= dam_mod;
2169 }
2170
1933 if(disease->stats.ac) 2171 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2172 disease->stats.ac += dam_mod;
1935 2173
1936 if(disease->last_eat) 2174 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2175 disease->last_eat -= dam_mod;
1938 2176
1939 if(disease->stats.hp) 2177 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2178 disease->stats.hp -= dam_mod;
1941 2179
1942 if(disease->stats.sp) 2180 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2181 disease->stats.sp -= dam_mod;
1944 2182
1945 if(infect_object(walk,disease,1)) { 2183 if (infect_object (walk, disease, 1))
2184 {
1946 object *flash; /* visual effect for inflicting disease */ 2185 object *flash; /* visual effect for inflicting disease */
1947 2186
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2188
1950 free_object(disease); /* don't need this one anymore */ 2189 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2190 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2191 flash->x = x;
1953 flash->y = y; 2192 flash->y = y;
1954 flash->map = walk->map; 2193 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2194 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2195 return 1;
1957 } 2196 }
1958 free_object(disease); 2197
1959 } 2198 disease->destroy ();
1960 } /* if living creature */ 2199 }
1961 } /* for range of spaces */ 2200 } /* if living creature */
2201 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2203 return 1;
1964} 2204}

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