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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 1.2 by elmex, Tue Aug 15 15:00:20 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 1.2 2006/08/15 15:00:20 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;
409 } 441 }
410 442
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 447 {
413 remove_ob (op); 448 op->destroy ();
414 free_object (op); 449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
415 return; 456 return;
416 } 457 }
417 458
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
426 461
427 copy_owner (tmp, op); 462 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 464
431 owner = get_owner(op); 465 owner = get_owner (op);
466
432 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))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 468 {
469 op->destroy ();
470 return;
471 }
472
438 tmp->x = op->x; 473 tmp->x = op->x;
439 tmp->y = op->y; 474 tmp->y = op->y;
440 475
441 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
443 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 480 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 482 tmp->duration = op->duration;
447 } else { 483 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 493 * the count of the parent should work fine.
455 */ 494 */
456 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
457 } 496 }
458 497
459 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
462 501
463 /* Prevent recursion */ 502 /* Prevent recursion */
464 op->move_on = 0; 503 op->move_on = 0;
465 504
466 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 506 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
469 remove_ob (op); 508 {
470 free_object (op); 509 op->destroy ();
471 } 510 }
472} 511}
473 512
474 513
475 514
476/* 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
477 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
478 */ 517 */
479 518
519void
480void check_bullet(object *op) 520check_bullet (object *op)
481{ 521{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 522 object *tmp;
484 int dam, mflags; 523 int dam, mflags;
485 mapstruct *m; 524 maptile *m;
486 sint16 sx, sy; 525 sint16 sx, sy;
487 526
488 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);
489 528
490 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)))
491 return; 530 return;
492 531
493 if (op->other_arch) { 532 if (op->other_arch)
533 {
494 /* explode object will also remove op */ 534 /* explode object will also remove op */
495 explode_bullet (op); 535 explode_bullet (op);
496 return; 536 return;
497 } 537 }
498 538
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
501 542
502 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)
503 { 544 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 546 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 549 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 551 {
512 free_object(op); 552 op->destroy ();
513 return; 553 return;
514 } 554 }
515 } 555 }
516 } 556 }
517 } 557 }
518} 558}
519 559
522 * call check_bullet. 562 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 563 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 564 * fired arches (eg, bolts).
525 */ 565 */
526 566
567void
527void move_bullet(object *op) 568move_bullet (object *op)
528{ 569{
529 sint16 new_x, new_y; 570 sint16 new_x, new_y;
530 int mflags; 571 int mflags;
531 mapstruct *m; 572 maptile *m;
532 573
533#if 0 574#if 0
534 /* We need a better general purpose way to do this */ 575 /* We need a better general purpose way to do this */
535 576
536 /* peterm: added to make comet leave a trail of burnouts 577 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 578 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 579 if (op->stats.sp == SP_METEOR)
580 {
539 replace_insert_ob_in_map("fire_trail",op); 581 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 582 if (op->destroyed ())
541 return; 583 return;
542 } /* end addition. */ 584 } /* end addition. */
543#endif 585#endif
544 586
545 /* Reached the end of its life - remove it */ 587 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 588 if (--op->range <= 0)
589 {
547 if (op->other_arch) { 590 if (op->other_arch)
548 explode_bullet (op); 591 explode_bullet (op);
549 } else { 592 else
550 remove_ob (op); 593 op->destroy ();
551 free_object (op); 594
552 }
553 return; 595 return;
554 } 596 }
555 597
556 new_x = op->x + DIRX(op); 598 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 599 new_y = op->y + DIRY (op);
558 m = op->map; 600 m = op->map;
559 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);
560 602
561 if (mflags & P_OUT_OF_MAP) { 603 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 604 {
563 free_object (op); 605 op->destroy ();
564 return; 606 return;
565 } 607 }
566 608
567 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 {
568 if (op->other_arch) { 611 if (op->other_arch)
569 explode_bullet (op); 612 explode_bullet (op);
570 } else { 613 else
571 remove_ob (op); 614 op->destroy ();
572 free_object (op); 615
573 }
574 return; 616 return;
575 } 617 }
576 618
577 remove_ob (op); 619 op->remove ();
578 op->x = new_x; 620 op->x = new_x;
579 op->y = new_y; 621 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 623 return;
582 624
583 if (reflwall (op->map, op->x, op->y, op)) { 625 if (reflwall (op->map, op->x, op->y, op))
626 {
584 op->direction = absdir (op->direction + 4); 627 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 628 update_turn_face (op);
586 } else { 629 }
630 else
631 {
587 check_bullet (op); 632 check_bullet (op);
588 } 633 }
589} 634}
590 635
591 636
592 637
598 * spob->attacktype. 643 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 644 * This function sets up the appropriate owner and skill
600 * pointers. 645 * pointers.
601 */ 646 */
602 647
648int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 649fire_bullet (object *op, object *caster, int dir, object *spob)
650{
604 object *tmp=NULL; 651 object *tmp = NULL;
605 int mflags; 652 int mflags;
606 653
607 if (!spob->other_arch) 654 if (!spob->other_arch)
608 return 0; 655 return 0;
609 656
610 tmp=arch_to_object(spob->other_arch); 657 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 658 if (tmp == NULL)
612 return 0; 659 return 0;
613 660
614 /* peterm: level dependency for bolts */ 661 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 663 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 664 if (spob->slaying)
665 tmp->slaying = spob->slaying;
618 666
619 tmp->range = 50; 667 tmp->range = 50;
620 668
621 /* Need to store duration/range for the ball to use */ 669 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 670 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 671 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 673
626 tmp->direction=dir; 674 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 676 SET_ANIMATION (tmp, dir);
629 677
630 set_owner(tmp,op); 678 set_owner (tmp, op);
631 set_spell_skill(op, caster, spob, tmp); 679 set_spell_skill (op, caster, spob, tmp);
632 680
633 tmp->x=op->x + freearr_x[dir]; 681 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 682 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 683 tmp->map = op->map;
636 684
637 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);
638 if (mflags & P_OUT_OF_MAP) { 686 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 687 {
688 tmp->destroy ();
689 return 0;
690 }
691
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 695 {
696 tmp->destroy ();
645 return 0; 697 return 0;
646 } 698 }
647 tmp->x=op->x; 699
648 tmp->y=op->y; 700 tmp->x = op->x;
701 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 702 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 703 tmp->map = op->map;
651 } 704 }
705
652 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)
653 check_bullet (tmp); 707 check_bullet (tmp);
654 } 708
655 return 1; 709 return 1;
656} 710}
657 711
658 712
659 713
660 714
664 * 718 *
665 *****************************************************************************/ 719 *****************************************************************************/
666 720
667 721
668/* 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
669void cone_drop(object *op) { 724cone_drop (object *op)
725{
670 object *new_ob = arch_to_object(op->other_arch); 726 object *new_ob = arch_to_object (op->other_arch);
671 727
672 new_ob->x = op->x; 728 new_ob->x = op->x;
673 new_ob->y = op->y; 729 new_ob->y = op->y;
674 new_ob->level = op->level; 730 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 731 set_owner (new_ob, op->owner);
676 732
677 /* preserve skill ownership */ 733 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 734 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 735 {
736 new_ob->skill = op->skill;
737 }
682 insert_ob_in_map(new_ob,op->map,op,0); 738 insert_ob_in_map (new_ob, op->map, op, 0);
683 739
684} 740}
685 741
686/* 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 */
687 743
744void
688void move_cone(object *op) { 745move_cone (object *op)
746{
689 int i; 747 int i;
690 tag_t tag;
691 748
692 /* 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 */
693 if (! op->map) { 750 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 751 {
695 op->name ? op->name : "unknown"); 752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
696 op->speed = 0; 753 op->speed = 0;
697 update_ob_speed (op); 754 update_ob_speed (op);
698 return; 755 return;
699 } 756 }
700 757
701 /* lava saves it's life, but not yours :) */ 758 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 759 if (QUERY_FLAG (op, FLAG_LIFESAVE))
760 {
703 hit_map(op,0,op->attacktype,0); 761 hit_map (op, 0, op->attacktype, 0);
704 return; 762 return;
705 } 763 }
706 764
707#if 0 765#if 0
708 /* Disable this - enabling it makes monsters easier, as 766 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 767 * when their cone dies when they die.
710 */ 768 */
711 /* If no owner left, the spell dies out. */ 769 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 770 if (get_owner (op) == NULL)
713 remove_ob(op); 771 {
714 free_object(op); 772 op->destroy ();
715 return; 773 return;
716 } 774 }
717#endif 775#endif
718 776
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 777 hit_map (op, 0, op->attacktype, 0);
721 778
722 /* Check to see if we should push anything. 779 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 780 * Spell objects with weight push whatever they encounter to some
724 * degree. 781 * degree.
725 */ 782 */
783 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 784 check_spell_knockback (op);
727 785
728 if (was_destroyed (op, tag)) 786 if (op->destroyed ())
787 return;
788
789 if ((op->duration--) < 0)
790 {
791 op->destroy ();
729 return; 792 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 793 }
736 /* Object has hit maximum range, so don't have it move 794 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 795 * any further. When the duration above expires,
738 * then the object will get removed. 796 * then the object will get removed.
739 */ 797 */
740 if (--op->range < 0) { 798 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 799 {
800 op->range = 0; /* just so it doesn't wrap */
801 return;
802 }
744 803
745 for(i= -1;i<2;i++) { 804 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 805 {
747 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)];
748 807
749 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))
750 object *tmp=get_object(); 809 {
751 copy_object(op, tmp); 810 object *tmp = object::create ();
752 tmp->x=x;
753 tmp->y=y;
754 811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815
755 tmp->duration = op->duration + 1; 816 tmp->duration = op->duration + 1;
756 817
757 /* Use for spell tracking - see ok_to_put_more() */ 818 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 819 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 820 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 821 if (tmp->other_arch)
761 } 822 cone_drop (tmp);
823 }
762 } 824 }
763} 825}
764 826
765/* cast_cone: casts a cone spell. 827/* cast_cone: casts a cone spell.
766 * op: person firing the object. 828 * op: person firing the object.
768 * dir: direction to fire in. 830 * dir: direction to fire in.
769 * 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
770 * to fire. 832 * to fire.
771 * returns 0 on failure, 1 on success. 833 * returns 0 on failure, 1 on success.
772 */ 834 */
835int
773int cast_cone(object *op, object *caster,int dir, object *spell) 836cast_cone (object *op, object *caster, int dir, object *spell)
774{ 837{
775 object *tmp; 838 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 839 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 840 maptile *m;
778 sint16 sx, sy; 841 sint16 sx, sy;
779 MoveType movetype; 842 MoveType movetype;
780 843
781 if (!spell->other_arch) return 0; 844 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 845 return 0;
846
847 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
850 return 0;
851 }
789 852
790 if(!dir) { 853 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 854 {
855 range_min = 0;
856 range_max = 8;
857 }
794 858
795 /* 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
796 * 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
797 * insert it into is blocked. 861 * insert it into is blocked.
798 */ 862 */
799 movetype = spell->other_arch->clone.move_type; 863 movetype = spell->other_arch->clone.move_type;
800 864
801 for(i=range_min;i<=range_max;i++) { 865 for (i = range_min; i <= range_max; i++)
866 {
802 sint16 x,y, d; 867 sint16 x, y, d;
803 868
804 /* We can't use absdir here, because it never returns 869 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 870 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 871 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 872 * to hit that person.
808 */ 873 */
809 d = dir + i; 874 d = dir + i;
810 while (d < 0) d+=8; 875 while (d < 0)
811 while (d > 8) d-=8; 876 d += 8;
877 while (d > 8)
878 d -= 8;
812 879
813 /* 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.
814 * In that case, we have to see - if dir is specified, 881 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 882 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 883 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 884 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 885 * for the rune code.
819 */ 886 */
820 if (caster->type != RUNE && d==0) { 887 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 888 {
822 else continue; 889 if (dir != 0)
823 } 890 d = 8;
891 else
892 continue;
893 }
824 894
825 x = op->x+freearr_x[d]; 895 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 896 y = op->y + freearr_y[d];
827 897
828 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)
829 continue; 899 continue;
830 900
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 902 continue;
833 903
834 success=1; 904 success = 1;
835 tmp=arch_to_object(spell->other_arch); 905 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 906 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 907 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 908 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 909 tmp->x = sx;
840 tmp->y = sy; 910 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 911 tmp->attacktype = spell->attacktype;
842 912
843 /* holy word stuff */ 913 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 915 if (!tailor_god_spell (tmp, op))
846 } 916 return 0;
847 917
848 if(dir) 918 if (dir)
849 tmp->stats.sp=dir; 919 tmp->stats.sp = dir;
850 else 920 else
851 tmp->stats.sp=i; 921 tmp->stats.sp = i;
852 922
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 923 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 924
855 /* 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 */
856 if (dir == 0) { 926 if (dir == 0)
927 {
857 tmp->range /= 4; 928 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 929 if (tmp->range < 2 && spell->range >= 2)
859 } 930 tmp->range = 2;
931 }
932
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 934 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 935
863 /* Special bonus for fear attacks */ 936 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 937 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 938 {
866 else 939 if (caster->type == PLAYER)
940 tmp->duration += fear_bonus[caster->stats.Cha];
941 else
867 tmp->duration += caster->level/3; 942 tmp->duration += caster->level / 3;
868 } 943 }
944
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 945 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 946 {
871 else 947 if (caster->type == PLAYER)
948 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
949 else
872 tmp->duration += caster->level/3; 950 tmp->duration += caster->level / 3;
873 } 951 }
874 952
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 953 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 spell->other_arch->name);
879 955
880 if (!tmp->move_on && tmp->stats.dam) { 956 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 957 {
882 "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);
883 spell->other_arch->name); 959 }
884 } 960
885 insert_ob_in_map(tmp,m,op,0); 961 insert_ob_in_map (tmp, m, op, 0);
886 962
887 /* 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
888 * a single space too many times. 964 * a single space too many times.
889 */ 965 */
890 tmp->stats.maxhp = tmp->count; 966 tmp->stats.maxhp = tmp->count;
891 967
892 if(tmp->other_arch) cone_drop(tmp); 968 if (tmp->other_arch)
969 cone_drop (tmp);
893 } 970 }
971
894 return success; 972 return success;
895} 973}
896 974
897/**************************************************************************** 975/****************************************************************************
898 * 976 *
899 * BOMB related code 977 * BOMB related code
902 980
903 981
904/* This handles an exploding bomb. 982/* This handles an exploding bomb.
905 * op is the original bomb object. 983 * op is the original bomb object.
906 */ 984 */
985void
907void animate_bomb(object *op) { 986animate_bomb (object *op)
987{
908 int i; 988 int i;
909 object *env, *tmp; 989 object *env, *tmp;
910 archetype *at; 990 archetype *at;
911 991
912 if(op->state!=NUM_ANIMATIONS(op)-1) 992 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 993 return;
914 994
915 env = object_get_env_recursive(op); 995 env = object_get_env_recursive (op);
916 996
917 if (op->env) { 997 if (op->env)
998 {
918 if (env->map == NULL) 999 if (env->map == NULL)
919 return; 1000 return;
920 1001
921 if (env->type == PLAYER) 1002 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1003 esrv_del_item (env->contr, op->count);
923 1004
924 remove_ob(op); 1005 op->remove ();
925 op->x = env->x; 1006 op->x = env->x;
926 op->y = env->y; 1007 op->y = env->y;
927 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 ();
928 return; 1018 return;
929 } 1019 }
930 1020
931 /* This copies a lot of the code from the fire bullet, 1021 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1022 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1023 * so just set up the appropriate values.
934 */ 1024 */
935 at = find_archetype(SPLINT); 1025 at = archetype::find (SPLINT);
936 if (at) { 1026 if (at)
937 for(i=1;i<9;i++) { 1027 {
1028 for (i = 1; i < 9; i++)
1029 {
938 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]))
939 continue; 1031 continue;
940 tmp = arch_to_object(at); 1032 tmp = arch_to_object (at);
941 tmp->direction = i; 1033 tmp->direction = i;
942 tmp->range = op->range; 1034 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1035 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1036 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1037 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1038 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) { 1039 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1040 {
949 tmp->skill = add_refcount(op->skill); 1041 tmp->skill = op->skill;
950 } 1042 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1044 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1045 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1046 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1047 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1048 move_bullet (tmp);
957 } 1049 }
958 } 1050 }
959 1051
960 explode_bullet(op); 1052 explode_bullet (op);
961} 1053}
962 1054
1055int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1056create_bomb (object *op, object *caster, int dir, object *spell)
1057{
964 1058
965 object *tmp; 1059 object *tmp;
966 int mflags; 1060 int mflags;
967 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];
968 mapstruct *m; 1062 maptile *m;
969 1063
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1064 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 {
972 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.");
973 return 0; 1068 return 0;
974 } 1069 }
975 tmp=arch_to_object(spell->other_arch); 1070 tmp = arch_to_object (spell->other_arch);
976 1071
977 /* level dependencies for bomb */ 1072 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1076 tmp->attacktype = spell->attacktype;
982 1077
983 set_owner(tmp,op); 1078 set_owner (tmp, op);
984 set_spell_skill(op, caster, spell, tmp); 1079 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1080 tmp->x = dx;
986 tmp->y=dy; 1081 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1082 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1083 return 1;
989} 1084}
990 1085
991/**************************************************************************** 1086/****************************************************************************
992 * 1087 *
993 * smite related spell code. 1088 * smite related spell code.
1001 * dir is the direction to look in. 1096 * dir is the direction to look in.
1002 * range is how far out to look. 1097 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1099 * this info is used for blocked magic/unholy spaces.
1005 */ 1100 */
1006 1101
1102object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1103get_pointed_target (object *op, int dir, int range, int type)
1104{
1008 object *target; 1105 object *target;
1009 sint16 x,y; 1106 sint16 x, y;
1010 int dist, mflags; 1107 int dist, mflags;
1011 mapstruct *mp; 1108 maptile *mp;
1012 1109
1013 if (dir==0) return NULL; 1110 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 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;
1035} 1141}
1036 1142
1037 1143
1038/* cast_smite_arch() - the priest points to a creature and causes 1144/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1145 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1148 * caster = object casting the spell.
1043 * dir = direction being cast 1149 * dir = direction being cast
1044 * spell = spell object 1150 * spell = spell object
1045 */ 1151 */
1046 1152
1153int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1154cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{
1048 object *effect, *target; 1156 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1157 object *god = find_god (determine_god (op));
1050 int range; 1158 int range;
1051 1159
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1160 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1162
1055 /* Bunch of conditions for casting this spell. Note that only 1163 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1164 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1167 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1169 * can't be friendly to your god.
1062 */ 1170 */
1063 1171
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1173 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1175 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1177 return 0;
1070 } 1178 }
1071 1179
1072 if (spell->other_arch) 1180 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1181 effect = arch_to_object (spell->other_arch);
1074 else 1182 else
1075 return 0; 1183 return 0;
1076 1184
1077 /* tailor the effect by priest level and worshipped God */ 1185 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1186 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1187 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 {
1081 if(tailor_god_spell(effect,op)) 1190 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1192 else
1193 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1195 return 0;
1087 } 1196 }
1088 } 1197 }
1089 1198
1090 /* size of the area of destruction */ 1199 /* size of the area of destruction */
1091 effect->range=spell->range + 1200 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1201 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1202
1096 if (effect->attacktype & AT_DEATH) { 1203 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1204 {
1098 SP_level_dam_adjust(caster,spell); 1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1206
1100 /* casting death spells at undead isn't a good thing */ 1207 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD)
1210 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1211 if (random_roll (0, 2, op, PREFER_LOW))
1212 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1214 effect->x = op->x;
1105 effect->y=op->y; 1215 effect->y = op->y;
1106 } else { 1216 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1217 else
1108 query_name(target)); 1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1220 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1221 effect->destroy ();
1111 return 0; 1222 return 0;
1223 }
1224 }
1112 } 1225 }
1113 } 1226 else
1114 } else { 1227 {
1115 /* how much woe to inflict :) */ 1228 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1230 }
1119 1231
1120 set_owner(effect,op); 1232 set_owner (effect, op);
1121 set_spell_skill(op, caster, spell, effect); 1233 set_spell_skill (op, caster, spell, effect);
1122 1234
1123 /* ok, tell it where to be, and insert! */ 1235 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1236 effect->x = target->x;
1125 effect->y=target->y; 1237 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1238 insert_ob_in_map (effect, target->map, op, 0);
1127 1239
1128 return 1; 1240 return 1;
1129} 1241}
1130 1242
1131 1243
1132/**************************************************************************** 1244/****************************************************************************
1133 * 1245 *
1135 * 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
1136 * code here is just to move the missile. 1248 * code here is just to move the missile.
1137 ****************************************************************************/ 1249 ****************************************************************************/
1138 1250
1139/* op is a missile that needs to be moved */ 1251/* op is a missile that needs to be moved */
1252void
1140void move_missile(object *op) { 1253move_missile (object *op)
1254{
1141 int i, mflags; 1255 int i, mflags;
1142 object *owner; 1256 object *owner;
1143 sint16 new_x, new_y; 1257 sint16 new_x, new_y;
1144 mapstruct *m; 1258 maptile *m;
1145 1259
1146 if (op->range-- <=0) { 1260 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1261 {
1262 op->destroy ();
1263 return;
1264 }
1151 1265
1152 owner = get_owner(op); 1266 owner = get_owner (op);
1153#if 0 1267#if 0
1154 /* 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
1155 * monster that are then killed would continue to survive 1269 * monster that are then killed would continue to survive
1156 */ 1270 */
1157 if (owner == NULL) { 1271 if (owner == NULL)
1158 remove_ob(op); 1272 {
1159 free_object(op); 1273 op->destroy ();
1160 return; 1274 return;
1161 } 1275 }
1162#endif 1276#endif
1163 1277
1164 new_x = op->x + DIRX(op); 1278 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1279 new_y = op->y + DIRY (op);
1166 1280
1167 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);
1168 1282
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1171 tag_t tag = op->count; 1284 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1285 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1286 /* Basically, missile only hits one thing then goes away.
1174 * 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.
1175 */ 1288 */
1176 if ( ! was_destroyed (op, tag)) { 1289 if (!op->destroyed ())
1177 remove_ob (op); 1290 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1291
1183 remove_ob(op); 1292 return;
1293 }
1294
1295 op->remove ();
1296
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1298 {
1299 op->destroy ();
1300 return;
1301 }
1302
1188 op->x = new_x; 1303 op->x = new_x;
1189 op->y = new_y; 1304 op->y = new_y;
1190 op->map = m; 1305 op->map = m;
1191 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));
1192 if(i > 0 && i != op->direction){ 1307 if (i > 0 && i != op->direction)
1308 {
1193 op->direction=i; 1309 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1310 SET_ANIMATION (op, op->direction);
1195 } 1311 }
1312
1196 insert_ob_in_map(op,op->map,op,0); 1313 insert_ob_in_map (op, op->map, op, 0);
1197} 1314}
1198 1315
1199/**************************************************************************** 1316/****************************************************************************
1200 * Destruction 1317 * Destruction
1201 ****************************************************************************/ 1318 ****************************************************************************/
1319
1202/* make_object_glow() - currently only makes living objects glow. 1320/* make_object_glow() - currently only makes living objects glow.
1203 * 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
1204 * object. if time is 0, the object glows permanently. To truely 1322 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1323 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1324 * give them the capability to have an inventory. b.t.
1207 */ 1325 */
1208 1326
1327int
1209int make_object_glow(object *op, int radius, int time) { 1328make_object_glow (object *op, int radius, int time)
1329{
1210 object *tmp; 1330 object *tmp;
1211 1331
1212 /* some things are unaffected... */ 1332 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1333 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1334 return 0;
1215 1335
1216 tmp=get_archetype(FORCE_NAME); 1336 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1337 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1338 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1339 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1340 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1342 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1343
1224 tmp->x=op->x; 1344 tmp->x = op->x;
1225 tmp->y=op->y; 1345 tmp->y = op->y;
1226 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 */
1227 tmp=insert_ob_in_ob(tmp,op); 1348 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1349 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1350 op->glow_radius = tmp->glow_radius;
1230 1351
1231 if(!tmp->env||op!=tmp->env) { 1352 if (!tmp->env || op != tmp->env)
1353 {
1232 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);
1233 op->name); 1355 return 0;
1234 return 0;
1235 } 1356 }
1236 return 1; 1357 return 1;
1237} 1358}
1238 1359
1239 1360
1240
1241 1361
1362
1363int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1364cast_destruction (object *op, object *caster, object *spell_ob)
1365{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1366 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1367 sint16 sx, sy;
1245 mapstruct *m; 1368 maptile *m;
1246 object *tmp; 1369 object *tmp;
1247 const char *skill; 1370 const char *skill;
1248 1371
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 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);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1376 friendly = 1;
1253 1377
1254 /* destruction doesn't use another spell object, so we need 1378 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1379 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1380 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1381 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1382 * the full share string/free_string route.
1259 */ 1383 */
1260 skill = op->skill; 1384 skill = op->skill;
1385 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1386 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1387 else if (caster->skill)
1388 op->skill = caster->skill;
1389 else
1263 else op->skill = NULL; 1390 op->skill = NULL;
1264 1391
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1392 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1393
1267 for(i= -range; i<range; i++) { 1394 for (i = -range; i < range; i++)
1395 {
1268 for(j=-range; j<range ; j++) { 1396 for (j = -range; j < range; j++)
1397 {
1269 m = op->map; 1398 m = op->map;
1270 sx = op->x + i; 1399 sx = op->x + i;
1271 sy = op->y + j; 1400 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1274 if (mflags & P_IS_ALIVE) { 1404 if (mflags & P_IS_ALIVE)
1405 {
1275 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 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1409 break;
1278 if (tmp) { 1410 }
1279 if (tmp->head) tmp=tmp->head; 1411 if (tmp)
1412 {
1413 if (tmp->head)
1414 tmp = tmp->head;
1280 1415
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1418 {
1419 if (spell_ob->subtype == SP_DESTRUCTION)
1420 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1422 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1423 {
1287 tmp->x = sx; 1424 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1425 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1426 tmp->y = sy;
1290 } 1427 insert_ob_in_map (tmp, m, op, 0);
1291 } 1428 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1429 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1434 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1435
1297 effect->y = sy; 1436 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1437 effect->y = sy;
1299 } 1438 insert_ob_in_map (effect, m, op, 0);
1300 } 1439 }
1301 } 1440 }
1302 } 1441 }
1442 }
1443 }
1444 }
1303 } 1445 }
1304 }
1305 }
1306 op->skill = skill; 1446 op->skill = skill;
1307 return 1; 1447 return 1;
1308} 1448}
1309 1449
1310/*************************************************************************** 1450/***************************************************************************
1311 * 1451 *
1312 * CURSE 1452 * CURSE
1313 * 1453 *
1314 ***************************************************************************/ 1454 ***************************************************************************/
1315 1455
1456int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1457cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{
1317 object *god = find_god(determine_god(op)); 1459 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1460 object *tmp, *force;
1319 1461
1320 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);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1463 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1464 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0;
1467 }
1327 1468
1328 /* 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. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1470 for (force = tmp->inv; force != NULL; force = force->below)
1471 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 {
1331 if (force->name == spell_ob->name) { 1474 if (force->name == spell_ob->name)
1332 break; 1475 {
1333 } 1476 break;
1477 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1478 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1336 "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);
1337 spell_ob->name, force->name_pl); 1481 return 0;
1338 return 0; 1482 }
1483 }
1339 } 1484 }
1340 }
1341 }
1342 1485
1343 if(force==NULL) { 1486 if (force == NULL)
1487 {
1344 force=get_archetype(FORCE_NAME); 1488 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1489 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1490 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1491 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1492 else
1493 force->name = spell_ob->name;
1494
1495 force->name_pl = spell_ob->name;
1496
1497 }
1498 else
1499 {
1355 int duration; 1500 int duration;
1356 1501
1357 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;
1358 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1359 force->duration = duration; 1505 force->duration = duration;
1360 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.");
1361 } else { 1507 }
1508 else
1509 {
1362 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.");
1363 } 1511 }
1364 return 1; 1512 return 1;
1365 } 1513 }
1366 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;
1367 force->speed = 1.0; 1515 force->speed = 1.0;
1368 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1370 1518
1371 if(god) { 1519 if (god)
1520 {
1372 if (spell_ob->last_grace) 1521 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1522 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1523 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1524 force->path_denied = god->path_denied;
1376 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);
1377 "You are a victim of %s's curse!",god->name); 1526 }
1378 } else 1527 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1528 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1529
1381 1530
1382 if(tmp!=op && op->type==PLAYER) 1531 if (tmp != op && op->type == PLAYER)
1383 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);
1384 1533
1385 force->stats.ac = spell_ob->stats.ac; 1534 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1535 force->stats.wc = spell_ob->stats.wc;
1387 1536
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1537 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1538 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1539 fix_player (tmp);
1391 return 1; 1540 return 1;
1392 1541
1393} 1542}
1394 1543
1395 1544
1396/********************************************************************** 1545/**********************************************************************
1400 ***********************************************************************/ 1549 ***********************************************************************/
1401 1550
1402/* This covers the various spells that change the moods of monsters - 1551/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1552 * makes them angry, peacful, friendly, etc.
1404 */ 1553 */
1554int
1405int mood_change(object *op, object *caster, object *spell) { 1555mood_change (object *op, object *caster, object *spell)
1556{
1406 object *tmp, *god, *head; 1557 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1558 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1559 sint16 x, y, nx, ny;
1409 mapstruct *m; 1560 maptile *m;
1410 const char *race; 1561 const char *race;
1411 1562
1412 /* 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
1413 * doing it over and over again. 1564 * doing it over and over again.
1414 */ 1565 */
1415 god=find_god(determine_god(op)); 1566 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1567 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1568 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1569
1419 /* 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_...
1420 * 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
1421 * won't ever match anything. 1572 * won't ever match anything.
1422 */ 1573 */
1423 if (!spell->race) race=NULL; 1574 if (!spell->race)
1575 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1576 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1577 race = god->slaying;
1425 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
1426 else race = spell->race; 1581 race = spell->race;
1427
1428 1582
1583
1429 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1431 1587
1432 done_one=0; 1588 done_one = 0;
1433 m = op->map; 1589 m = op->map;
1434 nx = x; 1590 nx = x;
1435 ny = y; 1591 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1438 1595
1439 /* 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 */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1597 if (!(mflags & P_IS_ALIVE))
1598 continue;
1441 1599
1442 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)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1601 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break;
1444 1603
1445 /* There can be living objects that are not monsters */ 1604 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1605 if (!tmp || tmp->type == PLAYER)
1606 continue;
1447 1607
1448 /* Only the head has meaningful data, so resolve to that */ 1608 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1609 if (tmp->head)
1450 else head=tmp; 1610 head = tmp->head;
1611 else
1612 head = tmp;
1451 1613
1452 /* 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 */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1615 if (race && head->race && !strstr (race, head->race))
1616 continue;
1454 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;
1455 1619
1456 /* Now do a bunch of stuff related to saving throws */ 1620 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1621 best_at = -1;
1458 if (spell->attacktype) { 1622 if (spell->attacktype)
1623 {
1459 for (at=0; at < NROFATTACKS; at++) 1624 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1625 if (spell->attacktype & (1 << at))
1461 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;
1462 1628
1463 if (best_at == -1) at=0; 1629 if (best_at == -1)
1630 at = 0;
1464 else { 1631 else
1632 {
1465 if (head->resist[best_at] == 100) continue; 1633 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1634 continue;
1467 } 1635 else
1636 at = head->resist[best_at] / 5;
1637 }
1468 at -= level / 5; 1638 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1639 if (did_make_save (head, head->level, at))
1470 } 1640 continue;
1641 }
1471 else /* spell->attacktype */ 1642 else /* spell->attacktype */
1472 /* 1643 /*
1473 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:
1474 * if spell level < monster level, no go 1645 * if spell level < monster level, no go
1475 * 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 ) )
1476 1647
1477 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.
1478 1649
1479 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
1480 charm a level 125 monster... 1651 charm a level 125 monster...
1481 1652
1482 Ryo, august 14th 1653 Ryo, august 14th
1483 */ 1654 */
1484 { 1655 {
1485 if ( head->level > level ) continue; 1656 if (head->level > level)
1657 continue;
1486 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))))
1487 /* Failed, no effect */ 1659 /* Failed, no effect */
1488 continue; 1660 continue;
1489 } 1661 }
1490 1662
1491 /* Done with saving throw. Now start effecting the monster */ 1663 /* Done with saving throw. Now start effecting the monster */
1492 1664
1493 /* aggravation */ 1665 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1666 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1668 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1670 remove_friendly_object (head);
1498 1671
1499 done_one = 1; 1672 done_one = 1;
1500 head->enemy = op; 1673 head->enemy = op;
1501 } 1674 }
1502 1675
1503 /* calm monsters */ 1676 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1679 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1680 head->enemy = NULL;
1507 done_one = 1; 1681 done_one = 1;
1508 } 1682 }
1509 1683
1510 /* berserk monsters */ 1684 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 {
1512 SET_FLAG(head, FLAG_BERSERK); 1687 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1688 done_one = 1;
1514 } 1689 }
1515 /* charm */ 1690 /* charm */
1516 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 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1693 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1694 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 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.
1520 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. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1697 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1698 set_owner (head, op);
1523 set_spell_skill(op, caster, spell, head); 1699 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1700 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1701 head->attack_movement = PETMOVE;
1526 done_one = 1; 1702 done_one = 1;
1527 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);
1528 head->stats.exp = 0; 1704 head->stats.exp = 0;
1529 } 1705 }
1530 1706
1531 /* If a monster was effected, put an effect in */ 1707 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1708 if (done_one && spell->other_arch)
1709 {
1533 tmp = arch_to_object(spell->other_arch); 1710 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1711 tmp->x = nx;
1535 tmp->y = ny; 1712 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1713 insert_ob_in_map (tmp, m, op, 0);
1537 } 1714 }
1538 } /* for y */ 1715 } /* for y */
1539 1716
1540 return 1; 1717 return 1;
1541} 1718}
1542 1719
1543 1720
1544/* 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
1545 * 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
1546 * lightning spell used it, that seemed misnamed. 1723 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1724 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1725 * note that duration is handled by process_object() in time.c
1549 */ 1726 */
1550 1727
1728void
1551void move_ball_spell(object *op) { 1729move_ball_spell (object *op)
1730{
1552 int i,j,dam_save,dir, mflags; 1731 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1732 sint16 nx, ny, hx, hy;
1554 object *owner; 1733 object *owner;
1555 mapstruct *m; 1734 maptile *m;
1556 1735
1557 owner = get_owner(op); 1736 owner = get_owner (op);
1558 1737
1559 /* 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,
1560 * 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
1561 * victim. The block immediately below more or less chooses a random 1740 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1741 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1742 * deviations.
1564 */ 1743 */
1565 1744
1566 dir = 0; 1745 dir = 0;
1567 if(!(rndm(0, 3))) 1746 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1747 j = rndm (0, 1);
1569 else j=0; 1748 else
1749 j = 0;
1570 1750
1571 for(i = 1; i < 9; i++) { 1751 for (i = 1; i < 9; i++)
1752 {
1572 /* i bit 0: alters sign of offset 1753 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1754 * other bits (i / 2): absolute value of offset
1574 */ 1755 */
1575 1756
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1758 int tmpdir = absdir (op->direction + offset);
1578 1759
1579 nx = op->x + freearr_x[tmpdir]; 1760 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1761 ny = op->y + freearr_y[tmpdir];
1581 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1763 {
1583 dir = tmpdir; 1764 dir = tmpdir;
1584 break; 1765 break;
1585 } 1766 }
1586 } 1767 }
1587 if (dir == 0) { 1768 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1769 {
1770 nx = op->x;
1771 ny = op->y;
1772 m = op->map;
1773 }
1592 1774
1593 remove_ob(op); 1775 op->remove ();
1594 op->y=ny; 1776 op->y = ny;
1595 op->x=nx; 1777 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1778 insert_ob_in_map (op, m, op, 0);
1597 1779
1598 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
1599 surrounding squares */ 1781 surrounding squares */
1600 1782
1601 /* loop over current square and neighbors to hit. 1783 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1784 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1785 * the surround spaces.
1604 */ 1786 */
1605 for(j=0;j<9;j++) { 1787 for (j = 0; j < 9; j++)
1788 {
1606 object *new_ob; 1789 object *new_ob;
1607 1790
1608 hx = nx+freearr_x[j]; 1791 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1792 hy = ny + freearr_y[j];
1610 1793
1611 m = op->map; 1794 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1796
1614 if (mflags & P_OUT_OF_MAP) continue; 1797 if (mflags & P_OUT_OF_MAP)
1798 continue;
1615 1799
1616 /* 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
1617 * of the map either. 1801 * of the map either.
1618 */ 1802 */
1619 1803
1620 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)))
1621 if(j) op->stats.dam = dam_save/2; 1805 {
1806 if (j)
1807 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1808 hit_map (op, j, op->attacktype, 1);
1623 1809
1624 } 1810 }
1625 1811
1626 /* insert the other arch */ 1812 /* insert the other arch */
1627 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 {
1628 new_ob = arch_to_object(op->other_arch); 1815 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1816 new_ob->x = hx;
1630 new_ob->y = hy; 1817 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1818 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1819 }
1633 } 1820 }
1634 1821
1635 /* restore to the center location and damage*/ 1822 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1823 op->stats.dam = dam_save;
1637 1824
1638 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));
1639 1826
1640 if(i>=0) { /* we have a preferred direction! */ 1827 if (i >= 0)
1828 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1829 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1834 }
1646 op->direction=i; 1835 op->direction = i;
1647 } 1836 }
1648} 1837}
1649 1838
1650 1839
1651/* move_swarm_spell: peterm 1840/* move_swarm_spell: peterm
1654 * 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
1655 * 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
1656 * 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.
1657 */ 1846 */
1658 1847
1848void
1659void move_swarm_spell(object *op) 1849move_swarm_spell (object *op)
1660{ 1850{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1851#if 0
1683 // 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 };
1684 // (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 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1854 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1855 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1856 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1857#endif
1858 int basedir;
1859 object *owner;
1730 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
1731 /* 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
1732 * should just be a pointer to the spell in some inventory, 1915 * should just be a pointer to the spell in some inventory,
1733 * 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,
1734 * do some sanity checking anyways. 1917 * do some sanity checking anyways.
1735 */ 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))))
1736 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
1737 if (op->spell && op->spell->type == SPELL) 1939 if (op->spell && op->spell->type == SPELL)
1738 { 1940 {
1739 /* 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 */
1740 if (op->spell->subtype == SP_BULLET) 1942 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1943 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1944 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 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);
1744 } 1946 }
1745} 1947}
1746 1948
1747 1949
1748 1950
1749 1951
1757 * dir: the direction everything will be fired in 1959 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1960 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1961 * n: the number to be fired.
1760 */ 1962 */
1761 1963
1964int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1965fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1966{
1764 object *tmp; 1967 object *tmp;
1765 int i; 1968 int i;
1766 1969
1767 if (!spell->other_arch) return 0; 1970 if (!spell->other_arch)
1971 return 0;
1768 1972
1769 tmp=get_archetype(SWARM_SPELL); 1973 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1974 tmp->x = op->x;
1771 tmp->y=op->y; 1975 tmp->y = op->y;
1772 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. */
1773 set_spell_skill(op, caster, spell, tmp); 1977 set_spell_skill (op, caster, spell, tmp);
1774 1978
1775 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. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1980 tmp->spell = arch_to_object (spell->other_arch);
1777 1981
1778 tmp->attacktype = tmp->spell->attacktype; 1982 tmp->attacktype = tmp->spell->attacktype;
1779 1983
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1781 if ( ! tailor_god_spell (tmp, op)) 1986 if (!tailor_god_spell (tmp, op))
1782 return 1; 1987 return 1;
1783 } 1988 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1989 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1990 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1992
1788 tmp->direction=dir; 1993 tmp->direction = dir;
1789 tmp->invisible=1; 1994 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1995 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 1996 return 1;
1792} 1997}
1793 1998
1794 1999
1795/* See the spells documentation file for why this is its own 2000/* See the spells documentation file for why this is its own
1796 * function. 2001 * function.
1797 */ 2002 */
2003int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2004cast_light (object *op, object *caster, object *spell, int dir)
2005{
1799 object *target=NULL,*tmp=NULL; 2006 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2007 sint16 x, y;
1801 int dam, mflags; 2008 int dam, mflags;
1802 mapstruct *m; 2009 maptile *m;
1803 2010
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2012
1806 if(!dir) { 2013 if (!dir)
2014 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2016 return 0;
1809 } 2017 }
1810 2018
1811 x=op->x+freearr_x[dir]; 2019 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2020 y = op->y + freearr_y[dir];
1813 m = op->map; 2021 m = op->map;
1814 2022
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2023 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2024
1817 if (mflags & P_OUT_OF_MAP) { 2025 if (mflags & P_OUT_OF_MAP)
2026 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2028 return 0;
1820 } 2029 }
1821 2030
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2031 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 {
1823 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)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2034 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2036 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2037 if (target->head)
2038 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2039 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2040 return 1; /* one success only! */
2041 }
1829 } 2042 }
1830 }
1831 2043
1832 /* no live target, perhaps a wall is in the way? */ 2044 /* no live target, perhaps a wall is in the way? */
1833 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 {
1834 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.");
1835 return 0; 2048 return 0;
1836 } 2049 }
1837 2050
1838 /* 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 */
1839 tmp=arch_to_object(spell->other_arch); 2052 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2053 if (!tmp)
2054 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2056 return 0;
1843 } 2057 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2059 if (tmp->glow_radius)
2060 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2062 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2064 }
1849 tmp->x=x; 2065 tmp->x = x;
1850 tmp->y=y; 2066 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2067 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2068 return 1;
1853} 2069}
1854 2070
1855 2071
1856 2072
1857 2073
1860 * 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
1861 * 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
1862 * perhaps this should actually be in disease.c? 2078 * perhaps this should actually be in disease.c?
1863 */ 2079 */
1864 2080
2081int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2082cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{
1866 sint16 x,y; 2084 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2085 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2086 object *walk;
1869 mapstruct *m; 2087 maptile *m;
1870 2088
1871 x = op->x; 2089 x = op->x;
1872 y = op->y; 2090 y = op->y;
1873 2091
1874 /* 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
1875 * direction the player is pointing. 2093 * direction the player is pointing.
1876 */ 2094 */
2095 if (!dir)
1877 if (!dir) dir=op->facing; 2096 dir = op->facing;
2097 if (!dir)
1878 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 */
1879 2099
1880 /* Calculate these once here */ 2100 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2101 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2102 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2103 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2104
1885 /* search in a line for a victim */ 2105 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2106 for (i = 1; i < range; i++)
2107 {
1887 x = op->x + i * freearr_x[dir]; 2108 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2109 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2110 m = op->map;
1890 2111
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2113
1893 if (mflags & P_OUT_OF_MAP) return 0; 2114 if (mflags & P_OUT_OF_MAP)
2115 return 0;
1894 2116
1895 /* don't go through walls - presume diseases are airborne */ 2117 /* don't go through walls - presume diseases are airborne */
1896 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;
1897 2120
1898 /* 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 */
1899 if (mflags & P_IS_ALIVE) { 2122 if (mflags & P_IS_ALIVE)
2123 {
1900 /* search this square for a victim */ 2124 /* search this square for a victim */
1901 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)
1902 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 */
1903 object *disease = arch_to_object(spell->other_arch); 2128 object *disease = arch_to_object (spell->other_arch);
1904 2129
1905 set_owner(disease,op); 2130 set_owner (disease, op);
1906 set_spell_skill(op, caster, spell, disease); 2131 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2132 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2133 disease->level = caster_level (caster, spell);
1909 2134
1910 /* do level adjustments */ 2135 /* do level adjustments */
1911 if(disease->stats.wc) 2136 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2137 disease->stats.wc += dur_mod / 2;
1913 2138
1914 if(disease->magic> 0) 2139 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2140 disease->magic += dur_mod / 4;
1916 2141
1917 if(disease->stats.maxhp>0) 2142 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2143 disease->stats.maxhp += dur_mod;
1919 2144
1920 if(disease->stats.maxgrace>0) 2145 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2146 disease->stats.maxgrace += dur_mod;
1922 2147
1923 if(disease->stats.dam) { 2148 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2149 {
1925 disease->stats.dam += dam_mod; 2150 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2151 disease->stats.dam += dam_mod;
1927 } 2152 else
2153 disease->stats.dam -= dam_mod;
2154 }
1928 2155
1929 if(disease->last_sp) { 2156 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2157 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2158 disease->last_sp -= 2 * dam_mod;
1932 } 2159 if (disease->last_sp < 1)
2160 disease->last_sp = 1;
2161 }
1933 2162
1934 if(disease->stats.maxsp) { 2163 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2164 {
1936 disease->stats.maxsp += dam_mod; 2165 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2166 disease->stats.maxsp += dam_mod;
1938 } 2167 else
1939 2168 disease->stats.maxsp -= dam_mod;
2169 }
2170
1940 if(disease->stats.ac) 2171 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2172 disease->stats.ac += dam_mod;
1942 2173
1943 if(disease->last_eat) 2174 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2175 disease->last_eat -= dam_mod;
1945 2176
1946 if(disease->stats.hp) 2177 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2178 disease->stats.hp -= dam_mod;
1948 2179
1949 if(disease->stats.sp) 2180 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2181 disease->stats.sp -= dam_mod;
1951 2182
1952 if(infect_object(walk,disease,1)) { 2183 if (infect_object (walk, disease, 1))
2184 {
1953 object *flash; /* visual effect for inflicting disease */ 2185 object *flash; /* visual effect for inflicting disease */
1954 2186
1955 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);
1956 2188
1957 free_object(disease); /* don't need this one anymore */ 2189 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2190 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2191 flash->x = x;
1960 flash->y = y; 2192 flash->y = y;
1961 flash->map = walk->map; 2193 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2194 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2195 return 1;
1964 } 2196 }
1965 free_object(disease); 2197
1966 } 2198 disease->destroy ();
1967 } /* if living creature */ 2199 }
1968 } /* for range of spaces */ 2200 } /* if living creature */
2201 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2203 return 1;
1971} 2204}

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