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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 1.4 by elmex, Tue Aug 15 17:35:51 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 1.4 2006/08/15 17:35:51 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
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 444 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 445 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 447 {
416 remove_ob (op); 448 op->destroy ();
417 free_object (op); 449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
418 return; 456 return;
419 } 457 }
420 458
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
429 461
430 copy_owner (tmp, op); 462 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 464
434 owner = get_owner(op); 465 owner = get_owner (op);
466
435 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))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 468 {
469 op->destroy ();
470 return;
471 }
472
441 tmp->x = op->x; 473 tmp->x = op->x;
442 tmp->y = op->y; 474 tmp->y = op->y;
443 475
444 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
446 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 480 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 482 tmp->duration = op->duration;
450 } else { 483 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 493 * the count of the parent should work fine.
458 */ 494 */
459 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
460 } 496 }
461 497
462 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
465 501
466 /* Prevent recursion */ 502 /* Prevent recursion */
467 op->move_on = 0; 503 op->move_on = 0;
468 504
469 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 506 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
472 remove_ob (op); 508 {
473 free_object (op); 509 op->destroy ();
474 } 510 }
475} 511}
476 512
477 513
478 514
479/* 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
480 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
481 */ 517 */
482 518
519void
483void check_bullet(object *op) 520check_bullet (object *op)
484{ 521{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 522 object *tmp;
487 int dam, mflags; 523 int dam, mflags;
488 mapstruct *m; 524 maptile *m;
489 sint16 sx, sy; 525 sint16 sx, sy;
490 526
491 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);
492 528
493 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)))
494 return; 530 return;
495 531
496 if (op->other_arch) { 532 if (op->other_arch)
533 {
497 /* explode object will also remove op */ 534 /* explode object will also remove op */
498 explode_bullet (op); 535 explode_bullet (op);
499 return; 536 return;
500 } 537 }
501 538
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
504 542
505 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)
506 { 544 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 546 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 549 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 551 {
515 free_object(op); 552 op->destroy ();
516 return; 553 return;
517 } 554 }
518 } 555 }
519 } 556 }
520 } 557 }
521} 558}
522 559
525 * call check_bullet. 562 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 563 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 564 * fired arches (eg, bolts).
528 */ 565 */
529 566
567void
530void move_bullet(object *op) 568move_bullet (object *op)
531{ 569{
532 sint16 new_x, new_y; 570 sint16 new_x, new_y;
533 int mflags; 571 int mflags;
534 mapstruct *m; 572 maptile *m;
535 573
536#if 0 574#if 0
537 /* We need a better general purpose way to do this */ 575 /* We need a better general purpose way to do this */
538 576
539 /* peterm: added to make comet leave a trail of burnouts 577 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 578 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 579 if (op->stats.sp == SP_METEOR)
580 {
542 replace_insert_ob_in_map("fire_trail",op); 581 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 582 if (op->destroyed ())
544 return; 583 return;
545 } /* end addition. */ 584 } /* end addition. */
546#endif 585#endif
547 586
548 /* Reached the end of its life - remove it */ 587 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 588 if (--op->range <= 0)
589 {
550 if (op->other_arch) { 590 if (op->other_arch)
551 explode_bullet (op); 591 explode_bullet (op);
552 } else { 592 else
553 remove_ob (op); 593 op->destroy ();
554 free_object (op); 594
555 }
556 return; 595 return;
557 } 596 }
558 597
559 new_x = op->x + DIRX(op); 598 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 599 new_y = op->y + DIRY (op);
561 m = op->map; 600 m = op->map;
562 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);
563 602
564 if (mflags & P_OUT_OF_MAP) { 603 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 604 {
566 free_object (op); 605 op->destroy ();
567 return; 606 return;
568 } 607 }
569 608
570 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 {
571 if (op->other_arch) { 611 if (op->other_arch)
572 explode_bullet (op); 612 explode_bullet (op);
573 } else { 613 else
574 remove_ob (op); 614 op->destroy ();
575 free_object (op); 615
576 }
577 return; 616 return;
578 } 617 }
579 618
580 remove_ob (op); 619 op->remove ();
581 op->x = new_x; 620 op->x = new_x;
582 op->y = new_y; 621 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 623 return;
585 624
586 if (reflwall (op->map, op->x, op->y, op)) { 625 if (reflwall (op->map, op->x, op->y, op))
626 {
587 op->direction = absdir (op->direction + 4); 627 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 628 update_turn_face (op);
589 } else { 629 }
630 else
631 {
590 check_bullet (op); 632 check_bullet (op);
591 } 633 }
592} 634}
593 635
594 636
595 637
601 * spob->attacktype. 643 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 644 * This function sets up the appropriate owner and skill
603 * pointers. 645 * pointers.
604 */ 646 */
605 647
648int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 649fire_bullet (object *op, object *caster, int dir, object *spob)
650{
607 object *tmp=NULL; 651 object *tmp = NULL;
608 int mflags; 652 int mflags;
609 653
610 if (!spob->other_arch) 654 if (!spob->other_arch)
611 return 0; 655 return 0;
612 656
613 tmp=arch_to_object(spob->other_arch); 657 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 658 if (tmp == NULL)
615 return 0; 659 return 0;
616 660
617 /* peterm: level dependency for bolts */ 661 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 663 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 664 if (spob->slaying)
665 tmp->slaying = spob->slaying;
621 666
622 tmp->range = 50; 667 tmp->range = 50;
623 668
624 /* Need to store duration/range for the ball to use */ 669 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 670 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 671 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 673
629 tmp->direction=dir; 674 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 676 SET_ANIMATION (tmp, dir);
632 677
633 set_owner(tmp,op); 678 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 679 set_spell_skill (op, caster, spob, tmp);
635 680
636 tmp->x=op->x + freearr_x[dir]; 681 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 682 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 683 tmp->map = op->map;
639 684
640 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);
641 if (mflags & P_OUT_OF_MAP) { 686 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 687 {
688 tmp->destroy ();
689 return 0;
690 }
691
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 695 {
696 tmp->destroy ();
648 return 0; 697 return 0;
649 } 698 }
650 tmp->x=op->x; 699
651 tmp->y=op->y; 700 tmp->x = op->x;
701 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 702 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 703 tmp->map = op->map;
654 } 704 }
705
655 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)
656 check_bullet (tmp); 707 check_bullet (tmp);
657 } 708
658 return 1; 709 return 1;
659} 710}
660 711
661 712
662 713
663 714
667 * 718 *
668 *****************************************************************************/ 719 *****************************************************************************/
669 720
670 721
671/* 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
672void cone_drop(object *op) { 724cone_drop (object *op)
725{
673 object *new_ob = arch_to_object(op->other_arch); 726 object *new_ob = arch_to_object (op->other_arch);
674 727
675 new_ob->x = op->x; 728 new_ob->x = op->x;
676 new_ob->y = op->y; 729 new_ob->y = op->y;
677 new_ob->level = op->level; 730 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 731 set_owner (new_ob, op->owner);
679 732
680 /* preserve skill ownership */ 733 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 734 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 735 {
736 new_ob->skill = op->skill;
737 }
685 insert_ob_in_map(new_ob,op->map,op,0); 738 insert_ob_in_map (new_ob, op->map, op, 0);
686 739
687} 740}
688 741
689/* 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 */
690 743
744void
691void move_cone(object *op) { 745move_cone (object *op)
746{
692 int i; 747 int i;
693 tag_t tag;
694 748
695 /* 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 */
696 if (! op->map) { 750 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 751 {
698 op->name ? op->name : "unknown"); 752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 753 op->speed = 0;
700 update_ob_speed (op); 754 update_ob_speed (op);
701 return; 755 return;
702 } 756 }
703 757
704 /* lava saves it's life, but not yours :) */ 758 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 759 if (QUERY_FLAG (op, FLAG_LIFESAVE))
760 {
706 hit_map(op,0,op->attacktype,0); 761 hit_map (op, 0, op->attacktype, 0);
707 return; 762 return;
708 } 763 }
709 764
710#if 0 765#if 0
711 /* Disable this - enabling it makes monsters easier, as 766 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 767 * when their cone dies when they die.
713 */ 768 */
714 /* If no owner left, the spell dies out. */ 769 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 770 if (get_owner (op) == NULL)
716 remove_ob(op); 771 {
717 free_object(op); 772 op->destroy ();
718 return; 773 return;
719 } 774 }
720#endif 775#endif
721 776
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 777 hit_map (op, 0, op->attacktype, 0);
724 778
725 /* Check to see if we should push anything. 779 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 780 * Spell objects with weight push whatever they encounter to some
727 * degree. 781 * degree.
728 */ 782 */
783 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 784 check_spell_knockback (op);
730 785
731 if (was_destroyed (op, tag)) 786 if (op->destroyed ())
787 return;
788
789 if ((op->duration--) < 0)
790 {
791 op->destroy ();
732 return; 792 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 793 }
739 /* Object has hit maximum range, so don't have it move 794 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 795 * any further. When the duration above expires,
741 * then the object will get removed. 796 * then the object will get removed.
742 */ 797 */
743 if (--op->range < 0) { 798 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 799 {
800 op->range = 0; /* just so it doesn't wrap */
801 return;
802 }
747 803
748 for(i= -1;i<2;i++) { 804 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 805 {
750 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)];
751 807
752 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))
753 object *tmp=get_object(); 809 {
754 copy_object(op, tmp); 810 object *tmp = object::create ();
755 tmp->x=x;
756 tmp->y=y;
757 811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815
758 tmp->duration = op->duration + 1; 816 tmp->duration = op->duration + 1;
759 817
760 /* Use for spell tracking - see ok_to_put_more() */ 818 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 819 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 820 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 821 if (tmp->other_arch)
764 } 822 cone_drop (tmp);
823 }
765 } 824 }
766} 825}
767 826
768/* cast_cone: casts a cone spell. 827/* cast_cone: casts a cone spell.
769 * op: person firing the object. 828 * op: person firing the object.
771 * dir: direction to fire in. 830 * dir: direction to fire in.
772 * 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
773 * to fire. 832 * to fire.
774 * returns 0 on failure, 1 on success. 833 * returns 0 on failure, 1 on success.
775 */ 834 */
835int
776int cast_cone(object *op, object *caster,int dir, object *spell) 836cast_cone (object *op, object *caster, int dir, object *spell)
777{ 837{
778 object *tmp; 838 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 839 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 840 maptile *m;
781 sint16 sx, sy; 841 sint16 sx, sy;
782 MoveType movetype; 842 MoveType movetype;
783 843
784 if (!spell->other_arch) return 0; 844 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 845 return 0;
846
847 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
850 return 0;
851 }
792 852
793 if(!dir) { 853 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 854 {
855 range_min = 0;
856 range_max = 8;
857 }
797 858
798 /* 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
799 * 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
800 * insert it into is blocked. 861 * insert it into is blocked.
801 */ 862 */
802 movetype = spell->other_arch->clone.move_type; 863 movetype = spell->other_arch->clone.move_type;
803 864
804 for(i=range_min;i<=range_max;i++) { 865 for (i = range_min; i <= range_max; i++)
866 {
805 sint16 x,y, d; 867 sint16 x, y, d;
806 868
807 /* We can't use absdir here, because it never returns 869 /* We can't use absdir here, because it never returns
808 * 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
809 * 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
810 * to hit that person. 872 * to hit that person.
811 */ 873 */
812 d = dir + i; 874 d = dir + i;
813 while (d < 0) d+=8; 875 while (d < 0)
814 while (d > 8) d-=8; 876 d += 8;
877 while (d > 8)
878 d -= 8;
815 879
816 /* 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.
817 * In that case, we have to see - if dir is specified, 881 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 882 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 883 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 884 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 885 * for the rune code.
822 */ 886 */
823 if (caster->type != RUNE && d==0) { 887 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 888 {
825 else continue; 889 if (dir != 0)
826 } 890 d = 8;
891 else
892 continue;
893 }
827 894
828 x = op->x+freearr_x[d]; 895 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 896 y = op->y + freearr_y[d];
830 897
831 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)
832 continue; 899 continue;
833 900
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 902 continue;
836 903
837 success=1; 904 success = 1;
838 tmp=arch_to_object(spell->other_arch); 905 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 906 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 907 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 908 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 909 tmp->x = sx;
843 tmp->y = sy; 910 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 911 tmp->attacktype = spell->attacktype;
845 912
846 /* holy word stuff */ 913 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 915 if (!tailor_god_spell (tmp, op))
849 } 916 return 0;
850 917
851 if(dir) 918 if (dir)
852 tmp->stats.sp=dir; 919 tmp->stats.sp = dir;
853 else 920 else
854 tmp->stats.sp=i; 921 tmp->stats.sp = i;
855 922
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 923 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 924
858 /* 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 */
859 if (dir == 0) { 926 if (dir == 0)
927 {
860 tmp->range /= 4; 928 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 929 if (tmp->range < 2 && spell->range >= 2)
862 } 930 tmp->range = 2;
931 }
932
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 934 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 935
866 /* Special bonus for fear attacks */ 936 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 937 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 938 {
869 else 939 if (caster->type == PLAYER)
940 tmp->duration += fear_bonus[caster->stats.Cha];
941 else
870 tmp->duration += caster->level/3; 942 tmp->duration += caster->level / 3;
871 } 943 }
944
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 945 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 946 {
874 else 947 if (caster->type == PLAYER)
948 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
949 else
875 tmp->duration += caster->level/3; 950 tmp->duration += caster->level / 3;
876 } 951 }
877 952
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 953 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 955
883 if (!tmp->move_on && tmp->stats.dam) { 956 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 957 {
885 "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);
886 spell->other_arch->name); 959 }
887 } 960
888 insert_ob_in_map(tmp,m,op,0); 961 insert_ob_in_map (tmp, m, op, 0);
889 962
890 /* 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
891 * a single space too many times. 964 * a single space too many times.
892 */ 965 */
893 tmp->stats.maxhp = tmp->count; 966 tmp->stats.maxhp = tmp->count;
894 967
895 if(tmp->other_arch) cone_drop(tmp); 968 if (tmp->other_arch)
969 cone_drop (tmp);
896 } 970 }
971
897 return success; 972 return success;
898} 973}
899 974
900/**************************************************************************** 975/****************************************************************************
901 * 976 *
902 * BOMB related code 977 * BOMB related code
905 980
906 981
907/* This handles an exploding bomb. 982/* This handles an exploding bomb.
908 * op is the original bomb object. 983 * op is the original bomb object.
909 */ 984 */
985void
910void animate_bomb(object *op) { 986animate_bomb (object *op)
987{
911 int i; 988 int i;
912 object *env, *tmp; 989 object *env, *tmp;
913 archetype *at; 990 archetype *at;
914 991
915 if(op->state!=NUM_ANIMATIONS(op)-1) 992 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 993 return;
917 994
918
919 env = object_get_env_recursive(op); 995 env = object_get_env_recursive (op);
920 996
921 if (op->env) { 997 if (op->env)
998 {
922 if (env->map == NULL) 999 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1000 return;
1001
1002 if (env->type == PLAYER)
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return;
943 } 1010 }
944 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 ();
1018 return;
1019 }
1020
945 /* This copies a lot of the code from the fire bullet, 1021 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1022 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1023 * so just set up the appropriate values.
948 */ 1024 */
949 at = find_archetype(SPLINT); 1025 at = archetype::find (SPLINT);
950 if (at) { 1026 if (at)
951 for(i=1;i<9;i++) { 1027 {
1028 for (i = 1; i < 9; i++)
1029 {
952 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]))
953 continue; 1031 continue;
954 tmp = arch_to_object(at); 1032 tmp = arch_to_object (at);
955 tmp->direction = i; 1033 tmp->direction = i;
956 tmp->range = op->range; 1034 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1035 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1036 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1037 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1038 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1039 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1040 {
963 tmp->skill = add_refcount(op->skill); 1041 tmp->skill = op->skill;
964 } 1042 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1044 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1045 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1046 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1047 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1048 move_bullet (tmp);
971 } 1049 }
972 } 1050 }
973 1051
974 explode_bullet(op); 1052 explode_bullet (op);
975} 1053}
976 1054
1055int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1056create_bomb (object *op, object *caster, int dir, object *spell)
1057{
978 1058
979 object *tmp; 1059 object *tmp;
980 int mflags; 1060 int mflags;
981 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];
982 mapstruct *m; 1062 maptile *m;
983 1063
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1064 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 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 {
986 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.");
987 return 0; 1068 return 0;
988 } 1069 }
989 tmp=arch_to_object(spell->other_arch); 1070 tmp = arch_to_object (spell->other_arch);
990 1071
991 /* level dependencies for bomb */ 1072 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1076 tmp->attacktype = spell->attacktype;
996 1077
997 set_owner(tmp,op); 1078 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1079 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1080 tmp->x = dx;
1000 tmp->y=dy; 1081 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1082 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1083 return 1;
1003} 1084}
1004 1085
1005/**************************************************************************** 1086/****************************************************************************
1006 * 1087 *
1007 * smite related spell code. 1088 * smite related spell code.
1015 * dir is the direction to look in. 1096 * dir is the direction to look in.
1016 * range is how far out to look. 1097 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1099 * this info is used for blocked magic/unholy spaces.
1019 */ 1100 */
1020 1101
1102object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1103get_pointed_target (object *op, int dir, int range, int type)
1104{
1022 object *target; 1105 object *target;
1023 sint16 x,y; 1106 sint16 x, y;
1024 int dist, mflags; 1107 int dist, mflags;
1025 mapstruct *mp; 1108 maptile *mp;
1026 1109
1027 if (dir==0) return NULL; 1110 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 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;
1049} 1141}
1050 1142
1051 1143
1052/* cast_smite_arch() - the priest points to a creature and causes 1144/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1145 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1148 * caster = object casting the spell.
1057 * dir = direction being cast 1149 * dir = direction being cast
1058 * spell = spell object 1150 * spell = spell object
1059 */ 1151 */
1060 1152
1153int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1154cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{
1062 object *effect, *target; 1156 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1157 object *god = find_god (determine_god (op));
1064 int range; 1158 int range;
1065 1159
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1160 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1162
1069 /* Bunch of conditions for casting this spell. Note that only 1163 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1164 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1167 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1169 * can't be friendly to your god.
1076 */ 1170 */
1077 1171
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1173 || (!god && spell->stats.grace)
1080 ||(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)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1175 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1177 return 0;
1084 } 1178 }
1085 1179
1086 if (spell->other_arch) 1180 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1181 effect = arch_to_object (spell->other_arch);
1088 else 1182 else
1089 return 0; 1183 return 0;
1090 1184
1091 /* tailor the effect by priest level and worshipped God */ 1185 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1186 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1187 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 {
1095 if(tailor_god_spell(effect,op)) 1190 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1192 else
1193 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1195 return 0;
1101 } 1196 }
1102 } 1197 }
1103 1198
1104 /* size of the area of destruction */ 1199 /* size of the area of destruction */
1105 effect->range=spell->range + 1200 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1201 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1202
1110 if (effect->attacktype & AT_DEATH) { 1203 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1204 {
1112 SP_level_dam_adjust(caster,spell); 1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1206
1114 /* casting death spells at undead isn't a good thing */ 1207 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD)
1210 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1211 if (random_roll (0, 2, op, PREFER_LOW))
1212 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1214 effect->x = op->x;
1119 effect->y=op->y; 1215 effect->y = op->y;
1120 } else { 1216 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1217 else
1122 query_name(target)); 1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1220 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1221 effect->destroy ();
1125 return 0; 1222 return 0;
1223 }
1224 }
1126 } 1225 }
1127 } 1226 else
1128 } else { 1227 {
1129 /* how much woe to inflict :) */ 1228 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1230 }
1133 1231
1134 set_owner(effect,op); 1232 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1233 set_spell_skill (op, caster, spell, effect);
1136 1234
1137 /* ok, tell it where to be, and insert! */ 1235 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1236 effect->x = target->x;
1139 effect->y=target->y; 1237 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1238 insert_ob_in_map (effect, target->map, op, 0);
1141 1239
1142 return 1; 1240 return 1;
1143} 1241}
1144 1242
1145 1243
1146/**************************************************************************** 1244/****************************************************************************
1147 * 1245 *
1149 * 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
1150 * code here is just to move the missile. 1248 * code here is just to move the missile.
1151 ****************************************************************************/ 1249 ****************************************************************************/
1152 1250
1153/* op is a missile that needs to be moved */ 1251/* op is a missile that needs to be moved */
1252void
1154void move_missile(object *op) { 1253move_missile (object *op)
1254{
1155 int i, mflags; 1255 int i, mflags;
1156 object *owner; 1256 object *owner;
1157 sint16 new_x, new_y; 1257 sint16 new_x, new_y;
1158 mapstruct *m; 1258 maptile *m;
1159 1259
1160 if (op->range-- <=0) { 1260 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1261 {
1262 op->destroy ();
1263 return;
1264 }
1165 1265
1166 owner = get_owner(op); 1266 owner = get_owner (op);
1167#if 0 1267#if 0
1168 /* 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
1169 * monster that are then killed would continue to survive 1269 * monster that are then killed would continue to survive
1170 */ 1270 */
1171 if (owner == NULL) { 1271 if (owner == NULL)
1172 remove_ob(op); 1272 {
1173 free_object(op); 1273 op->destroy ();
1174 return; 1274 return;
1175 } 1275 }
1176#endif 1276#endif
1177 1277
1178 new_x = op->x + DIRX(op); 1278 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1279 new_y = op->y + DIRY (op);
1180 1280
1181 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);
1182 1282
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((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))))
1185 tag_t tag = op->count; 1284 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1285 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1286 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1288 */
1190 if ( ! was_destroyed (op, tag)) { 1289 if (!op->destroyed ())
1191 remove_ob (op); 1290 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1291
1197 remove_ob(op); 1292 return;
1293 }
1294
1295 op->remove ();
1296
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1298 {
1299 op->destroy ();
1300 return;
1301 }
1302
1202 op->x = new_x; 1303 op->x = new_x;
1203 op->y = new_y; 1304 op->y = new_y;
1204 op->map = m; 1305 op->map = m;
1205 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));
1206 if(i > 0 && i != op->direction){ 1307 if (i > 0 && i != op->direction)
1308 {
1207 op->direction=i; 1309 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1310 SET_ANIMATION (op, op->direction);
1209 } 1311 }
1312
1210 insert_ob_in_map(op,op->map,op,0); 1313 insert_ob_in_map (op, op->map, op, 0);
1211} 1314}
1212 1315
1213/**************************************************************************** 1316/****************************************************************************
1214 * Destruction 1317 * Destruction
1215 ****************************************************************************/ 1318 ****************************************************************************/
1319
1216/* make_object_glow() - currently only makes living objects glow. 1320/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1322 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1323 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1324 * give them the capability to have an inventory. b.t.
1221 */ 1325 */
1222 1326
1327int
1223int make_object_glow(object *op, int radius, int time) { 1328make_object_glow (object *op, int radius, int time)
1329{
1224 object *tmp; 1330 object *tmp;
1225 1331
1226 /* some things are unaffected... */ 1332 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1333 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1334 return 0;
1229 1335
1230 tmp=get_archetype(FORCE_NAME); 1336 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1337 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1338 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1339 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1340 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1342 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1343
1238 tmp->x=op->x; 1344 tmp->x = op->x;
1239 tmp->y=op->y; 1345 tmp->y = op->y;
1240 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 */
1241 tmp=insert_ob_in_ob(tmp,op); 1348 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1349 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1350 op->glow_radius = tmp->glow_radius;
1244 1351
1245 if(!tmp->env||op!=tmp->env) { 1352 if (!tmp->env || op != tmp->env)
1353 {
1246 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);
1247 op->name); 1355 return 0;
1248 return 0;
1249 } 1356 }
1250 return 1; 1357 return 1;
1251} 1358}
1252 1359
1253 1360
1254
1255 1361
1362
1363int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1364cast_destruction (object *op, object *caster, object *spell_ob)
1365{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1366 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1367 sint16 sx, sy;
1259 mapstruct *m; 1368 maptile *m;
1260 object *tmp; 1369 object *tmp;
1261 const char *skill; 1370 const char *skill;
1262 1371
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 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);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1376 friendly = 1;
1267 1377
1268 /* destruction doesn't use another spell object, so we need 1378 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1379 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1380 * We do some shortcuts here - since this is just temporary
1271 * 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
1272 * the full share string/free_string route. 1382 * the full share string/free_string route.
1273 */ 1383 */
1274 skill = op->skill; 1384 skill = op->skill;
1385 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1386 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1387 else if (caster->skill)
1388 op->skill = caster->skill;
1389 else
1277 else op->skill = NULL; 1390 op->skill = NULL;
1278 1391
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1392 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1393
1281 for(i= -range; i<range; i++) { 1394 for (i = -range; i < range; i++)
1395 {
1282 for(j=-range; j<range ; j++) { 1396 for (j = -range; j < range; j++)
1397 {
1283 m = op->map; 1398 m = op->map;
1284 sx = op->x + i; 1399 sx = op->x + i;
1285 sy = op->y + j; 1400 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1288 if (mflags & P_IS_ALIVE) { 1404 if (mflags & P_IS_ALIVE)
1405 {
1289 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 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1409 break;
1292 if (tmp) { 1410 }
1293 if (tmp->head) tmp=tmp->head; 1411 if (tmp)
1412 {
1413 if (tmp->head)
1414 tmp = tmp->head;
1294 1415
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1418 {
1419 if (spell_ob->subtype == SP_DESTRUCTION)
1420 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1422 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1423 {
1301 tmp->x = sx; 1424 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1425 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1426 tmp->y = sy;
1304 } 1427 insert_ob_in_map (tmp, m, op, 0);
1305 } 1428 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1429 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1434 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1435
1311 effect->y = sy; 1436 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1437 effect->y = sy;
1313 } 1438 insert_ob_in_map (effect, m, op, 0);
1314 } 1439 }
1315 } 1440 }
1316 } 1441 }
1442 }
1443 }
1444 }
1317 } 1445 }
1318 }
1319 }
1320 op->skill = skill; 1446 op->skill = skill;
1321 return 1; 1447 return 1;
1322} 1448}
1323 1449
1324/*************************************************************************** 1450/***************************************************************************
1325 * 1451 *
1326 * CURSE 1452 * CURSE
1327 * 1453 *
1328 ***************************************************************************/ 1454 ***************************************************************************/
1329 1455
1456int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1457cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{
1331 object *god = find_god(determine_god(op)); 1459 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1460 object *tmp, *force;
1333 1461
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1463 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1464 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0;
1467 }
1341 1468
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1470 for (force = tmp->inv; force != NULL; force = force->below)
1471 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 {
1345 if (force->name == spell_ob->name) { 1474 if (force->name == spell_ob->name)
1346 break; 1475 {
1347 } 1476 break;
1477 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1478 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1481 return 0;
1352 return 0; 1482 }
1483 }
1353 } 1484 }
1354 }
1355 }
1356 1485
1357 if(force==NULL) { 1486 if (force == NULL)
1487 {
1358 force=get_archetype(FORCE_NAME); 1488 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1489 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1490 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1491 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1492 else
1493 force->name = spell_ob->name;
1494
1495 force->name_pl = spell_ob->name;
1496
1497 }
1498 else
1499 {
1369 int duration; 1500 int duration;
1370 1501
1371 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;
1372 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1373 force->duration = duration; 1505 force->duration = duration;
1374 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.");
1375 } else { 1507 }
1508 else
1509 {
1376 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.");
1377 } 1511 }
1378 return 1; 1512 return 1;
1379 } 1513 }
1380 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;
1381 force->speed = 1.0; 1515 force->speed = 1.0;
1382 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1384 1518
1385 if(god) { 1519 if (god)
1520 {
1386 if (spell_ob->last_grace) 1521 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1522 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1523 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1524 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1526 }
1392 } else 1527 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1528 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1529
1395 1530
1396 if(tmp!=op && op->type==PLAYER) 1531 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1533
1399 force->stats.ac = spell_ob->stats.ac; 1534 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1535 force->stats.wc = spell_ob->stats.wc;
1401 1536
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1537 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1538 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1539 fix_player (tmp);
1405 return 1; 1540 return 1;
1406 1541
1407} 1542}
1408 1543
1409 1544
1410/********************************************************************** 1545/**********************************************************************
1414 ***********************************************************************/ 1549 ***********************************************************************/
1415 1550
1416/* This covers the various spells that change the moods of monsters - 1551/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1552 * makes them angry, peacful, friendly, etc.
1418 */ 1553 */
1554int
1419int mood_change(object *op, object *caster, object *spell) { 1555mood_change (object *op, object *caster, object *spell)
1556{
1420 object *tmp, *god, *head; 1557 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1558 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1559 sint16 x, y, nx, ny;
1423 mapstruct *m; 1560 maptile *m;
1424 const char *race; 1561 const char *race;
1425 1562
1426 /* 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
1427 * doing it over and over again. 1564 * doing it over and over again.
1428 */ 1565 */
1429 god=find_god(determine_god(op)); 1566 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1567 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1568 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1569
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1572 * won't ever match anything.
1436 */ 1573 */
1437 if (!spell->race) race=NULL; 1574 if (!spell->race)
1575 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1576 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1577 race = god->slaying;
1439 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
1440 else race = spell->race; 1581 race = spell->race;
1441
1442 1582
1583
1443 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1445 1587
1446 done_one=0; 1588 done_one = 0;
1447 m = op->map; 1589 m = op->map;
1448 nx = x; 1590 nx = x;
1449 ny = y; 1591 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1452 1595
1453 /* 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 */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1597 if (!(mflags & P_IS_ALIVE))
1598 continue;
1455 1599
1456 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)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1601 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break;
1458 1603
1459 /* There can be living objects that are not monsters */ 1604 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1605 if (!tmp || tmp->type == PLAYER)
1606 continue;
1461 1607
1462 /* Only the head has meaningful data, so resolve to that */ 1608 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1609 if (tmp->head)
1464 else head=tmp; 1610 head = tmp->head;
1611 else
1612 head = tmp;
1465 1613
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1615 if (race && head->race && !strstr (race, head->race))
1616 continue;
1468 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;
1469 1619
1470 /* Now do a bunch of stuff related to saving throws */ 1620 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1621 best_at = -1;
1472 if (spell->attacktype) { 1622 if (spell->attacktype)
1623 {
1473 for (at=0; at < NROFATTACKS; at++) 1624 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1625 if (spell->attacktype & (1 << at))
1475 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;
1476 1628
1477 if (best_at == -1) at=0; 1629 if (best_at == -1)
1630 at = 0;
1478 else { 1631 else
1632 {
1479 if (head->resist[best_at] == 100) continue; 1633 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1634 continue;
1481 } 1635 else
1636 at = head->resist[best_at] / 5;
1637 }
1482 at -= level / 5; 1638 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1639 if (did_make_save (head, head->level, at))
1484 } 1640 continue;
1641 }
1485 else /* spell->attacktype */ 1642 else /* spell->attacktype */
1486 /* 1643 /*
1487 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:
1488 * if spell level < monster level, no go 1645 * if spell level < monster level, no go
1489 * 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 ) )
1490 1647
1491 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.
1492 1649
1493 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
1494 charm a level 125 monster... 1651 charm a level 125 monster...
1495 1652
1496 Ryo, august 14th 1653 Ryo, august 14th
1497 */ 1654 */
1498 { 1655 {
1499 if ( head->level > level ) continue; 1656 if (head->level > level)
1657 continue;
1500 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))))
1501 /* Failed, no effect */ 1659 /* Failed, no effect */
1502 continue; 1660 continue;
1503 } 1661 }
1504 1662
1505 /* Done with saving throw. Now start effecting the monster */ 1663 /* Done with saving throw. Now start effecting the monster */
1506 1664
1507 /* aggravation */ 1665 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1666 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1668 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1670 remove_friendly_object (head);
1512 1671
1513 done_one = 1; 1672 done_one = 1;
1514 head->enemy = op; 1673 head->enemy = op;
1515 } 1674 }
1516 1675
1517 /* calm monsters */ 1676 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1679 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1680 head->enemy = NULL;
1521 done_one = 1; 1681 done_one = 1;
1522 } 1682 }
1523 1683
1524 /* berserk monsters */ 1684 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 {
1526 SET_FLAG(head, FLAG_BERSERK); 1687 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1688 done_one = 1;
1528 } 1689 }
1529 /* charm */ 1690 /* charm */
1530 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 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1693 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1694 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1697 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1698 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1699 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1700 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1701 head->attack_movement = PETMOVE;
1540 done_one = 1; 1702 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1704 head->stats.exp = 0;
1543 } 1705 }
1544 1706
1545 /* If a monster was effected, put an effect in */ 1707 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1708 if (done_one && spell->other_arch)
1709 {
1547 tmp = arch_to_object(spell->other_arch); 1710 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1711 tmp->x = nx;
1549 tmp->y = ny; 1712 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1713 insert_ob_in_map (tmp, m, op, 0);
1551 } 1714 }
1552 } /* for y */ 1715 } /* for y */
1553 1716
1554 return 1; 1717 return 1;
1555} 1718}
1556 1719
1557 1720
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1723 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1724 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1725 * note that duration is handled by process_object() in time.c
1563 */ 1726 */
1564 1727
1728void
1565void move_ball_spell(object *op) { 1729move_ball_spell (object *op)
1730{
1566 int i,j,dam_save,dir, mflags; 1731 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1732 sint16 nx, ny, hx, hy;
1568 object *owner; 1733 object *owner;
1569 mapstruct *m; 1734 maptile *m;
1570 1735
1571 owner = get_owner(op); 1736 owner = get_owner (op);
1572 1737
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1740 * victim. The block immediately below more or less chooses a random
1576 * 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
1577 * deviations. 1742 * deviations.
1578 */ 1743 */
1579 1744
1580 dir = 0; 1745 dir = 0;
1581 if(!(rndm(0, 3))) 1746 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1747 j = rndm (0, 1);
1583 else j=0; 1748 else
1749 j = 0;
1584 1750
1585 for(i = 1; i < 9; i++) { 1751 for (i = 1; i < 9; i++)
1752 {
1586 /* i bit 0: alters sign of offset 1753 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1754 * other bits (i / 2): absolute value of offset
1588 */ 1755 */
1589 1756
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1758 int tmpdir = absdir (op->direction + offset);
1592 1759
1593 nx = op->x + freearr_x[tmpdir]; 1760 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1761 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1763 {
1597 dir = tmpdir; 1764 dir = tmpdir;
1598 break; 1765 break;
1599 } 1766 }
1600 } 1767 }
1601 if (dir == 0) { 1768 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1769 {
1770 nx = op->x;
1771 ny = op->y;
1772 m = op->map;
1773 }
1606 1774
1607 remove_ob(op); 1775 op->remove ();
1608 op->y=ny; 1776 op->y = ny;
1609 op->x=nx; 1777 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1778 insert_ob_in_map (op, m, op, 0);
1611 1779
1612 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
1613 surrounding squares */ 1781 surrounding squares */
1614 1782
1615 /* loop over current square and neighbors to hit. 1783 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1784 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1785 * the surround spaces.
1618 */ 1786 */
1619 for(j=0;j<9;j++) { 1787 for (j = 0; j < 9; j++)
1788 {
1620 object *new_ob; 1789 object *new_ob;
1621 1790
1622 hx = nx+freearr_x[j]; 1791 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1792 hy = ny + freearr_y[j];
1624 1793
1625 m = op->map; 1794 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1796
1628 if (mflags & P_OUT_OF_MAP) continue; 1797 if (mflags & P_OUT_OF_MAP)
1798 continue;
1629 1799
1630 /* 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
1631 * of the map either. 1801 * of the map either.
1632 */ 1802 */
1633 1803
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1805 {
1806 if (j)
1807 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1808 hit_map (op, j, op->attacktype, 1);
1637 1809
1638 } 1810 }
1639 1811
1640 /* insert the other arch */ 1812 /* insert the other arch */
1641 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 {
1642 new_ob = arch_to_object(op->other_arch); 1815 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1816 new_ob->x = hx;
1644 new_ob->y = hy; 1817 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1818 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1819 }
1647 } 1820 }
1648 1821
1649 /* restore to the center location and damage*/ 1822 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1823 op->stats.dam = dam_save;
1651 1824
1652 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));
1653 1826
1654 if(i>=0) { /* we have a preferred direction! */ 1827 if (i >= 0)
1828 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1829 /* pick another direction if the preferred dir is blocked. */
1656 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 ||
1657 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 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1834 }
1660 op->direction=i; 1835 op->direction = i;
1661 } 1836 }
1662} 1837}
1663 1838
1664 1839
1665/* move_swarm_spell: peterm 1840/* move_swarm_spell: peterm
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1846 */
1672 1847
1848void
1673void move_swarm_spell(object *op) 1849move_swarm_spell (object *op)
1674{ 1850{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1851#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1854 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1855 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1856 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1857#endif
1858 int basedir;
1859 object *owner;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1915 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1917 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1939 if (op->spell && op->spell->type == SPELL)
1752 { 1940 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1942 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1943 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1944 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1946 }
1759} 1947}
1760 1948
1761 1949
1762 1950
1763 1951
1771 * dir: the direction everything will be fired in 1959 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1960 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1961 * n: the number to be fired.
1774 */ 1962 */
1775 1963
1964int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1965fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1966{
1778 object *tmp; 1967 object *tmp;
1779 int i; 1968 int i;
1780 1969
1781 if (!spell->other_arch) return 0; 1970 if (!spell->other_arch)
1971 return 0;
1782 1972
1783 tmp=get_archetype(SWARM_SPELL); 1973 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1974 tmp->x = op->x;
1785 tmp->y=op->y; 1975 tmp->y = op->y;
1786 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. */
1787 set_spell_skill(op, caster, spell, tmp); 1977 set_spell_skill (op, caster, spell, tmp);
1788 1978
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1980 tmp->spell = arch_to_object (spell->other_arch);
1791 1981
1792 tmp->attacktype = tmp->spell->attacktype; 1982 tmp->attacktype = tmp->spell->attacktype;
1793 1983
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1795 if ( ! tailor_god_spell (tmp, op)) 1986 if (!tailor_god_spell (tmp, op))
1796 return 1; 1987 return 1;
1797 } 1988 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1989 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1990 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1992
1802 tmp->direction=dir; 1993 tmp->direction = dir;
1803 tmp->invisible=1; 1994 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1995 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 1996 return 1;
1806} 1997}
1807 1998
1808 1999
1809/* See the spells documentation file for why this is its own 2000/* See the spells documentation file for why this is its own
1810 * function. 2001 * function.
1811 */ 2002 */
2003int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2004cast_light (object *op, object *caster, object *spell, int dir)
2005{
1813 object *target=NULL,*tmp=NULL; 2006 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2007 sint16 x, y;
1815 int dam, mflags; 2008 int dam, mflags;
1816 mapstruct *m; 2009 maptile *m;
1817 2010
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2012
1820 if(!dir) { 2013 if (!dir)
2014 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2016 return 0;
1823 } 2017 }
1824 2018
1825 x=op->x+freearr_x[dir]; 2019 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2020 y = op->y + freearr_y[dir];
1827 m = op->map; 2021 m = op->map;
1828 2022
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2023 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2024
1831 if (mflags & P_OUT_OF_MAP) { 2025 if (mflags & P_OUT_OF_MAP)
2026 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2028 return 0;
1834 } 2029 }
1835 2030
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2031 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 {
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2034 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2036 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2037 if (target->head)
2038 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2039 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2040 return 1; /* one success only! */
2041 }
1843 } 2042 }
1844 }
1845 2043
1846 /* no live target, perhaps a wall is in the way? */ 2044 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 2048 return 0;
1850 } 2049 }
1851 2050
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 2052 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2053 if (!tmp)
2054 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2056 return 0;
1857 } 2057 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2059 if (tmp->glow_radius)
2060 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 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;
1862 } 2064 }
1863 tmp->x=x; 2065 tmp->x = x;
1864 tmp->y=y; 2066 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2067 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2068 return 1;
1867} 2069}
1868 2070
1869 2071
1870 2072
1871 2073
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 2078 * perhaps this should actually be in disease.c?
1877 */ 2079 */
1878 2080
2081int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2082cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{
1880 sint16 x,y; 2084 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2085 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2086 object *walk;
1883 mapstruct *m; 2087 maptile *m;
1884 2088
1885 x = op->x; 2089 x = op->x;
1886 y = op->y; 2090 y = op->y;
1887 2091
1888 /* 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
1889 * direction the player is pointing. 2093 * direction the player is pointing.
1890 */ 2094 */
2095 if (!dir)
1891 if (!dir) dir=op->facing; 2096 dir = op->facing;
2097 if (!dir)
1892 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 */
1893 2099
1894 /* Calculate these once here */ 2100 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2101 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2102 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2103 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2104
1899 /* search in a line for a victim */ 2105 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2106 for (i = 1; i < range; i++)
2107 {
1901 x = op->x + i * freearr_x[dir]; 2108 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2109 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2110 m = op->map;
1904 2111
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2113
1907 if (mflags & P_OUT_OF_MAP) return 0; 2114 if (mflags & P_OUT_OF_MAP)
2115 return 0;
1908 2116
1909 /* don't go through walls - presume diseases are airborne */ 2117 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 2120
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 2122 if (mflags & P_IS_ALIVE)
2123 {
1914 /* search this square for a victim */ 2124 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 2128 object *disease = arch_to_object (spell->other_arch);
1918 2129
1919 set_owner(disease,op); 2130 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2131 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2132 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2133 disease->level = caster_level (caster, spell);
1923 2134
1924 /* do level adjustments */ 2135 /* do level adjustments */
1925 if(disease->stats.wc) 2136 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2137 disease->stats.wc += dur_mod / 2;
1927 2138
1928 if(disease->magic> 0) 2139 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2140 disease->magic += dur_mod / 4;
1930 2141
1931 if(disease->stats.maxhp>0) 2142 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2143 disease->stats.maxhp += dur_mod;
1933 2144
1934 if(disease->stats.maxgrace>0) 2145 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2146 disease->stats.maxgrace += dur_mod;
1936 2147
1937 if(disease->stats.dam) { 2148 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2149 {
1939 disease->stats.dam += dam_mod; 2150 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2151 disease->stats.dam += dam_mod;
1941 } 2152 else
2153 disease->stats.dam -= dam_mod;
2154 }
1942 2155
1943 if(disease->last_sp) { 2156 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2157 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2158 disease->last_sp -= 2 * dam_mod;
1946 } 2159 if (disease->last_sp < 1)
2160 disease->last_sp = 1;
2161 }
1947 2162
1948 if(disease->stats.maxsp) { 2163 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2164 {
1950 disease->stats.maxsp += dam_mod; 2165 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2166 disease->stats.maxsp += dam_mod;
1952 } 2167 else
1953 2168 disease->stats.maxsp -= dam_mod;
2169 }
2170
1954 if(disease->stats.ac) 2171 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2172 disease->stats.ac += dam_mod;
1956 2173
1957 if(disease->last_eat) 2174 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2175 disease->last_eat -= dam_mod;
1959 2176
1960 if(disease->stats.hp) 2177 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2178 disease->stats.hp -= dam_mod;
1962 2179
1963 if(disease->stats.sp) 2180 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2181 disease->stats.sp -= dam_mod;
1965 2182
1966 if(infect_object(walk,disease,1)) { 2183 if (infect_object (walk, disease, 1))
2184 {
1967 object *flash; /* visual effect for inflicting disease */ 2185 object *flash; /* visual effect for inflicting disease */
1968 2186
1969 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);
1970 2188
1971 free_object(disease); /* don't need this one anymore */ 2189 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2190 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2191 flash->x = x;
1974 flash->y = y; 2192 flash->y = y;
1975 flash->map = walk->map; 2193 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2194 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2195 return 1;
1978 } 2196 }
1979 free_object(disease); 2197
1980 } 2198 disease->destroy ();
1981 } /* if living creature */ 2199 }
1982 } /* for range of spaces */ 2200 } /* if living creature */
2201 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2203 return 1;
1985} 2204}

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