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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 1.5 by root, Sat Aug 26 23:36:34 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 1.5 2006/08/26 23:36:34 root 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 ();
142 copy_object(tmp,new_bolt); 146 tmp->copy_to (new_bolt);
143 147
144 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
150 new_bolt->duration++; 154 new_bolt->duration++;
151 new_bolt->x=sx; 155 new_bolt->x = sx;
152 new_bolt->y=sy; 156 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 160 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
159} 163}
160 164
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
163 */ 167 */
164 168
169void
165void move_bolt(object *op) { 170move_bolt (object *op)
171{
166 object *tmp; 172 object *tmp;
167 int mflags; 173 int mflags;
168 sint16 x, y; 174 sint16 x, y;
169 mapstruct *m; 175 maptile *m;
170 176
171 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 178 {
179 op->destroy ();
180 return;
181 }
182
176 hit_map(op,0,op->attacktype,1); 183 hit_map (op, 0, op->attacktype, 1);
177 184
178 if(!op->direction) 185 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 186 return;
239 } 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
240 else { /* Create a copy of this object and put it ahead */ 253 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 254 tmp = object::create ();
242 copy_object(op,tmp); 255 op->copy_to (tmp);
243 tmp->speed_left= -0.1; 256 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* 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 */
247 tmp->duration++; 260 tmp->duration++;
248 261
249 /* New forking code. Possibly create forks of this object 262 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 263 * going off in other directions.
251 */ 264 */
252 265
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 266 if (rndm (0, 99) < tmp->stats.Dex)
254 forklightning(op,tmp); 267 { /* stats.Dex % of forking */
255 } 268 forklightning (op, tmp);
269 }
256 /* 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
257 * doesn't create any bolts that continue to move onward. 271 * doesn't create any bolts that continue to move onward.
258 */ 272 */
259 op->range = 0; 273 op->range = 0;
260 } /* copy object and move it along */ 274 } /* copy object and move it along */
261 } /* if move bolt along */ 275 } /* if move bolt along */
262} 276}
263 277
264/* fire_bolt 278/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 279 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 280 * spob is the spell object for the bolt.
268 * spob->attacktype. 282 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 283 * This function sets up the appropriate owner and skill
270 * pointers. 284 * pointers.
271 */ 285 */
272 286
287int
273int 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{
274 object *tmp=NULL; 290 object *tmp = NULL;
275 int mflags; 291 int mflags;
276 292
277 if (!spob->other_arch) 293 if (!spob->other_arch)
278 return 0; 294 return 0;
279 295
280 tmp=arch_to_object(spob->other_arch); 296 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 297 if (tmp == NULL)
282 return 0; 298 return 0;
283 299
284 /* peterm: level dependency for bolts */ 300 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 302 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 303 if (spob->slaying)
304 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 305 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 307 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 308 tmp->stats.Con = spob->stats.Con;
292 309
293 tmp->direction=dir; 310 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 312 SET_ANIMATION (tmp, dir);
296 313
297 set_owner(tmp,op); 314 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 315 set_spell_skill (op, caster, spob, tmp);
299 316
300 tmp->x=op->x + DIRX(tmp); 317 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 318 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 319 tmp->map = op->map;
303 320
304 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);
305 if (mflags & P_OUT_OF_MAP) { 322 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp);
307 return 0;
308 } 323 {
324 tmp->destroy ();
325 return 0;
326 }
327
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 331 {
332 tmp->destroy ();
312 return 0; 333 return 0;
313 } 334 }
314 tmp->x=op->x; 335
315 tmp->y=op->y; 336 tmp->x = op->x;
337 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 338 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 339 tmp->map = op->map;
318 } 340 }
341
319 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)
320 move_bolt (tmp); 343 move_bolt (tmp);
344
321 return 1; 345 return 1;
322} 346}
323 347
324 348
325 349
326/*************************************************************************** 350/***************************************************************************
331 355
332/* expands an explosion. op is a piece of the 356/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 357 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 358 * At least that is what I think this does.
335 */ 359 */
360void
336void explosion(object *op) { 361explosion (object *op)
362{
337 object *tmp; 363 object *tmp;
338 mapstruct *m=op->map; 364 maptile *m = op->map;
339 int i; 365 int i;
340 366
341 if(--(op->duration)<0) { 367 if (--(op->duration) < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 368 {
369 op->destroy ();
370 return;
371 }
372
346 hit_map(op,0,op->attacktype,0); 373 hit_map (op, 0, op->attacktype, 0);
347 374
348 if(op->range>0) { 375 if (op->range > 0)
349 for(i=1;i<9;i++) { 376 {
377 for (i = 1; i < 9; i++)
378 {
350 sint16 dx,dy; 379 sint16 dx, dy;
351 380
352 dx=op->x+freearr_x[i]; 381 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 382 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 383 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 384 * out of map, etc.
356 */ 385 */
357 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))
358 tmp=get_object(); 387 {
359 copy_object(op,tmp); 388 tmp = object::create ();
360 tmp->state=0; 389 op->copy_to (tmp);
361 tmp->speed_left= -0.21; 390 tmp->state = 0;
362 tmp->range--; 391 tmp->speed_left = -0.21;
363 tmp->value=0; 392 tmp->range--;
364 tmp->x=dx; 393 tmp->value = 0;
365 tmp->y=dy; 394 tmp->x = dx;
366 insert_ob_in_map(tmp,m,op,0); 395 tmp->y = dy;
367 } 396 insert_ob_in_map (tmp, m, op, 0);
368 } 397 }
398 }
369 } 399 }
370} 400}
371 401
372 402
373/* Causes an object to explode, eg, a firebullet, 403/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 404 * poison cloud ball, etc. op is the object to
375 * explode. 405 * explode.
376 */ 406 */
407void
377void explode_bullet(object *op) 408explode_bullet (object *op)
378{ 409{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 410 object *tmp, *owner;
381 411
382 if (op->other_arch == NULL) { 412 if (op->other_arch == NULL)
413 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 415 op->destroy ();
385 free_object (op); 416 return;
386 return;
387 } 417 }
388 418
389 if (op->env) { 419 if (op->env)
420 {
390 object *env; 421 object *env;
391 422
392 env = object_get_env_recursive(op); 423 env = object_get_env_recursive (op);
393 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 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op); 427 op->destroy ();
396 free_object (op);
397 return; 428 return;
398 } 429 }
399 remove_ob (op); 430
431 op->remove ();
400 op->x = env->x; 432 op->x = env->x;
401 op->y = env->y; 433 op->y = env->y;
402 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 }
403 } else if (out_of_map (op->map, op->x, op->y)) { 436 else if (out_of_map (op->map, op->x, op->y))
437 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 439 op->destroy ();
406 free_object (op); 440 return;
407 return;
408 } 441 }
409 442
410 // 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
411 // 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
412 // bad at the moment that might happen from this. 445 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 447 {
415 remove_ob (op); 448 op->destroy ();
416 free_object (op); 449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
417 return; 456 return;
418 } 457 }
419 458
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
428 461
429 copy_owner (tmp, op); 462 copy_owner (tmp, op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 464
433 owner = get_owner(op); 465 owner = get_owner (op);
466
434 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))
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 } 468 {
469 op->destroy ();
470 return;
471 }
472
440 tmp->x = op->x; 473 tmp->x = op->x;
441 tmp->y = op->y; 474 tmp->y = op->y;
442 475
443 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
445 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 480 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 482 tmp->duration = op->duration;
449 } else { 483 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 493 * the count of the parent should work fine.
457 */ 494 */
458 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
459 } 496 }
460 497
461 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
464 501
465 /* Prevent recursion */ 502 /* Prevent recursion */
466 op->move_on = 0; 503 op->move_on = 0;
467 504
468 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 506 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
471 remove_ob (op); 508 {
472 free_object (op); 509 op->destroy ();
473 } 510 }
474} 511}
475 512
476 513
477 514
478/* 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
479 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
480 */ 517 */
481 518
519void
482void check_bullet(object *op) 520check_bullet (object *op)
483{ 521{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 522 object *tmp;
486 int dam, mflags; 523 int dam, mflags;
487 mapstruct *m; 524 maptile *m;
488 sint16 sx, sy; 525 sint16 sx, sy;
489 526
490 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);
491 528
492 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)))
493 return; 530 return;
494 531
495 if (op->other_arch) { 532 if (op->other_arch)
533 {
496 /* explode object will also remove op */ 534 /* explode object will also remove op */
497 explode_bullet (op); 535 explode_bullet (op);
498 return; 536 return;
499 } 537 }
500 538
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
503 542
504 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)
505 { 544 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 546 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 549 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 551 {
514 free_object(op); 552 op->destroy ();
515 return; 553 return;
516 } 554 }
517 } 555 }
518 } 556 }
519 } 557 }
520} 558}
521 559
524 * call check_bullet. 562 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 563 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 564 * fired arches (eg, bolts).
527 */ 565 */
528 566
567void
529void move_bullet(object *op) 568move_bullet (object *op)
530{ 569{
531 sint16 new_x, new_y; 570 sint16 new_x, new_y;
532 int mflags; 571 int mflags;
533 mapstruct *m; 572 maptile *m;
534 573
535#if 0 574#if 0
536 /* We need a better general purpose way to do this */ 575 /* We need a better general purpose way to do this */
537 576
538 /* peterm: added to make comet leave a trail of burnouts 577 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 578 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 579 if (op->stats.sp == SP_METEOR)
580 {
541 replace_insert_ob_in_map("fire_trail",op); 581 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 582 if (op->destroyed ())
543 return; 583 return;
544 } /* end addition. */ 584 } /* end addition. */
545#endif 585#endif
546 586
547 /* Reached the end of its life - remove it */ 587 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 588 if (--op->range <= 0)
589 {
549 if (op->other_arch) { 590 if (op->other_arch)
550 explode_bullet (op); 591 explode_bullet (op);
551 } else { 592 else
552 remove_ob (op); 593 op->destroy ();
553 free_object (op); 594
554 }
555 return; 595 return;
556 } 596 }
557 597
558 new_x = op->x + DIRX(op); 598 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 599 new_y = op->y + DIRY (op);
560 m = op->map; 600 m = op->map;
561 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);
562 602
563 if (mflags & P_OUT_OF_MAP) { 603 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 604 {
565 free_object (op); 605 op->destroy ();
566 return; 606 return;
567 } 607 }
568 608
569 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 {
570 if (op->other_arch) { 611 if (op->other_arch)
571 explode_bullet (op); 612 explode_bullet (op);
572 } else { 613 else
573 remove_ob (op); 614 op->destroy ();
574 free_object (op); 615
575 }
576 return; 616 return;
577 } 617 }
578 618
579 remove_ob (op); 619 op->remove ();
580 op->x = new_x; 620 op->x = new_x;
581 op->y = new_y; 621 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 623 return;
584 624
585 if (reflwall (op->map, op->x, op->y, op)) { 625 if (reflwall (op->map, op->x, op->y, op))
626 {
586 op->direction = absdir (op->direction + 4); 627 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 628 update_turn_face (op);
588 } else { 629 }
630 else
631 {
589 check_bullet (op); 632 check_bullet (op);
590 } 633 }
591} 634}
592 635
593 636
594 637
600 * spob->attacktype. 643 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 644 * This function sets up the appropriate owner and skill
602 * pointers. 645 * pointers.
603 */ 646 */
604 647
648int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 649fire_bullet (object *op, object *caster, int dir, object *spob)
650{
606 object *tmp=NULL; 651 object *tmp = NULL;
607 int mflags; 652 int mflags;
608 653
609 if (!spob->other_arch) 654 if (!spob->other_arch)
610 return 0; 655 return 0;
611 656
612 tmp=arch_to_object(spob->other_arch); 657 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 658 if (tmp == NULL)
614 return 0; 659 return 0;
615 660
616 /* peterm: level dependency for bolts */ 661 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 663 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 664 if (spob->slaying)
665 tmp->slaying = spob->slaying;
620 666
621 tmp->range = 50; 667 tmp->range = 50;
622 668
623 /* Need to store duration/range for the ball to use */ 669 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 670 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 671 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 673
628 tmp->direction=dir; 674 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 676 SET_ANIMATION (tmp, dir);
631 677
632 set_owner(tmp,op); 678 set_owner (tmp, op);
633 set_spell_skill(op, caster, spob, tmp); 679 set_spell_skill (op, caster, spob, tmp);
634 680
635 tmp->x=op->x + freearr_x[dir]; 681 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 682 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 683 tmp->map = op->map;
638 684
639 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);
640 if (mflags & P_OUT_OF_MAP) { 686 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp);
642 return 0;
643 } 687 {
688 tmp->destroy ();
689 return 0;
690 }
691
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 695 {
696 tmp->destroy ();
647 return 0; 697 return 0;
648 } 698 }
649 tmp->x=op->x; 699
650 tmp->y=op->y; 700 tmp->x = op->x;
701 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 702 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 703 tmp->map = op->map;
653 } 704 }
705
654 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)
655 check_bullet (tmp); 707 check_bullet (tmp);
656 } 708
657 return 1; 709 return 1;
658} 710}
659 711
660 712
661 713
662 714
666 * 718 *
667 *****************************************************************************/ 719 *****************************************************************************/
668 720
669 721
670/* 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
671void cone_drop(object *op) { 724cone_drop (object *op)
725{
672 object *new_ob = arch_to_object(op->other_arch); 726 object *new_ob = arch_to_object (op->other_arch);
673 727
674 new_ob->x = op->x; 728 new_ob->x = op->x;
675 new_ob->y = op->y; 729 new_ob->y = op->y;
676 new_ob->level = op->level; 730 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 731 set_owner (new_ob, op->owner);
678 732
679 /* preserve skill ownership */ 733 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 734 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 } 735 {
736 new_ob->skill = op->skill;
737 }
684 insert_ob_in_map(new_ob,op->map,op,0); 738 insert_ob_in_map (new_ob, op->map, op, 0);
685 739
686} 740}
687 741
688/* 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 */
689 743
744void
690void move_cone(object *op) { 745move_cone (object *op)
746{
691 int i; 747 int i;
692 tag_t tag;
693 748
694 /* 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 */
695 if (! op->map) { 750 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 751 {
697 op->name ? op->name : "unknown"); 752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
698 op->speed = 0; 753 op->speed = 0;
699 update_ob_speed (op); 754 update_ob_speed (op);
700 return; 755 return;
701 } 756 }
702 757
703 /* lava saves it's life, but not yours :) */ 758 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 759 if (QUERY_FLAG (op, FLAG_LIFESAVE))
760 {
705 hit_map(op,0,op->attacktype,0); 761 hit_map (op, 0, op->attacktype, 0);
706 return; 762 return;
707 } 763 }
708 764
709#if 0 765#if 0
710 /* Disable this - enabling it makes monsters easier, as 766 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 767 * when their cone dies when they die.
712 */ 768 */
713 /* If no owner left, the spell dies out. */ 769 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 770 if (get_owner (op) == NULL)
715 remove_ob(op); 771 {
716 free_object(op); 772 op->destroy ();
717 return; 773 return;
718 } 774 }
719#endif 775#endif
720 776
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 777 hit_map (op, 0, op->attacktype, 0);
723 778
724 /* Check to see if we should push anything. 779 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 780 * Spell objects with weight push whatever they encounter to some
726 * degree. 781 * degree.
727 */ 782 */
783 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 784 check_spell_knockback (op);
729 785
730 if (was_destroyed (op, tag)) 786 if (op->destroyed ())
787 return;
788
789 if ((op->duration--) < 0)
790 {
791 op->destroy ();
731 return; 792 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 793 }
738 /* Object has hit maximum range, so don't have it move 794 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 795 * any further. When the duration above expires,
740 * then the object will get removed. 796 * then the object will get removed.
741 */ 797 */
742 if (--op->range < 0) { 798 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 799 {
800 op->range = 0; /* just so it doesn't wrap */
801 return;
802 }
746 803
747 for(i= -1;i<2;i++) { 804 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 805 {
749 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)];
750 807
751 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))
752 object *tmp=get_object(); 809 {
753 copy_object(op, tmp); 810 object *tmp = object::create ();
754 tmp->x=x;
755 tmp->y=y;
756 811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815
757 tmp->duration = op->duration + 1; 816 tmp->duration = op->duration + 1;
758 817
759 /* Use for spell tracking - see ok_to_put_more() */ 818 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 819 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 820 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 821 if (tmp->other_arch)
763 } 822 cone_drop (tmp);
823 }
764 } 824 }
765} 825}
766 826
767/* cast_cone: casts a cone spell. 827/* cast_cone: casts a cone spell.
768 * op: person firing the object. 828 * op: person firing the object.
770 * dir: direction to fire in. 830 * dir: direction to fire in.
771 * 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
772 * to fire. 832 * to fire.
773 * returns 0 on failure, 1 on success. 833 * returns 0 on failure, 1 on success.
774 */ 834 */
835int
775int cast_cone(object *op, object *caster,int dir, object *spell) 836cast_cone (object *op, object *caster, int dir, object *spell)
776{ 837{
777 object *tmp; 838 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 839 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 840 maptile *m;
780 sint16 sx, sy; 841 sint16 sx, sy;
781 MoveType movetype; 842 MoveType movetype;
782 843
783 if (!spell->other_arch) return 0; 844 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 845 return 0;
846
847 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
850 return 0;
851 }
791 852
792 if(!dir) { 853 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 854 {
855 range_min = 0;
856 range_max = 8;
857 }
796 858
797 /* 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
798 * 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
799 * insert it into is blocked. 861 * insert it into is blocked.
800 */ 862 */
801 movetype = spell->other_arch->clone.move_type; 863 movetype = spell->other_arch->clone.move_type;
802 864
803 for(i=range_min;i<=range_max;i++) { 865 for (i = range_min; i <= range_max; i++)
866 {
804 sint16 x,y, d; 867 sint16 x, y, d;
805 868
806 /* We can't use absdir here, because it never returns 869 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 872 * to hit that person.
810 */ 873 */
811 d = dir + i; 874 d = dir + i;
812 while (d < 0) d+=8; 875 while (d < 0)
813 while (d > 8) d-=8; 876 d += 8;
877 while (d > 8)
878 d -= 8;
814 879
815 /* 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.
816 * In that case, we have to see - if dir is specified, 881 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 882 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 883 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 884 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 885 * for the rune code.
821 */ 886 */
822 if (caster->type != RUNE && d==0) { 887 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 888 {
824 else continue; 889 if (dir != 0)
825 } 890 d = 8;
891 else
892 continue;
893 }
826 894
827 x = op->x+freearr_x[d]; 895 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 896 y = op->y + freearr_y[d];
829 897
830 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)
831 continue; 899 continue;
832 900
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 902 continue;
835 903
836 success=1; 904 success = 1;
837 tmp=arch_to_object(spell->other_arch); 905 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 906 set_owner (tmp, op);
839 set_spell_skill(op, caster, spell, tmp); 907 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 908 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 909 tmp->x = sx;
842 tmp->y = sy; 910 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 911 tmp->attacktype = spell->attacktype;
844 912
845 /* holy word stuff */ 913 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 915 if (!tailor_god_spell (tmp, op))
848 } 916 return 0;
849 917
850 if(dir) 918 if (dir)
851 tmp->stats.sp=dir; 919 tmp->stats.sp = dir;
852 else 920 else
853 tmp->stats.sp=i; 921 tmp->stats.sp = i;
854 922
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 923 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 924
857 /* 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 */
858 if (dir == 0) { 926 if (dir == 0)
927 {
859 tmp->range /= 4; 928 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 929 if (tmp->range < 2 && spell->range >= 2)
861 } 930 tmp->range = 2;
931 }
932
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 934 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 935
865 /* Special bonus for fear attacks */ 936 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 937 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 938 {
868 else 939 if (caster->type == PLAYER)
940 tmp->duration += fear_bonus[caster->stats.Cha];
941 else
869 tmp->duration += caster->level/3; 942 tmp->duration += caster->level / 3;
870 } 943 }
944
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 945 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 946 {
873 else 947 if (caster->type == PLAYER)
948 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
949 else
874 tmp->duration += caster->level/3; 950 tmp->duration += caster->level / 3;
875 } 951 }
876 952
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 953 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 955
882 if (!tmp->move_on && tmp->stats.dam) { 956 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 957 {
884 "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);
885 spell->other_arch->name); 959 }
886 } 960
887 insert_ob_in_map(tmp,m,op,0); 961 insert_ob_in_map (tmp, m, op, 0);
888 962
889 /* 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
890 * a single space too many times. 964 * a single space too many times.
891 */ 965 */
892 tmp->stats.maxhp = tmp->count; 966 tmp->stats.maxhp = tmp->count;
893 967
894 if(tmp->other_arch) cone_drop(tmp); 968 if (tmp->other_arch)
969 cone_drop (tmp);
895 } 970 }
971
896 return success; 972 return success;
897} 973}
898 974
899/**************************************************************************** 975/****************************************************************************
900 * 976 *
901 * BOMB related code 977 * BOMB related code
904 980
905 981
906/* This handles an exploding bomb. 982/* This handles an exploding bomb.
907 * op is the original bomb object. 983 * op is the original bomb object.
908 */ 984 */
985void
909void animate_bomb(object *op) { 986animate_bomb (object *op)
987{
910 int i; 988 int i;
911 object *env, *tmp; 989 object *env, *tmp;
912 archetype *at; 990 archetype *at;
913 991
914 if(op->state!=NUM_ANIMATIONS(op)-1) 992 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 993 return;
916 994
917
918 env = object_get_env_recursive(op); 995 env = object_get_env_recursive (op);
919 996
920 if (op->env) { 997 if (op->env)
998 {
921 if (env->map == NULL) 999 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 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;
942 } 1010 }
943 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
944 /* This copies a lot of the code from the fire bullet, 1021 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1022 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1023 * so just set up the appropriate values.
947 */ 1024 */
948 at = find_archetype(SPLINT); 1025 at = archetype::find (SPLINT);
949 if (at) { 1026 if (at)
950 for(i=1;i<9;i++) { 1027 {
1028 for (i = 1; i < 9; i++)
1029 {
951 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]))
952 continue; 1031 continue;
953 tmp = arch_to_object(at); 1032 tmp = arch_to_object (at);
954 tmp->direction = i; 1033 tmp->direction = i;
955 tmp->range = op->range; 1034 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1035 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1036 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1037 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1038 copy_owner (tmp, op);
960 if(op->skill && op->skill != tmp->skill) { 1039 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1040 {
962 tmp->skill = add_refcount(op->skill); 1041 tmp->skill = op->skill;
963 } 1042 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1044 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1045 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1046 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1047 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1048 move_bullet (tmp);
970 } 1049 }
971 } 1050 }
972 1051
973 explode_bullet(op); 1052 explode_bullet (op);
974} 1053}
975 1054
1055int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1056create_bomb (object *op, object *caster, int dir, object *spell)
1057{
977 1058
978 object *tmp; 1059 object *tmp;
979 int mflags; 1060 int mflags;
980 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];
981 mapstruct *m; 1062 maptile *m;
982 1063
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1064 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 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 {
985 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.");
986 return 0; 1068 return 0;
987 } 1069 }
988 tmp=arch_to_object(spell->other_arch); 1070 tmp = arch_to_object (spell->other_arch);
989 1071
990 /* level dependencies for bomb */ 1072 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1076 tmp->attacktype = spell->attacktype;
995 1077
996 set_owner(tmp,op); 1078 set_owner (tmp, op);
997 set_spell_skill(op, caster, spell, tmp); 1079 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1080 tmp->x = dx;
999 tmp->y=dy; 1081 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1082 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1083 return 1;
1002} 1084}
1003 1085
1004/**************************************************************************** 1086/****************************************************************************
1005 * 1087 *
1006 * smite related spell code. 1088 * smite related spell code.
1014 * dir is the direction to look in. 1096 * dir is the direction to look in.
1015 * range is how far out to look. 1097 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1099 * this info is used for blocked magic/unholy spaces.
1018 */ 1100 */
1019 1101
1102object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1103get_pointed_target (object *op, int dir, int range, int type)
1104{
1021 object *target; 1105 object *target;
1022 sint16 x,y; 1106 sint16 x, y;
1023 int dist, mflags; 1107 int dist, mflags;
1024 mapstruct *mp; 1108 maptile *mp;
1025 1109
1026 if (dir==0) return NULL; 1110 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 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;
1048} 1141}
1049 1142
1050 1143
1051/* cast_smite_arch() - the priest points to a creature and causes 1144/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1145 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1148 * caster = object casting the spell.
1056 * dir = direction being cast 1149 * dir = direction being cast
1057 * spell = spell object 1150 * spell = spell object
1058 */ 1151 */
1059 1152
1153int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1154cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{
1061 object *effect, *target; 1156 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1157 object *god = find_god (determine_god (op));
1063 int range; 1158 int range;
1064 1159
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1160 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1162
1068 /* Bunch of conditions for casting this spell. Note that only 1163 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1164 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1167 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1169 * can't be friendly to your god.
1075 */ 1170 */
1076 1171
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1173 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1175 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1177 return 0;
1083 } 1178 }
1084 1179
1085 if (spell->other_arch) 1180 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1181 effect = arch_to_object (spell->other_arch);
1087 else 1182 else
1088 return 0; 1183 return 0;
1089 1184
1090 /* tailor the effect by priest level and worshipped God */ 1185 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1186 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1187 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 {
1094 if(tailor_god_spell(effect,op)) 1190 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1192 else
1193 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1195 return 0;
1100 } 1196 }
1101 } 1197 }
1102 1198
1103 /* size of the area of destruction */ 1199 /* size of the area of destruction */
1104 effect->range=spell->range + 1200 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1201 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1202
1109 if (effect->attacktype & AT_DEATH) { 1203 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1204 {
1111 SP_level_dam_adjust(caster,spell); 1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1206
1113 /* casting death spells at undead isn't a good thing */ 1207 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD)
1210 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1211 if (random_roll (0, 2, op, PREFER_LOW))
1212 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1214 effect->x = op->x;
1118 effect->y=op->y; 1215 effect->y = op->y;
1119 } else { 1216 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1217 else
1121 query_name(target)); 1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1220 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1221 effect->destroy ();
1124 return 0; 1222 return 0;
1223 }
1224 }
1125 } 1225 }
1126 } 1226 else
1127 } else { 1227 {
1128 /* how much woe to inflict :) */ 1228 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1230 }
1132 1231
1133 set_owner(effect,op); 1232 set_owner (effect, op);
1134 set_spell_skill(op, caster, spell, effect); 1233 set_spell_skill (op, caster, spell, effect);
1135 1234
1136 /* ok, tell it where to be, and insert! */ 1235 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1236 effect->x = target->x;
1138 effect->y=target->y; 1237 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1238 insert_ob_in_map (effect, target->map, op, 0);
1140 1239
1141 return 1; 1240 return 1;
1142} 1241}
1143 1242
1144 1243
1145/**************************************************************************** 1244/****************************************************************************
1146 * 1245 *
1148 * 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
1149 * code here is just to move the missile. 1248 * code here is just to move the missile.
1150 ****************************************************************************/ 1249 ****************************************************************************/
1151 1250
1152/* op is a missile that needs to be moved */ 1251/* op is a missile that needs to be moved */
1252void
1153void move_missile(object *op) { 1253move_missile (object *op)
1254{
1154 int i, mflags; 1255 int i, mflags;
1155 object *owner; 1256 object *owner;
1156 sint16 new_x, new_y; 1257 sint16 new_x, new_y;
1157 mapstruct *m; 1258 maptile *m;
1158 1259
1159 if (op->range-- <=0) { 1260 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1261 {
1262 op->destroy ();
1263 return;
1264 }
1164 1265
1165 owner = get_owner(op); 1266 owner = get_owner (op);
1166#if 0 1267#if 0
1167 /* 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
1168 * monster that are then killed would continue to survive 1269 * monster that are then killed would continue to survive
1169 */ 1270 */
1170 if (owner == NULL) { 1271 if (owner == NULL)
1171 remove_ob(op); 1272 {
1172 free_object(op); 1273 op->destroy ();
1173 return; 1274 return;
1174 } 1275 }
1175#endif 1276#endif
1176 1277
1177 new_x = op->x + DIRX(op); 1278 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1279 new_y = op->y + DIRY (op);
1179 1280
1180 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);
1181 1282
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((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))))
1184 tag_t tag = op->count; 1284 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1285 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1286 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1288 */
1189 if ( ! was_destroyed (op, tag)) { 1289 if (!op->destroyed ())
1190 remove_ob (op); 1290 op->destroy ();
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1291
1196 remove_ob(op); 1292 return;
1293 }
1294
1295 op->remove ();
1296
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1298 {
1299 op->destroy ();
1300 return;
1301 }
1302
1201 op->x = new_x; 1303 op->x = new_x;
1202 op->y = new_y; 1304 op->y = new_y;
1203 op->map = m; 1305 op->map = m;
1204 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));
1205 if(i > 0 && i != op->direction){ 1307 if (i > 0 && i != op->direction)
1308 {
1206 op->direction=i; 1309 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1310 SET_ANIMATION (op, op->direction);
1208 } 1311 }
1312
1209 insert_ob_in_map(op,op->map,op,0); 1313 insert_ob_in_map (op, op->map, op, 0);
1210} 1314}
1211 1315
1212/**************************************************************************** 1316/****************************************************************************
1213 * Destruction 1317 * Destruction
1214 ****************************************************************************/ 1318 ****************************************************************************/
1319
1215/* make_object_glow() - currently only makes living objects glow. 1320/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1322 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1323 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1324 * give them the capability to have an inventory. b.t.
1220 */ 1325 */
1221 1326
1327int
1222int make_object_glow(object *op, int radius, int time) { 1328make_object_glow (object *op, int radius, int time)
1329{
1223 object *tmp; 1330 object *tmp;
1224 1331
1225 /* some things are unaffected... */ 1332 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1333 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1334 return 0;
1228 1335
1229 tmp=get_archetype(FORCE_NAME); 1336 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1337 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1338 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1339 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1340 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1342 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1343
1237 tmp->x=op->x; 1344 tmp->x = op->x;
1238 tmp->y=op->y; 1345 tmp->y = op->y;
1239 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 */
1240 tmp=insert_ob_in_ob(tmp,op); 1348 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1349 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1350 op->glow_radius = tmp->glow_radius;
1243 1351
1244 if(!tmp->env||op!=tmp->env) { 1352 if (!tmp->env || op != tmp->env)
1353 {
1245 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);
1246 op->name); 1355 return 0;
1247 return 0;
1248 } 1356 }
1249 return 1; 1357 return 1;
1250} 1358}
1251 1359
1252 1360
1253
1254 1361
1362
1363int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1364cast_destruction (object *op, object *caster, object *spell_ob)
1365{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1366 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1367 sint16 sx, sy;
1258 mapstruct *m; 1368 maptile *m;
1259 object *tmp; 1369 object *tmp;
1260 const char *skill; 1370 const char *skill;
1261 1371
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1376 friendly = 1;
1266 1377
1267 /* destruction doesn't use another spell object, so we need 1378 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1379 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1380 * We do some shortcuts here - since this is just temporary
1270 * 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
1271 * the full share string/free_string route. 1382 * the full share string/free_string route.
1272 */ 1383 */
1273 skill = op->skill; 1384 skill = op->skill;
1385 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1386 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1387 else if (caster->skill)
1388 op->skill = caster->skill;
1389 else
1276 else op->skill = NULL; 1390 op->skill = NULL;
1277 1391
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1392 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1393
1280 for(i= -range; i<range; i++) { 1394 for (i = -range; i < range; i++)
1395 {
1281 for(j=-range; j<range ; j++) { 1396 for (j = -range; j < range; j++)
1397 {
1282 m = op->map; 1398 m = op->map;
1283 sx = op->x + i; 1399 sx = op->x + i;
1284 sy = op->y + j; 1400 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1287 if (mflags & P_IS_ALIVE) { 1404 if (mflags & P_IS_ALIVE)
1405 {
1288 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 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1409 break;
1291 if (tmp) { 1410 }
1292 if (tmp->head) tmp=tmp->head; 1411 if (tmp)
1412 {
1413 if (tmp->head)
1414 tmp = tmp->head;
1293 1415
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1418 {
1419 if (spell_ob->subtype == SP_DESTRUCTION)
1420 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1422 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1423 {
1300 tmp->x = sx; 1424 tmp = arch_to_object (spell_ob->other_arch);
1301 tmp->y = sy; 1425 tmp->x = sx;
1302 insert_ob_in_map(tmp, m, op, 0); 1426 tmp->y = sy;
1303 } 1427 insert_ob_in_map (tmp, m, op, 0);
1304 } 1428 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1429 }
1306 tmp->resist[ATNR_MAGIC]!=100) { 1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1434 object *effect = arch_to_object (spell_ob->other_arch);
1309 effect->x = sx; 1435
1310 effect->y = sy; 1436 effect->x = sx;
1311 insert_ob_in_map(effect, m, op, 0); 1437 effect->y = sy;
1312 } 1438 insert_ob_in_map (effect, m, op, 0);
1313 } 1439 }
1314 } 1440 }
1315 } 1441 }
1442 }
1443 }
1444 }
1316 } 1445 }
1317 }
1318 }
1319 op->skill = skill; 1446 op->skill = skill;
1320 return 1; 1447 return 1;
1321} 1448}
1322 1449
1323/*************************************************************************** 1450/***************************************************************************
1324 * 1451 *
1325 * CURSE 1452 * CURSE
1326 * 1453 *
1327 ***************************************************************************/ 1454 ***************************************************************************/
1328 1455
1456int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1457cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{
1330 object *god = find_god(determine_god(op)); 1459 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1460 object *tmp, *force;
1332 1461
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1463 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1464 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0;
1467 }
1340 1468
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1470 for (force = tmp->inv; force != NULL; force = force->below)
1471 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 {
1344 if (force->name == spell_ob->name) { 1474 if (force->name == spell_ob->name)
1345 break; 1475 {
1346 } 1476 break;
1477 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1478 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1349 "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);
1350 spell_ob->name, force->name_pl); 1481 return 0;
1351 return 0; 1482 }
1483 }
1352 } 1484 }
1353 }
1354 }
1355 1485
1356 if(force==NULL) { 1486 if (force == NULL)
1487 {
1357 force=get_archetype(FORCE_NAME); 1488 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1489 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1490 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1491 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1492 else
1493 force->name = spell_ob->name;
1494
1495 force->name_pl = spell_ob->name;
1496
1497 }
1498 else
1499 {
1368 int duration; 1500 int duration;
1369 1501
1370 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;
1371 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1372 force->duration = duration; 1505 force->duration = duration;
1373 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.");
1374 } else { 1507 }
1508 else
1509 {
1375 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.");
1376 } 1511 }
1377 return 1; 1512 return 1;
1378 } 1513 }
1379 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;
1380 force->speed = 1.0; 1515 force->speed = 1.0;
1381 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1383 1518
1384 if(god) { 1519 if (god)
1520 {
1385 if (spell_ob->last_grace) 1521 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1522 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1523 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1524 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1526 }
1391 } else 1527 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1528 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1529
1394 1530
1395 if(tmp!=op && op->type==PLAYER) 1531 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1533
1398 force->stats.ac = spell_ob->stats.ac; 1534 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1535 force->stats.wc = spell_ob->stats.wc;
1400 1536
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1537 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1538 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1539 fix_player (tmp);
1404 return 1; 1540 return 1;
1405 1541
1406} 1542}
1407 1543
1408 1544
1409/********************************************************************** 1545/**********************************************************************
1413 ***********************************************************************/ 1549 ***********************************************************************/
1414 1550
1415/* This covers the various spells that change the moods of monsters - 1551/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1552 * makes them angry, peacful, friendly, etc.
1417 */ 1553 */
1554int
1418int mood_change(object *op, object *caster, object *spell) { 1555mood_change (object *op, object *caster, object *spell)
1556{
1419 object *tmp, *god, *head; 1557 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1558 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1559 sint16 x, y, nx, ny;
1422 mapstruct *m; 1560 maptile *m;
1423 const char *race; 1561 const char *race;
1424 1562
1425 /* 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
1426 * doing it over and over again. 1564 * doing it over and over again.
1427 */ 1565 */
1428 god=find_god(determine_god(op)); 1566 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1567 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1568 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1569
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1572 * won't ever match anything.
1435 */ 1573 */
1436 if (!spell->race) race=NULL; 1574 if (!spell->race)
1575 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1576 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1577 race = god->slaying;
1438 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
1439 else race = spell->race; 1581 race = spell->race;
1440
1441 1582
1583
1442 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1444 1587
1445 done_one=0; 1588 done_one = 0;
1446 m = op->map; 1589 m = op->map;
1447 nx = x; 1590 nx = x;
1448 ny = y; 1591 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1451 1595
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1597 if (!(mflags & P_IS_ALIVE))
1598 continue;
1454 1599
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1601 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break;
1457 1603
1458 /* There can be living objects that are not monsters */ 1604 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1605 if (!tmp || tmp->type == PLAYER)
1606 continue;
1460 1607
1461 /* Only the head has meaningful data, so resolve to that */ 1608 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1609 if (tmp->head)
1463 else head=tmp; 1610 head = tmp->head;
1611 else
1612 head = tmp;
1464 1613
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1615 if (race && head->race && !strstr (race, head->race))
1616 continue;
1467 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;
1468 1619
1469 /* Now do a bunch of stuff related to saving throws */ 1620 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1621 best_at = -1;
1471 if (spell->attacktype) { 1622 if (spell->attacktype)
1623 {
1472 for (at=0; at < NROFATTACKS; at++) 1624 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1625 if (spell->attacktype & (1 << at))
1474 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;
1475 1628
1476 if (best_at == -1) at=0; 1629 if (best_at == -1)
1630 at = 0;
1477 else { 1631 else
1632 {
1478 if (head->resist[best_at] == 100) continue; 1633 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1634 continue;
1480 } 1635 else
1636 at = head->resist[best_at] / 5;
1637 }
1481 at -= level / 5; 1638 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1639 if (did_make_save (head, head->level, at))
1483 } 1640 continue;
1641 }
1484 else /* spell->attacktype */ 1642 else /* spell->attacktype */
1485 /* 1643 /*
1486 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:
1487 * if spell level < monster level, no go 1645 * if spell level < monster level, no go
1488 * 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 ) )
1489 1647
1490 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.
1491 1649
1492 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
1493 charm a level 125 monster... 1651 charm a level 125 monster...
1494 1652
1495 Ryo, august 14th 1653 Ryo, august 14th
1496 */ 1654 */
1497 { 1655 {
1498 if ( head->level > level ) continue; 1656 if (head->level > level)
1657 continue;
1499 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))))
1500 /* Failed, no effect */ 1659 /* Failed, no effect */
1501 continue; 1660 continue;
1502 } 1661 }
1503 1662
1504 /* Done with saving throw. Now start effecting the monster */ 1663 /* Done with saving throw. Now start effecting the monster */
1505 1664
1506 /* aggravation */ 1665 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1666 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1668 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1670 remove_friendly_object (head);
1511 1671
1512 done_one = 1; 1672 done_one = 1;
1513 head->enemy = op; 1673 head->enemy = op;
1514 } 1674 }
1515 1675
1516 /* calm monsters */ 1676 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1679 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1680 head->enemy = NULL;
1520 done_one = 1; 1681 done_one = 1;
1521 } 1682 }
1522 1683
1523 /* berserk monsters */ 1684 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 {
1525 SET_FLAG(head, FLAG_BERSERK); 1687 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1688 done_one = 1;
1527 } 1689 }
1528 /* charm */ 1690 /* charm */
1529 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 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1693 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1694 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1697 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1698 set_owner (head, op);
1536 set_spell_skill(op, caster, spell, head); 1699 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1700 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1701 head->attack_movement = PETMOVE;
1539 done_one = 1; 1702 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1704 head->stats.exp = 0;
1542 } 1705 }
1543 1706
1544 /* If a monster was effected, put an effect in */ 1707 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1708 if (done_one && spell->other_arch)
1709 {
1546 tmp = arch_to_object(spell->other_arch); 1710 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1711 tmp->x = nx;
1548 tmp->y = ny; 1712 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1713 insert_ob_in_map (tmp, m, op, 0);
1550 } 1714 }
1551 } /* for y */ 1715 } /* for y */
1552 1716
1553 return 1; 1717 return 1;
1554} 1718}
1555 1719
1556 1720
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1723 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1724 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1725 * note that duration is handled by process_object() in time.c
1562 */ 1726 */
1563 1727
1728void
1564void move_ball_spell(object *op) { 1729move_ball_spell (object *op)
1730{
1565 int i,j,dam_save,dir, mflags; 1731 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1732 sint16 nx, ny, hx, hy;
1567 object *owner; 1733 object *owner;
1568 mapstruct *m; 1734 maptile *m;
1569 1735
1570 owner = get_owner(op); 1736 owner = get_owner (op);
1571 1737
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1740 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1742 * deviations.
1577 */ 1743 */
1578 1744
1579 dir = 0; 1745 dir = 0;
1580 if(!(rndm(0, 3))) 1746 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1747 j = rndm (0, 1);
1582 else j=0; 1748 else
1749 j = 0;
1583 1750
1584 for(i = 1; i < 9; i++) { 1751 for (i = 1; i < 9; i++)
1752 {
1585 /* i bit 0: alters sign of offset 1753 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1754 * other bits (i / 2): absolute value of offset
1587 */ 1755 */
1588 1756
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1758 int tmpdir = absdir (op->direction + offset);
1591 1759
1592 nx = op->x + freearr_x[tmpdir]; 1760 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1761 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1763 {
1596 dir = tmpdir; 1764 dir = tmpdir;
1597 break; 1765 break;
1598 } 1766 }
1599 } 1767 }
1600 if (dir == 0) { 1768 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1769 {
1770 nx = op->x;
1771 ny = op->y;
1772 m = op->map;
1773 }
1605 1774
1606 remove_ob(op); 1775 op->remove ();
1607 op->y=ny; 1776 op->y = ny;
1608 op->x=nx; 1777 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1778 insert_ob_in_map (op, m, op, 0);
1610 1779
1611 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
1612 surrounding squares */ 1781 surrounding squares */
1613 1782
1614 /* loop over current square and neighbors to hit. 1783 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1784 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1785 * the surround spaces.
1617 */ 1786 */
1618 for(j=0;j<9;j++) { 1787 for (j = 0; j < 9; j++)
1788 {
1619 object *new_ob; 1789 object *new_ob;
1620 1790
1621 hx = nx+freearr_x[j]; 1791 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1792 hy = ny + freearr_y[j];
1623 1793
1624 m = op->map; 1794 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1796
1627 if (mflags & P_OUT_OF_MAP) continue; 1797 if (mflags & P_OUT_OF_MAP)
1798 continue;
1628 1799
1629 /* 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
1630 * of the map either. 1801 * of the map either.
1631 */ 1802 */
1632 1803
1633 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)))
1634 if(j) op->stats.dam = dam_save/2; 1805 {
1806 if (j)
1807 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1808 hit_map (op, j, op->attacktype, 1);
1636 1809
1637 } 1810 }
1638 1811
1639 /* insert the other arch */ 1812 /* insert the other arch */
1640 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 {
1641 new_ob = arch_to_object(op->other_arch); 1815 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1816 new_ob->x = hx;
1643 new_ob->y = hy; 1817 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1818 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1819 }
1646 } 1820 }
1647 1821
1648 /* restore to the center location and damage*/ 1822 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1823 op->stats.dam = dam_save;
1650 1824
1651 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));
1652 1826
1653 if(i>=0) { /* we have a preferred direction! */ 1827 if (i >= 0)
1828 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1829 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1834 }
1659 op->direction=i; 1835 op->direction = i;
1660 } 1836 }
1661} 1837}
1662 1838
1663 1839
1664/* move_swarm_spell: peterm 1840/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1846 */
1671 1847
1848void
1672void move_swarm_spell(object *op) 1849move_swarm_spell (object *op)
1673{ 1850{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1851#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1854 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1855 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1856 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1857#endif
1858 int basedir;
1859 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1915 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1917 * do some sanity checking anyways.
1748 */ 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))))
1749 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
1750 if (op->spell && op->spell->type == SPELL) 1939 if (op->spell && op->spell->type == SPELL)
1751 { 1940 {
1752 /* 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 */
1753 if (op->spell->subtype == SP_BULLET) 1942 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1943 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1944 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1946 }
1758} 1947}
1759 1948
1760 1949
1761 1950
1762 1951
1770 * dir: the direction everything will be fired in 1959 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1960 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1961 * n: the number to be fired.
1773 */ 1962 */
1774 1963
1964int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1965fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1966{
1777 object *tmp; 1967 object *tmp;
1778 int i; 1968 int i;
1779 1969
1780 if (!spell->other_arch) return 0; 1970 if (!spell->other_arch)
1971 return 0;
1781 1972
1782 tmp=get_archetype(SWARM_SPELL); 1973 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1974 tmp->x = op->x;
1784 tmp->y=op->y; 1975 tmp->y = op->y;
1785 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. */
1786 set_spell_skill(op, caster, spell, tmp); 1977 set_spell_skill (op, caster, spell, tmp);
1787 1978
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1980 tmp->spell = arch_to_object (spell->other_arch);
1790 1981
1791 tmp->attacktype = tmp->spell->attacktype; 1982 tmp->attacktype = tmp->spell->attacktype;
1792 1983
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1794 if ( ! tailor_god_spell (tmp, op)) 1986 if (!tailor_god_spell (tmp, op))
1795 return 1; 1987 return 1;
1796 } 1988 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1989 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1990 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1992
1801 tmp->direction=dir; 1993 tmp->direction = dir;
1802 tmp->invisible=1; 1994 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1995 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 1996 return 1;
1805} 1997}
1806 1998
1807 1999
1808/* See the spells documentation file for why this is its own 2000/* See the spells documentation file for why this is its own
1809 * function. 2001 * function.
1810 */ 2002 */
2003int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2004cast_light (object *op, object *caster, object *spell, int dir)
2005{
1812 object *target=NULL,*tmp=NULL; 2006 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2007 sint16 x, y;
1814 int dam, mflags; 2008 int dam, mflags;
1815 mapstruct *m; 2009 maptile *m;
1816 2010
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2012
1819 if(!dir) { 2013 if (!dir)
2014 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2016 return 0;
1822 } 2017 }
1823 2018
1824 x=op->x+freearr_x[dir]; 2019 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2020 y = op->y + freearr_y[dir];
1826 m = op->map; 2021 m = op->map;
1827 2022
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2023 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2024
1830 if (mflags & P_OUT_OF_MAP) { 2025 if (mflags & P_OUT_OF_MAP)
2026 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2028 return 0;
1833 } 2029 }
1834 2030
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2031 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 {
1836 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)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2034 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2036 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 2037 if (target->head)
2038 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2039 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2040 return 1; /* one success only! */
2041 }
1842 } 2042 }
1843 }
1844 2043
1845 /* no live target, perhaps a wall is in the way? */ 2044 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 2048 return 0;
1849 } 2049 }
1850 2050
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 2052 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2053 if (!tmp)
2054 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2056 return 0;
1856 } 2057 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2059 if (tmp->glow_radius)
2060 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 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;
1861 } 2064 }
1862 tmp->x=x; 2065 tmp->x = x;
1863 tmp->y=y; 2066 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2067 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2068 return 1;
1866} 2069}
1867 2070
1868 2071
1869 2072
1870 2073
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 2078 * perhaps this should actually be in disease.c?
1876 */ 2079 */
1877 2080
2081int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2082cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{
1879 sint16 x,y; 2084 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2085 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2086 object *walk;
1882 mapstruct *m; 2087 maptile *m;
1883 2088
1884 x = op->x; 2089 x = op->x;
1885 y = op->y; 2090 y = op->y;
1886 2091
1887 /* 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
1888 * direction the player is pointing. 2093 * direction the player is pointing.
1889 */ 2094 */
2095 if (!dir)
1890 if (!dir) dir=op->facing; 2096 dir = op->facing;
2097 if (!dir)
1891 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 */
1892 2099
1893 /* Calculate these once here */ 2100 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2101 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2102 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2103 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2104
1898 /* search in a line for a victim */ 2105 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2106 for (i = 1; i < range; i++)
2107 {
1900 x = op->x + i * freearr_x[dir]; 2108 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2109 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2110 m = op->map;
1903 2111
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2113
1906 if (mflags & P_OUT_OF_MAP) return 0; 2114 if (mflags & P_OUT_OF_MAP)
2115 return 0;
1907 2116
1908 /* don't go through walls - presume diseases are airborne */ 2117 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 2120
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2122 if (mflags & P_IS_ALIVE)
2123 {
1913 /* search this square for a victim */ 2124 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2128 object *disease = arch_to_object (spell->other_arch);
1917 2129
1918 set_owner(disease,op); 2130 set_owner (disease, op);
1919 set_spell_skill(op, caster, spell, disease); 2131 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2132 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2133 disease->level = caster_level (caster, spell);
1922 2134
1923 /* do level adjustments */ 2135 /* do level adjustments */
1924 if(disease->stats.wc) 2136 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2137 disease->stats.wc += dur_mod / 2;
1926 2138
1927 if(disease->magic> 0) 2139 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2140 disease->magic += dur_mod / 4;
1929 2141
1930 if(disease->stats.maxhp>0) 2142 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2143 disease->stats.maxhp += dur_mod;
1932 2144
1933 if(disease->stats.maxgrace>0) 2145 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2146 disease->stats.maxgrace += dur_mod;
1935 2147
1936 if(disease->stats.dam) { 2148 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2149 {
1938 disease->stats.dam += dam_mod; 2150 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2151 disease->stats.dam += dam_mod;
1940 } 2152 else
2153 disease->stats.dam -= dam_mod;
2154 }
1941 2155
1942 if(disease->last_sp) { 2156 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2157 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2158 disease->last_sp -= 2 * dam_mod;
1945 } 2159 if (disease->last_sp < 1)
2160 disease->last_sp = 1;
2161 }
1946 2162
1947 if(disease->stats.maxsp) { 2163 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2164 {
1949 disease->stats.maxsp += dam_mod; 2165 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2166 disease->stats.maxsp += dam_mod;
1951 } 2167 else
1952 2168 disease->stats.maxsp -= dam_mod;
2169 }
2170
1953 if(disease->stats.ac) 2171 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2172 disease->stats.ac += dam_mod;
1955 2173
1956 if(disease->last_eat) 2174 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2175 disease->last_eat -= dam_mod;
1958 2176
1959 if(disease->stats.hp) 2177 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2178 disease->stats.hp -= dam_mod;
1961 2179
1962 if(disease->stats.sp) 2180 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2181 disease->stats.sp -= dam_mod;
1964 2182
1965 if(infect_object(walk,disease,1)) { 2183 if (infect_object (walk, disease, 1))
2184 {
1966 object *flash; /* visual effect for inflicting disease */ 2185 object *flash; /* visual effect for inflicting disease */
1967 2186
1968 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);
1969 2188
1970 free_object(disease); /* don't need this one anymore */ 2189 disease->destroy (); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2190 flash = get_archetype (ARCH_DETECT_MAGIC);
1972 flash->x = x; 2191 flash->x = x;
1973 flash->y = y; 2192 flash->y = y;
1974 flash->map = walk->map; 2193 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0); 2194 insert_ob_in_map (flash, walk->map, op, 0);
1976 return 1; 2195 return 1;
1977 } 2196 }
1978 free_object(disease); 2197
1979 } 2198 disease->destroy ();
1980 } /* if living creature */ 2199 }
1981 } /* for range of spaces */ 2200 } /* if living creature */
2201 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2203 return 1;
1984} 2204}

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