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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx; 152 new_bolt->x = sx;
153 new_bolt->y=sy; 153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 159 update_turn_face (new_bolt);
160} 160}
161 161
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 162/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 163 * and checks for various things that may stop it.
164 */ 164 */
165 165
166void
166void move_bolt(object *op) { 167move_bolt (object *op)
168{
167 object *tmp; 169 object *tmp;
168 int mflags; 170 int mflags;
169 sint16 x, y; 171 sint16 x, y;
170 mapstruct *m; 172 maptile *m;
171 173
172 if(--(op->duration)<0) { 174 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 175 {
176 op->destroy ();
177 return;
178 }
179
177 hit_map(op,0,op->attacktype,1); 180 hit_map (op, 0, op->attacktype, 1);
178 181
179 if(!op->direction) 182 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 183 return;
240 } 184
185 if (--op->range < 0)
186 {
187 op->range = 0;
188 }
189 else
190 {
191 x = op->x + DIRX (op);
192 y = op->y + DIRY (op);
193 m = op->map;
194 mflags = get_map_flags (m, &m, x, y, &x, &y);
195
196 if (mflags & P_OUT_OF_MAP)
197 return;
198
199 /* We are about to run into something - we may bounce */
200 /* Calling reflwall is pretty costly, as it has to look at all the objects
201 * on the space. So only call reflwall if we think the data it returns
202 * will be useful.
203 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return;
209
210 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the
212 * opposite direction. However, if the bolt is travelling
213 * on the diagonal, it is trickier - eg, a bolt travelling
214 * northwest bounces different if it hits a north/south
215 * wall (bounces to northeast) vs an east/west (bounces
216 * to the southwest.
217 */
218 if (op->direction & 1)
219 op->direction = absdir (op->direction + 4);
220 else
221 {
222 int left, right;
223 int mflags;
224
225 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
226 * over a corner in a tiled map, it is possible that
227 * op->direction is within an adjacent map but either
228 * op->direction-1 or op->direction+1 does not exist.
229 */
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
231 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
232
233 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
236 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
237 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 if (left == right)
240 op->direction = absdir (op->direction + 4);
241 else if (left)
242 op->direction = absdir (op->direction + 2);
243 else if (right)
244 op->direction = absdir (op->direction - 2);
245 }
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return;
248 }
249 else
241 else { /* Create a copy of this object and put it ahead */ 250 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 251 tmp = op->clone ();
243 copy_object(op,tmp); 252
244 tmp->speed_left= -0.1; 253 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 256 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 257 tmp->duration++;
249 258
250 /* New forking code. Possibly create forks of this object 259 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 260 * going off in other directions.
252 */ 261 */
253 262
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 263 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 264 { /* stats.Dex % of forking */
256 } 265 forklightning (op, tmp);
266 }
257 /* In this way, the object left behind sticks on the space, but 267 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 268 * doesn't create any bolts that continue to move onward.
259 */ 269 */
260 op->range = 0; 270 op->range = 0;
261 } /* copy object and move it along */ 271 } /* copy object and move it along */
262 } /* if move bolt along */ 272 } /* if move bolt along */
263} 273}
264 274
265/* fire_bolt 275/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 276 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 277 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 278 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 279 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 280 * This function sets up the appropriate owner and skill
271 * pointers. 281 * pointers.
272 */ 282 */
273 283int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 284fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
285{
275 object *tmp=NULL; 286 object *tmp = NULL;
276 int mflags; 287 int mflags;
277 288
278 if (!spob->other_arch) 289 if (!spob->other_arch)
279 return 0; 290 return 0;
280 291
281 tmp=arch_to_object(spob->other_arch); 292 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 293 if (tmp == NULL)
283 return 0; 294 return 0;
284 295
285 /* peterm: level dependency for bolts */ 296 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 298 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 299 if (spob->slaying)
300 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 301 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 303 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 304 tmp->stats.Con = spob->stats.Con;
293 305
294 tmp->direction=dir; 306 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 307 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 308 SET_ANIMATION (tmp, dir);
297 309
298 set_owner(tmp,op); 310 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 311 set_spell_skill (op, caster, spob, tmp);
300 312
301 tmp->x=op->x + DIRX(tmp); 313 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 314 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 315 tmp->map = op->map;
304 316
317 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 319 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 320 {
321 tmp->destroy ();
322 return 0;
323 }
324
325 tmp->map = newmap;
326
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 330 {
331 tmp->destroy ();
313 return 0; 332 return 0;
314 } 333 }
315 tmp->x=op->x; 334
316 tmp->y=op->y; 335 tmp->x = op->x;
336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
340
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 342 move_bolt (tmp);
343
322 return 1; 344 return 1;
323} 345}
324 346
325 347
326 348
327/*************************************************************************** 349/***************************************************************************
332 354
333/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 357 * At least that is what I think this does.
336 */ 358 */
359void
337void explosion(object *op) { 360explosion (object *op)
361{
338 object *tmp; 362 object *tmp;
339 mapstruct *m=op->map; 363 maptile *m = op->map;
340 int i; 364 int i;
341 365
342 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 367 {
368 op->destroy ();
369 return;
370 }
371
347 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
348 373
349 if(op->range>0) { 374 if (op->range > 0)
350 for(i=1;i<9;i++) { 375 {
376 for (i = 1; i < 9; i++)
377 {
351 sint16 dx,dy; 378 sint16 dx, dy;
352 379
353 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 383 * out of map, etc.
357 */ 384 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 386 {
360 copy_object(op,tmp); 387 tmp = op->clone ();
361 tmp->state=0; 388 tmp->state = 0;
362 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
363 tmp->range--; 390 tmp->range--;
364 tmp->value=0; 391 tmp->value = 0;
365 tmp->x=dx; 392 tmp->x = dx;
366 tmp->y=dy; 393 tmp->y = dy;
367 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
368 } 395 }
369 } 396 }
370 } 397 }
371} 398}
372 399
373 400
374/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
376 * explode. 403 * explode.
377 */ 404 */
405void
378void explode_bullet(object *op) 406explode_bullet (object *op)
379{ 407{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 op->destroy ();
386 free_object (op); 414 return;
387 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 425 op->destroy ();
397 free_object (op);
398 return; 426 return;
399 } 427 }
400 remove_ob (op); 428
429 op->remove ();
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 op->destroy ();
407 free_object (op); 438 return;
408 return;
409 } 439 }
410 440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 445 {
413 remove_ob (op); 446 op->destroy ();
414 free_object (op); 447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
415 return; 454 return;
416 } 455 }
417 456
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
426 459
427 copy_owner (tmp, op); 460 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 462
431 owner = get_owner(op); 463 owner = op->owner;
464
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 466 {
467 op->destroy ();
468 return;
469 }
470
438 tmp->x = op->x; 471 tmp->x = op->x;
439 tmp->y = op->y; 472 tmp->y = op->y;
440 473
441 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
443 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 478 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 480 tmp->duration = op->duration;
447 } else { 481 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 490 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 491 * the count of the parent should work fine.
455 */ 492 */
456 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
457 } 494 }
458 495
459 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
462 499
463 /* Prevent recursion */ 500 /* Prevent recursion */
464 op->move_on = 0; 501 op->move_on = 0;
465 502
466 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 504 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
469 remove_ob (op); 506 {
470 free_object (op); 507 op->destroy ();
471 } 508 }
472} 509}
473 510
474 511
475 512
476/* checks to see what op should do, given the space it is on 513/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
478 */ 515 */
479 516
517void
480void check_bullet(object *op) 518check_bullet (object *op)
481{ 519{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 520 object *tmp;
484 int dam, mflags; 521 int dam, mflags;
485 mapstruct *m; 522 maptile *m;
486 sint16 sx, sy; 523 sint16 sx, sy;
487 524
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 526
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 528 return;
492 529
493 if (op->other_arch) { 530 if (op->other_arch)
531 {
494 /* explode object will also remove op */ 532 /* explode object will also remove op */
495 explode_bullet (op); 533 explode_bullet (op);
496 return; 534 return;
497 } 535 }
498 536
499 /* If nothing alive on this space, no reason to do anything further */ 537 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
501 540
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 542 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 544 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 547 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 549 {
512 free_object(op); 550 op->destroy ();
513 return; 551 return;
514 } 552 }
515 } 553 }
516 } 554 }
517 } 555 }
518} 556}
519
520 557
521/* Basically, we move 'op' one square, and if it hits something, 558/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 559 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 560 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 561 * fired arches (eg, bolts).
525 */ 562 */
526 563void
527void move_bullet(object *op) 564move_bullet (object *op)
528{ 565{
529 sint16 new_x, new_y; 566 sint16 new_x, new_y;
530 int mflags; 567 int mflags;
531 mapstruct *m; 568 maptile *m;
532 569
533#if 0 570#if 0
534 /* We need a better general purpose way to do this */ 571 /* We need a better general purpose way to do this */
535 572
536 /* peterm: added to make comet leave a trail of burnouts 573 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 574 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 575 if (op->stats.sp == SP_METEOR)
576 {
539 replace_insert_ob_in_map("fire_trail",op); 577 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 578 if (op->destroyed ())
541 return; 579 return;
542 } /* end addition. */ 580 } /* end addition. */
543#endif 581#endif
544 582
545 /* Reached the end of its life - remove it */ 583 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 584 if (--op->range <= 0)
585 {
547 if (op->other_arch) { 586 if (op->other_arch)
548 explode_bullet (op); 587 explode_bullet (op);
549 } else { 588 else
550 remove_ob (op); 589 op->destroy ();
551 free_object (op); 590
552 }
553 return; 591 return;
554 } 592 }
555 593
556 new_x = op->x + DIRX(op); 594 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 595 new_y = op->y + DIRY (op);
558 m = op->map; 596 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 598
561 if (mflags & P_OUT_OF_MAP) { 599 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 600 {
563 free_object (op); 601 op->destroy ();
564 return; 602 return;
565 } 603 }
566 604
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
606 {
568 if (op->other_arch) { 607 if (op->other_arch)
569 explode_bullet (op); 608 explode_bullet (op);
570 } else { 609 else
571 remove_ob (op); 610 op->destroy ();
572 free_object (op); 611
573 }
574 return; 612 return;
575 } 613 }
576 614
577 remove_ob (op); 615 op->remove ();
578 op->x = new_x; 616 op->x = new_x;
579 op->y = new_y; 617 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 619 return;
582 620
583 if (reflwall (op->map, op->x, op->y, op)) { 621 if (reflwall (op->map, op->x, op->y, op))
622 {
584 op->direction = absdir (op->direction + 4); 623 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 624 update_turn_face (op);
586 } else { 625 }
626 else
587 check_bullet (op); 627 check_bullet (op);
588 }
589} 628}
590 629
591 630
592 631
593 632
598 * spob->attacktype. 637 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 638 * This function sets up the appropriate owner and skill
600 * pointers. 639 * pointers.
601 */ 640 */
602 641
642int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 643fire_bullet (object *op, object *caster, int dir, object *spob)
644{
604 object *tmp=NULL; 645 object *tmp = NULL;
605 int mflags; 646 int mflags;
606 647
607 if (!spob->other_arch) 648 if (!spob->other_arch)
608 return 0; 649 return 0;
609 650
610 tmp=arch_to_object(spob->other_arch); 651 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 652 if (tmp == NULL)
612 return 0; 653 return 0;
613 654
614 /* peterm: level dependency for bolts */ 655 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 657 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 658 if (spob->slaying)
659 tmp->slaying = spob->slaying;
618 660
619 tmp->range = 50; 661 tmp->range = 50;
620 662
621 /* Need to store duration/range for the ball to use */ 663 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 664 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 665 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 666 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 667
626 tmp->direction=dir; 668 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 669 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 670 SET_ANIMATION (tmp, dir);
629 671
630 set_owner(tmp,op); 672 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 673 set_spell_skill (op, caster, spob, tmp);
632 674
633 tmp->x=op->x + freearr_x[dir]; 675 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 676 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 677 tmp->map = op->map;
636 678
679 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 681 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 682 {
683 tmp->destroy ();
684 return 0;
685 }
686
687 tmp->map = newmap;
688
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 692 {
693 tmp->destroy ();
645 return 0; 694 return 0;
646 } 695 }
647 tmp->x=op->x; 696
648 tmp->y=op->y; 697 tmp->x = op->x;
698 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 699 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 700 tmp->map = op->map;
651 } 701 }
702
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
653 check_bullet (tmp); 704 check_bullet (tmp);
654 } 705
655 return 1; 706 return 1;
656} 707}
657 708
658 709
659 710
660 711
664 * 715 *
665 *****************************************************************************/ 716 *****************************************************************************/
666 717
667 718
668/* drops an object based on what is in the cone's "other_arch" */ 719/* drops an object based on what is in the cone's "other_arch" */
720void
669void cone_drop(object *op) { 721cone_drop (object *op)
722{
670 object *new_ob = arch_to_object(op->other_arch); 723 object *new_ob = arch_to_object (op->other_arch);
671 724
672 new_ob->x = op->x; 725 new_ob->x = op->x;
673 new_ob->y = op->y; 726 new_ob->y = op->y;
674 new_ob->level = op->level; 727 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 728 new_ob->set_owner (op->owner);
676 729
677 /* preserve skill ownership */ 730 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 731 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 732 {
733 new_ob->skill = op->skill;
734 }
682 insert_ob_in_map(new_ob,op->map,op,0); 735 insert_ob_in_map (new_ob, op->map, op, 0);
683 736
684} 737}
685 738
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 739/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 740
741void
688void move_cone(object *op) { 742move_cone (object *op)
743{
689 int i; 744 int i;
690 tag_t tag;
691 745
692 /* if no map then hit_map will crash so just ignore object */ 746 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 747 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 748 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0);
751 return;
752 }
700 753
701 /* lava saves it's life, but not yours :) */ 754 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 755 if (QUERY_FLAG (op, FLAG_LIFESAVE))
756 {
703 hit_map(op,0,op->attacktype,0); 757 hit_map (op, 0, op->attacktype, 0);
704 return; 758 return;
705 } 759 }
706 760
707#if 0 761#if 0
708 /* Disable this - enabling it makes monsters easier, as 762 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 763 * when their cone dies when they die.
710 */ 764 */
711 /* If no owner left, the spell dies out. */ 765 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 766 if (op->owner == NULL)
713 remove_ob(op); 767 {
714 free_object(op); 768 op->destroy ();
715 return; 769 return;
716 } 770 }
717#endif 771#endif
718 772
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 773 hit_map (op, 0, op->attacktype, 0);
721 774
722 /* Check to see if we should push anything. 775 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 776 * Spell objects with weight push whatever they encounter to some
724 * degree. 777 * degree.
725 */ 778 */
779 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 780 check_spell_knockback (op);
727 781
728 if (was_destroyed (op, tag)) 782 if (op->destroyed ())
783 return;
784
785 if ((op->duration--) < 0)
786 {
787 op->destroy ();
729 return; 788 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 789 }
736 /* Object has hit maximum range, so don't have it move 790 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 791 * any further. When the duration above expires,
738 * then the object will get removed. 792 * then the object will get removed.
739 */ 793 */
740 if (--op->range < 0) { 794 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 795 {
796 op->range = 0; /* just so it doesn't wrap */
797 return;
798 }
744 799
745 for(i= -1;i<2;i++) { 800 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 801 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 803
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 804 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 805 {
751 copy_object(op, tmp); 806 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 807
808 tmp->x = x;
809 tmp->y = y;
810
755 tmp->duration = op->duration + 1; 811 tmp->duration = op->duration + 1;
756 812
757 /* Use for spell tracking - see ok_to_put_more() */ 813 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 814 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 815 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 816 if (tmp->other_arch)
761 } 817 cone_drop (tmp);
818 }
762 } 819 }
763} 820}
764 821
765/* cast_cone: casts a cone spell. 822/* cast_cone: casts a cone spell.
766 * op: person firing the object. 823 * op: person firing the object.
768 * dir: direction to fire in. 825 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 826 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 827 * to fire.
771 * returns 0 on failure, 1 on success. 828 * returns 0 on failure, 1 on success.
772 */ 829 */
830int
773int cast_cone(object *op, object *caster,int dir, object *spell) 831cast_cone (object *op, object *caster, int dir, object *spell)
774{ 832{
775 object *tmp; 833 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 834 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 835 maptile *m;
778 sint16 sx, sy; 836 sint16 sx, sy;
779 MoveType movetype; 837 MoveType movetype;
780 838
781 if (!spell->other_arch) return 0; 839 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 840 return 0;
841
842 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
845 return 0;
846 }
789 847
790 if(!dir) { 848 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 849 {
850 range_min = 0;
851 range_max = 8;
852 }
794 853
795 /* Need to know what the movetype of the object we are about 854 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 855 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 856 * insert it into is blocked.
798 */ 857 */
799 movetype = spell->other_arch->clone.move_type; 858 movetype = spell->other_arch->clone.move_type;
800 859
801 for(i=range_min;i<=range_max;i++) { 860 for (i = range_min; i <= range_max; i++)
861 {
802 sint16 x,y, d; 862 sint16 x, y, d;
803 863
804 /* We can't use absdir here, because it never returns 864 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 865 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 866 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 867 * to hit that person.
808 */ 868 */
809 d = dir + i; 869 d = dir + i;
810 while (d < 0) d+=8; 870 while (d < 0)
811 while (d > 8) d-=8; 871 d += 8;
872 while (d > 8)
873 d -= 8;
812 874
813 /* If it's not a rune, we don't want to blast the caster. 875 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 876 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 877 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 878 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 879 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 880 * for the rune code.
819 */ 881 */
820 if (caster->type != RUNE && d==0) { 882 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 883 {
822 else continue; 884 if (dir != 0)
823 } 885 d = 8;
886 else
887 continue;
888 }
824 889
825 x = op->x+freearr_x[d]; 890 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 891 y = op->y + freearr_y[d];
827 892
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 893 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 894 continue;
830 895
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 896 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 897 continue;
833 898
834 success=1; 899 success = 1;
835 tmp=arch_to_object(spell->other_arch); 900 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 901 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 902 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 903 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 904 tmp->x = sx;
840 tmp->y = sy; 905 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 906 tmp->attacktype = spell->attacktype;
842 907
843 /* holy word stuff */ 908 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 910 if (!tailor_god_spell (tmp, op))
846 } 911 return 0;
847 912
848 if(dir) 913 if (dir)
849 tmp->stats.sp=dir; 914 tmp->stats.sp = dir;
850 else 915 else
851 tmp->stats.sp=i; 916 tmp->stats.sp = i;
852 917
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 918 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 919
855 /* If casting it in all directions, it doesn't go as far */ 920 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 921 if (dir == 0)
922 {
857 tmp->range /= 4; 923 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 924 if (tmp->range < 2 && spell->range >= 2)
859 } 925 tmp->range = 2;
926 }
927
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 928 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 929 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 930
863 /* Special bonus for fear attacks */ 931 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 932 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 933 {
866 else 934 if (caster->type == PLAYER)
935 tmp->duration += fear_bonus[caster->stats.Cha];
936 else
867 tmp->duration += caster->level/3; 937 tmp->duration += caster->level / 3;
868 } 938 }
939
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 940 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 941 {
871 else 942 if (caster->type == PLAYER)
943 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
944 else
872 tmp->duration += caster->level/3; 945 tmp->duration += caster->level / 3;
873 } 946 }
874 947
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 948 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 950
880 if (!tmp->move_on && tmp->stats.dam) { 951 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 952 {
882 "cast_cone(): arch %s doesn't have move_on set\n", 953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
883 spell->other_arch->name); 954 }
884 } 955
885 insert_ob_in_map(tmp,m,op,0); 956 insert_ob_in_map (tmp, m, op, 0);
886 957
887 /* This is used for tracking spells so that one effect doesn't hit 958 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 959 * a single space too many times.
889 */ 960 */
890 tmp->stats.maxhp = tmp->count; 961 tmp->stats.maxhp = tmp->count;
891 962
892 if(tmp->other_arch) cone_drop(tmp); 963 if (tmp->other_arch)
964 cone_drop (tmp);
893 } 965 }
966
894 return success; 967 return success;
895} 968}
896 969
897/**************************************************************************** 970/****************************************************************************
898 * 971 *
899 * BOMB related code 972 * BOMB related code
902 975
903 976
904/* This handles an exploding bomb. 977/* This handles an exploding bomb.
905 * op is the original bomb object. 978 * op is the original bomb object.
906 */ 979 */
980void
907void animate_bomb(object *op) { 981animate_bomb (object *op)
982{
908 int i; 983 int i;
909 object *env, *tmp; 984 object *env, *tmp;
910 archetype *at; 985 archetype *at;
911 986
912 if(op->state!=NUM_ANIMATIONS(op)-1) 987 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 988 return;
914 989
915 env = object_get_env_recursive(op); 990 env = object_get_env_recursive (op);
916 991
917 if (op->env) { 992 if (op->env)
993 {
918 if (env->map == NULL) 994 if (env->map == NULL)
919 return; 995 return;
920 996
921 if (env->type == PLAYER) 997 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 998 esrv_del_item (env->contr, op->count);
923 999
924 remove_ob(op); 1000 op->remove ();
925 op->x = env->x; 1001 op->x = env->x;
926 op->y = env->y; 1002 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return;
1005 }
1006
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1011 {
1012 op->destroy ();
928 return; 1013 return;
929 } 1014 }
930 1015
931 /* This copies a lot of the code from the fire bullet, 1016 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1017 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1018 * so just set up the appropriate values.
934 */ 1019 */
935 at = find_archetype(SPLINT); 1020 at = archetype::find (SPLINT);
936 if (at) { 1021 if (at)
937 for(i=1;i<9;i++) { 1022 {
1023 for (i = 1; i < 9; i++)
1024 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 1026 continue;
940 tmp = arch_to_object(at); 1027 tmp = arch_to_object (at);
941 tmp->direction = i; 1028 tmp->direction = i;
942 tmp->range = op->range; 1029 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1030 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1031 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1032 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1033 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 1034 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1035 {
949 tmp->skill = add_refcount(op->skill); 1036 tmp->skill = op->skill;
950 } 1037 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1039 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1040 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1041 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1042 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1043 move_bullet (tmp);
957 } 1044 }
958 } 1045 }
959 1046
960 explode_bullet(op); 1047 explode_bullet (op);
961} 1048}
962 1049
1050int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1051create_bomb (object *op, object *caster, int dir, object *spell)
1052{
964 1053
965 object *tmp; 1054 object *tmp;
966 int mflags; 1055 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1057 maptile *m;
969 1058
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1063 return 0;
974 } 1064 }
975 tmp=arch_to_object(spell->other_arch); 1065 tmp = arch_to_object (spell->other_arch);
976 1066
977 /* level dependencies for bomb */ 1067 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1071 tmp->attacktype = spell->attacktype;
982 1072
983 set_owner(tmp,op); 1073 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1074 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1075 tmp->x = dx;
986 tmp->y=dy; 1076 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1077 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1078 return 1;
989} 1079}
990 1080
991/**************************************************************************** 1081/****************************************************************************
992 * 1082 *
993 * smite related spell code. 1083 * smite related spell code.
1001 * dir is the direction to look in. 1091 * dir is the direction to look in.
1002 * range is how far out to look. 1092 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1094 * this info is used for blocked magic/unholy spaces.
1005 */ 1095 */
1006 1096
1097object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1098get_pointed_target (object *op, int dir, int range, int type)
1099{
1008 object *target; 1100 object *target;
1009 sint16 x,y; 1101 sint16 x, y;
1010 int dist, mflags; 1102 int dist, mflags;
1011 mapstruct *mp; 1103 maptile *mp;
1012 1104
1013 if (dir==0) return NULL; 1105 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1106 return NULL;
1107
1108 for (dist = 1; dist < range; dist++)
1109 {
1110 x = op->x + freearr_x[dir] * dist;
1111 y = op->y + freearr_y[dir] * dist;
1112 mp = op->map;
1113 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1114
1115 if (mflags & P_OUT_OF_MAP)
1116 return NULL;
1117 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1118 return NULL;
1119 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1120 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL;
1123
1124 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 {
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target;
1131 }
1132 }
1133 }
1134 }
1135 return NULL;
1035} 1136}
1036 1137
1037 1138
1038/* cast_smite_arch() - the priest points to a creature and causes 1139/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1140 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1143 * caster = object casting the spell.
1043 * dir = direction being cast 1144 * dir = direction being cast
1044 * spell = spell object 1145 * spell = spell object
1045 */ 1146 */
1046 1147
1148int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1149cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{
1048 object *effect, *target; 1151 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1152 object *god = find_god (determine_god (op));
1050 int range; 1153 int range;
1051 1154
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1155 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1156 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1157
1055 /* Bunch of conditions for casting this spell. Note that only 1158 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1159 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1160 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1161 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1162 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1163 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1164 * can't be friendly to your god.
1062 */ 1165 */
1063 1166
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1168 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1169 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1170 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1172 return 0;
1070 } 1173 }
1071 1174
1072 if (spell->other_arch) 1175 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1176 effect = arch_to_object (spell->other_arch);
1074 else 1177 else
1075 return 0; 1178 return 0;
1076 1179
1077 /* tailor the effect by priest level and worshipped God */ 1180 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1181 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1182 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 {
1081 if(tailor_god_spell(effect,op)) 1185 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1187 else
1188 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1190 return 0;
1087 } 1191 }
1088 } 1192 }
1089 1193
1090 /* size of the area of destruction */ 1194 /* size of the area of destruction */
1091 effect->range=spell->range + 1195 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1196 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1197
1096 if (effect->attacktype & AT_DEATH) { 1198 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1199 {
1098 SP_level_dam_adjust(caster,spell); 1200 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1201
1100 /* casting death spells at undead isn't a good thing */ 1202 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1203 if (QUERY_FLAG (target, FLAG_UNDEAD))
1204 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1205 if (random_roll (0, 2, op, PREFER_LOW))
1206 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1208 effect->x = op->x;
1105 effect->y=op->y; 1209 effect->y = op->y;
1106 } else { 1210 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1211 else
1108 query_name(target)); 1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1214 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1215 effect->destroy ();
1111 return 0; 1216 return 0;
1217 }
1218 }
1112 } 1219 }
1113 } 1220 else
1114 } else { 1221 {
1115 /* how much woe to inflict :) */ 1222 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1223 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1224 }
1119 1225
1120 set_owner(effect,op); 1226 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1227 set_spell_skill (op, caster, spell, effect);
1122 1228
1123 /* ok, tell it where to be, and insert! */ 1229 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1230 effect->x = target->x;
1125 effect->y=target->y; 1231 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1232 insert_ob_in_map (effect, target->map, op, 0);
1127 1233
1128 return 1; 1234 return 1;
1129} 1235}
1130 1236
1131 1237
1132/**************************************************************************** 1238/****************************************************************************
1133 * 1239 *
1135 * note that the fire_bullet is used to fire the missile. The 1241 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1242 * code here is just to move the missile.
1137 ****************************************************************************/ 1243 ****************************************************************************/
1138 1244
1139/* op is a missile that needs to be moved */ 1245/* op is a missile that needs to be moved */
1246void
1140void move_missile(object *op) { 1247move_missile (object *op)
1248{
1141 int i, mflags; 1249 int i, mflags;
1142 object *owner; 1250 object *owner;
1143 sint16 new_x, new_y; 1251 sint16 new_x, new_y;
1144 mapstruct *m; 1252 maptile *m;
1145 1253
1146 if (op->range-- <=0) { 1254 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1255 {
1256 op->destroy ();
1257 return;
1258 }
1151 1259
1152 owner = get_owner(op); 1260 owner = op->owner;
1153#if 0 1261#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1262 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1263 * monster that are then killed would continue to survive
1156 */ 1264 */
1157 if (owner == NULL) { 1265 if (owner == NULL)
1158 remove_ob(op); 1266 {
1159 free_object(op); 1267 op->destroy ();
1160 return; 1268 return;
1161 } 1269 }
1162#endif 1270#endif
1163 1271
1164 new_x = op->x + DIRX(op); 1272 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1273 new_y = op->y + DIRY (op);
1166 1274
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1276
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1278 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1279 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1280 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1281 * we need to remove it if someone hasn't already done so.
1175 */ 1282 */
1176 if ( ! was_destroyed (op, tag)) { 1283 if (!op->destroyed ())
1177 remove_ob (op); 1284 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1285
1183 remove_ob(op); 1286 return;
1287 }
1288
1289 op->remove ();
1290
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1292 {
1293 op->destroy ();
1294 return;
1295 }
1296
1188 op->x = new_x; 1297 op->x = new_x;
1189 op->y = new_y; 1298 op->y = new_y;
1190 op->map = m; 1299 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1300 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1192 if(i > 0 && i != op->direction){ 1301 if (i > 0 && i != op->direction)
1302 {
1193 op->direction=i; 1303 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1304 SET_ANIMATION (op, op->direction);
1195 } 1305 }
1306
1196 insert_ob_in_map(op,op->map,op,0); 1307 insert_ob_in_map (op, op->map, op, 0);
1197} 1308}
1198 1309
1199/**************************************************************************** 1310/****************************************************************************
1200 * Destruction 1311 * Destruction
1201 ****************************************************************************/ 1312 ****************************************************************************/
1313
1202/* make_object_glow() - currently only makes living objects glow. 1314/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1315 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1316 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1317 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1318 * give them the capability to have an inventory. b.t.
1207 */ 1319 */
1208 1320
1321int
1209int make_object_glow(object *op, int radius, int time) { 1322make_object_glow (object *op, int radius, int time)
1323{
1210 object *tmp; 1324 object *tmp;
1211 1325
1212 /* some things are unaffected... */ 1326 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1327 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1328 return 0;
1215 1329
1216 tmp=get_archetype(FORCE_NAME); 1330 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1331 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1332 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1333 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1334 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1336 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1337
1224 tmp->x=op->x; 1338 tmp->x = op->x;
1225 tmp->y=op->y; 1339 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1342 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1343 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1344 op->glow_radius = tmp->glow_radius;
1230 1345
1231 if(!tmp->env||op!=tmp->env) { 1346 if (!tmp->env || op != tmp->env)
1347 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1349 return 0;
1234 return 0;
1235 } 1350 }
1236 return 1; 1351 return 1;
1237} 1352}
1238 1353
1239 1354
1240
1241 1355
1356
1357int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1358cast_destruction (object *op, object *caster, object *spell_ob)
1359{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1360 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1361 sint16 sx, sy;
1245 mapstruct *m; 1362 maptile *m;
1246 object *tmp; 1363 object *tmp;
1247 const char *skill; 1364 const char *skill;
1248 1365
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1370 friendly = 1;
1253 1371
1254 /* destruction doesn't use another spell object, so we need 1372 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1373 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1374 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1375 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1376 * the full share string/free_string route.
1259 */ 1377 */
1260 skill = op->skill; 1378 skill = op->skill;
1379 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1380 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1381 else if (caster->skill)
1382 op->skill = caster->skill;
1383 else
1263 else op->skill = NULL; 1384 op->skill = NULL;
1264 1385
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1386 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1387
1267 for(i= -range; i<range; i++) { 1388 for (i = -range; i < range; i++)
1389 {
1268 for(j=-range; j<range ; j++) { 1390 for (j = -range; j < range; j++)
1391 {
1269 m = op->map; 1392 m = op->map;
1270 sx = op->x + i; 1393 sx = op->x + i;
1271 sy = op->y + j; 1394 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1274 if (mflags & P_IS_ALIVE) { 1398 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1399 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1403 break;
1278 if (tmp) { 1404 }
1279 if (tmp->head) tmp=tmp->head; 1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head;
1280 1409
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1412 {
1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1416 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1417 {
1287 tmp->x = sx; 1418 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1419 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1420 tmp->y = sy;
1290 } 1421 insert_ob_in_map (tmp, m, op, 0);
1291 } 1422 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1423 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1425 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1428 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1429
1297 effect->y = sy; 1430 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1431 effect->y = sy;
1299 } 1432 insert_ob_in_map (effect, m, op, 0);
1300 } 1433 }
1301 } 1434 }
1302 } 1435 }
1436 }
1437 }
1438 }
1303 } 1439 }
1304 }
1305 }
1306 op->skill = skill; 1440 op->skill = skill;
1307 return 1; 1441 return 1;
1308} 1442}
1309 1443
1310/*************************************************************************** 1444/***************************************************************************
1311 * 1445 *
1312 * CURSE 1446 * CURSE
1313 * 1447 *
1314 ***************************************************************************/ 1448 ***************************************************************************/
1315 1449
1450int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1451cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{
1317 object *god = find_god(determine_god(op)); 1453 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1454 object *tmp, *force;
1319 1455
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1456 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1457 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1458 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0;
1461 }
1327 1462
1328 /* If we've already got a force of this type, don't add a new one. */ 1463 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1464 for (force = tmp->inv; force != NULL; force = force->below)
1465 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 {
1331 if (force->name == spell_ob->name) { 1468 if (force->name == spell_ob->name)
1332 break; 1469 {
1333 } 1470 break;
1471 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1472 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1336 "You can not cast %s while %s is in effect", 1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1475 return 0;
1338 return 0; 1476 }
1477 }
1339 } 1478 }
1340 }
1341 }
1342 1479
1343 if(force==NULL) { 1480 if (force == NULL)
1481 {
1344 force=get_archetype(FORCE_NAME); 1482 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1483 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1484 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1485 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1486 else
1487 force->name = spell_ob->name;
1488
1489 force->name_pl = spell_ob->name;
1490
1491 }
1492 else
1493 {
1355 int duration; 1494 int duration;
1356 1495
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1496 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1497 if (duration > force->duration)
1498 {
1359 force->duration = duration; 1499 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1501 }
1502 else
1503 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1505 }
1364 return 1; 1506 return 1;
1365 } 1507 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1509 force->speed = 1.0;
1368 force->speed_left = -1.0; 1510 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1511 SET_FLAG (force, FLAG_APPLIED);
1370 1512
1371 if(god) { 1513 if (god)
1514 {
1372 if (spell_ob->last_grace) 1515 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1516 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1518 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1519 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1520 }
1378 } else 1521 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1522 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1523
1381 1524
1382 if(tmp!=op && op->type==PLAYER) 1525 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1526 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1527
1385 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1387 1530
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1533 tmp->update_stats ();
1391 return 1; 1534 return 1;
1392 1535
1393} 1536}
1394 1537
1395 1538
1396/********************************************************************** 1539/**********************************************************************
1400 ***********************************************************************/ 1543 ***********************************************************************/
1401 1544
1402/* This covers the various spells that change the moods of monsters - 1545/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1546 * makes them angry, peacful, friendly, etc.
1404 */ 1547 */
1548int
1405int mood_change(object *op, object *caster, object *spell) { 1549mood_change (object *op, object *caster, object *spell)
1550{
1406 object *tmp, *god, *head; 1551 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1552 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1553 sint16 x, y, nx, ny;
1409 mapstruct *m; 1554 maptile *m;
1410 const char *race; 1555 const char *race;
1411 1556
1412 /* We precompute some values here so that we don't have to keep 1557 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1558 * doing it over and over again.
1414 */ 1559 */
1415 god=find_god(determine_god(op)); 1560 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1561 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1562 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1563
1419 /* On the bright side, no monster should ever have a race of GOD_... 1564 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1565 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1566 * won't ever match anything.
1422 */ 1567 */
1423 if (!spell->race) race=NULL; 1568 if (!spell->race)
1569 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1570 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1571 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1572 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race;
1574 else
1426 else race = spell->race; 1575 race = spell->race;
1427
1428 1576
1577
1429 for (x = op->x - range; x <= op->x + range; x++) 1578 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1579 for (y = op->y - range; y <= op->y + range; y++)
1580 {
1431 1581
1432 done_one=0; 1582 done_one = 0;
1433 m = op->map; 1583 m = op->map;
1434 nx = x; 1584 nx = x;
1435 ny = y; 1585 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1438 1589
1439 /* If there is nothing living on this space, no need to go further */ 1590 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1591 if (!(mflags & P_IS_ALIVE))
1592 continue;
1441 1593
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1595 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break;
1444 1597
1445 /* There can be living objects that are not monsters */ 1598 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1599 if (!tmp || tmp->type == PLAYER)
1600 continue;
1447 1601
1448 /* Only the head has meaningful data, so resolve to that */ 1602 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1603 if (tmp->head)
1450 else head=tmp; 1604 head = tmp->head;
1605 else
1606 head = tmp;
1451 1607
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1609 if (race && head->race && !strstr (race, head->race))
1610 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue;
1455 1613
1456 /* Now do a bunch of stuff related to saving throws */ 1614 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1615 best_at = -1;
1458 if (spell->attacktype) { 1616 if (spell->attacktype)
1617 {
1459 for (at=0; at < NROFATTACKS; at++) 1618 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1619 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1620 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at;
1462 1622
1463 if (best_at == -1) at=0; 1623 if (best_at == -1)
1624 at = 0;
1464 else { 1625 else
1626 {
1465 if (head->resist[best_at] == 100) continue; 1627 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1628 continue;
1467 } 1629 else
1630 at = head->resist[best_at] / 5;
1631 }
1468 at -= level / 5; 1632 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1633 if (did_make_save (head, head->level, at))
1470 } 1634 continue;
1635 }
1471 else /* spell->attacktype */ 1636 else /* spell->attacktype */
1472 /* 1637 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1639 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1641
1477 The chance will then be in the range [20-70] percent, not too bad. 1642 The chance will then be in the range [20-70] percent, not too bad.
1478 1643
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1645 charm a level 125 monster...
1481 1646
1482 Ryo, august 14th 1647 Ryo, august 14th
1483 */ 1648 */
1484 { 1649 {
1485 if ( head->level > level ) continue; 1650 if (head->level > level)
1651 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1653 /* Failed, no effect */
1488 continue; 1654 continue;
1489 } 1655 }
1490 1656
1491 /* Done with saving throw. Now start effecting the monster */ 1657 /* Done with saving throw. Now start effecting the monster */
1492 1658
1493 /* aggravation */ 1659 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1660 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1662 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1664 remove_friendly_object (head);
1498 1665
1499 done_one = 1; 1666 done_one = 1;
1500 head->enemy = op; 1667 head->enemy = op;
1501 } 1668 }
1502 1669
1503 /* calm monsters */ 1670 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1673 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1674 head->enemy = NULL;
1507 done_one = 1; 1675 done_one = 1;
1508 } 1676 }
1509 1677
1510 /* berserk monsters */ 1678 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 {
1512 SET_FLAG(head, FLAG_BERSERK); 1681 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1682 done_one = 1;
1514 } 1683 }
1515 /* charm */ 1684 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1687 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1688 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1689 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1691 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1692 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1693 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1694 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1695 head->attack_movement = PETMOVE;
1526 done_one = 1; 1696 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1698 head->stats.exp = 0;
1529 } 1699 }
1530 1700
1531 /* If a monster was effected, put an effect in */ 1701 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1702 if (done_one && spell->other_arch)
1703 {
1533 tmp = arch_to_object(spell->other_arch); 1704 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1705 tmp->x = nx;
1535 tmp->y = ny; 1706 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1707 insert_ob_in_map (tmp, m, op, 0);
1537 } 1708 }
1538 } /* for y */ 1709 } /* for y */
1539 1710
1540 return 1; 1711 return 1;
1541} 1712}
1542 1713
1543 1714
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1715/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1716 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1717 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1718 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1719 * note that duration is handled by process_object() in time.c
1549 */ 1720 */
1550 1721
1722void
1551void move_ball_spell(object *op) { 1723move_ball_spell (object *op)
1724{
1552 int i,j,dam_save,dir, mflags; 1725 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1726 sint16 nx, ny, hx, hy;
1554 object *owner; 1727 object *owner;
1555 mapstruct *m; 1728 maptile *m;
1556 1729
1557 owner = get_owner(op); 1730 owner = op->owner;
1558 1731
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1732 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1733 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1734 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1735 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1736 * deviations.
1564 */ 1737 */
1565 1738
1566 dir = 0; 1739 dir = 0;
1567 if(!(rndm(0, 3))) 1740 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1741 j = rndm (0, 1);
1569 else j=0; 1742 else
1743 j = 0;
1570 1744
1571 for(i = 1; i < 9; i++) { 1745 for (i = 1; i < 9; i++)
1746 {
1572 /* i bit 0: alters sign of offset 1747 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1748 * other bits (i / 2): absolute value of offset
1574 */ 1749 */
1575 1750
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1752 int tmpdir = absdir (op->direction + offset);
1578 1753
1579 nx = op->x + freearr_x[tmpdir]; 1754 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1755 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1756 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1757 {
1583 dir = tmpdir; 1758 dir = tmpdir;
1584 break; 1759 break;
1585 } 1760 }
1586 } 1761 }
1587 if (dir == 0) { 1762 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1763 {
1764 nx = op->x;
1765 ny = op->y;
1766 m = op->map;
1767 }
1592 1768
1593 remove_ob(op); 1769 op->remove ();
1594 op->y=ny; 1770 op->y = ny;
1595 op->x=nx; 1771 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1772 insert_ob_in_map (op, m, op, 0);
1597 1773
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1775 surrounding squares */
1600 1776
1601 /* loop over current square and neighbors to hit. 1777 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1778 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1779 * the surround spaces.
1604 */ 1780 */
1605 for(j=0;j<9;j++) { 1781 for (j = 0; j < 9; j++)
1782 {
1606 object *new_ob; 1783 object *new_ob;
1607 1784
1608 hx = nx+freearr_x[j]; 1785 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1786 hy = ny + freearr_y[j];
1610 1787
1611 m = op->map; 1788 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1790
1614 if (mflags & P_OUT_OF_MAP) continue; 1791 if (mflags & P_OUT_OF_MAP)
1792 continue;
1615 1793
1616 /* first, don't ever, ever hit the owner. Don't hit out 1794 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1795 * of the map either.
1618 */ 1796 */
1619 1797
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1799 {
1800 if (j)
1801 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1802 hit_map (op, j, op->attacktype, 1);
1623 1803
1624 } 1804 }
1625 1805
1626 /* insert the other arch */ 1806 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 {
1628 new_ob = arch_to_object(op->other_arch); 1809 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1810 new_ob->x = hx;
1630 new_ob->y = hy; 1811 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1812 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1813 }
1633 } 1814 }
1634 1815
1635 /* restore to the center location and damage*/ 1816 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1817 op->stats.dam = dam_save;
1637 1818
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1819 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1820
1640 if(i>=0) { /* we have a preferred direction! */ 1821 if (i >= 0)
1822 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1823 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1828 }
1646 op->direction=i; 1829 op->direction = i;
1647 } 1830 }
1648} 1831}
1649 1832
1650 1833
1651/* move_swarm_spell: peterm 1834/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1837 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1838 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1839 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1840 */
1658 1841
1842void
1659void move_swarm_spell(object *op) 1843move_swarm_spell (object *op)
1660{ 1844{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1845#if 0
1683 // this is bogus: it causes wrong places to be checked below 1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1848 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1849 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1850 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1851#endif
1852 int basedir;
1853 object *owner;
1730 1854
1855 owner = op->owner;
1856 if (op->duration == 0 || owner == NULL)
1857 {
1858 op->destroy ();
1859 return;
1860 }
1861
1862 op->duration--;
1863
1864 basedir = op->direction;
1865 if (basedir == 0)
1866 {
1867 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8);
1869 }
1870
1871#if 0
1872 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space.
1876 // should be fixed later, but correctness before featurs...
1877 // (schmorp)
1878
1879 /* new offset calculation to make swarm element distribution
1880 * more uniform
1881 */
1882 if (op->duration)
1883 {
1884 if (basedir & 1)
1885 {
1886 adjustdir = cardinal_adjust[rndm (0, 8)];
1887 }
1888 else
1889 {
1890 adjustdir = diagonal_adjust[rndm (0, 9)];
1891 }
1892 }
1893 else
1894 {
1895 adjustdir = 0; /* fire the last one from forward. */
1896 }
1897
1898 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1899 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1900
1901 /* back up one space so we can hit point-blank targets, but this
1902 * necessitates extra out_of_map check below
1903 */
1904 origin_x = target_x - freearr_x[basedir];
1905 origin_y = target_y - freearr_y[basedir];
1906
1907
1731 /* spell pointer is set up for the spell this casts. Since this 1908 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1909 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1910 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1911 * do some sanity checking anyways.
1735 */ 1912 */
1913
1914 if (op->spell && op->spell->type == SPELL &&
1915 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1916 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1917 {
1918
1919 /* Bullet spells have a bunch more customization that needs to be done */
1920 if (op->spell->subtype == SP_BULLET)
1921 fire_bullet (owner, op, basedir, op->spell);
1922 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1923 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1924 }
1925#endif
1926
1927 /* spell pointer is set up for the spell this casts. Since this
1928 * should just be a pointer to the spell in some inventory,
1929 * it is unlikely to disappear by the time we need it. However,
1930 * do some sanity checking anyways.
1931 */
1932
1737 if (op->spell && op->spell->type == SPELL) 1933 if (op->spell && op->spell->type == SPELL)
1738 { 1934 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1935 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1936 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1937 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1938 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1940 }
1745} 1941}
1746 1942
1747 1943
1748 1944
1749 1945
1757 * dir: the direction everything will be fired in 1953 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1954 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1955 * n: the number to be fired.
1760 */ 1956 */
1761 1957
1958int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1959fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1960{
1764 object *tmp; 1961 object *tmp;
1765 int i; 1962 int i;
1766 1963
1767 if (!spell->other_arch) return 0; 1964 if (!spell->other_arch)
1965 return 0;
1768 1966
1769 tmp=get_archetype(SWARM_SPELL); 1967 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1968 tmp->x = op->x;
1771 tmp->y=op->y; 1969 tmp->y = op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1971 set_spell_skill (op, caster, spell, tmp);
1774 1972
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1974 tmp->spell = arch_to_object (spell->other_arch);
1777 1975
1778 tmp->attacktype = tmp->spell->attacktype; 1976 tmp->attacktype = tmp->spell->attacktype;
1779 1977
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1781 if ( ! tailor_god_spell (tmp, op)) 1980 if (!tailor_god_spell (tmp, op))
1782 return 1; 1981 return 1;
1783 } 1982 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1983 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1984 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1986
1788 tmp->direction=dir; 1987 tmp->direction = dir;
1789 tmp->invisible=1; 1988 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1989 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 1990 return 1;
1792} 1991}
1793 1992
1794 1993
1795/* See the spells documentation file for why this is its own 1994/* See the spells documentation file for why this is its own
1796 * function. 1995 * function.
1797 */ 1996 */
1997int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1998cast_light (object *op, object *caster, object *spell, int dir)
1999{
1799 object *target=NULL,*tmp=NULL; 2000 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2001 sint16 x, y;
1801 int dam, mflags; 2002 int dam, mflags;
1802 mapstruct *m; 2003 maptile *m;
1803 2004
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2006
1806 if(!dir) { 2007 if (!dir)
2008 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2010 return 0;
1809 } 2011 }
1810 2012
1811 x=op->x+freearr_x[dir]; 2013 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2014 y = op->y + freearr_y[dir];
1813 m = op->map; 2015 m = op->map;
1814 2016
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2018
1817 if (mflags & P_OUT_OF_MAP) { 2019 if (mflags & P_OUT_OF_MAP)
2020 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2022 return 0;
1820 } 2023 }
1821 2024
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2025 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 2026 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2028 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2030 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2031 if (target->head)
2032 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2033 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2034 return 1; /* one success only! */
2035 }
1829 } 2036 }
1830 }
1831 2037
1832 /* no live target, perhaps a wall is in the way? */ 2038 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 2042 return 0;
1836 } 2043 }
1837 2044
1838 /* ok, looks groovy to just insert a new light on the map */ 2045 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 2046 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2047 if (!tmp)
2048 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2050 return 0;
1843 } 2051 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2053 if (tmp->glow_radius)
2054 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2056 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2058 }
1849 tmp->x=x; 2059 tmp->x = x;
1850 tmp->y=y; 2060 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2061 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2062 return 1;
1853} 2063}
1854 2064
1855 2065
1856 2066
1857 2067
1860 * op is the player/monster, caster is the object, dir is the direction 2070 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2071 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2072 * perhaps this should actually be in disease.c?
1863 */ 2073 */
1864 2074
2075int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2076cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{
1866 sint16 x,y; 2078 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2079 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2080 object *walk;
1869 mapstruct *m; 2081 maptile *m;
1870 2082
1871 x = op->x; 2083 x = op->x;
1872 y = op->y; 2084 y = op->y;
1873 2085
1874 /* If casting from a scroll, no direction will be available, so refer to the 2086 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2087 * direction the player is pointing.
1876 */ 2088 */
2089 if (!dir)
1877 if (!dir) dir=op->facing; 2090 dir = op->facing;
2091 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2092 return 0; /* won't find anything if casting on ourself, so just return */
1879 2093
1880 /* Calculate these once here */ 2094 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2095 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2096 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2097 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2098
1885 /* search in a line for a victim */ 2099 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2100 for (i = 1; i < range; i++)
2101 {
1887 x = op->x + i * freearr_x[dir]; 2102 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2103 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2104 m = op->map;
1890 2105
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2107
1893 if (mflags & P_OUT_OF_MAP) return 0; 2108 if (mflags & P_OUT_OF_MAP)
2109 return 0;
1894 2110
1895 /* don't go through walls - presume diseases are airborne */ 2111 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2112 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2113 return 0;
1897 2114
1898 /* Only bother looking on this space if there is something living here */ 2115 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2116 if (mflags & P_IS_ALIVE)
2117 {
1900 /* search this square for a victim */ 2118 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2119 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2120 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2121 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2122 object *disease = arch_to_object (spell->other_arch);
1904 2123
1905 set_owner(disease,op); 2124 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2125 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2126 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2127 disease->level = caster_level (caster, spell);
1909 2128
1910 /* do level adjustments */ 2129 /* do level adjustments */
1911 if(disease->stats.wc) 2130 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2131 disease->stats.wc += dur_mod / 2;
1913 2132
1914 if(disease->magic> 0) 2133 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2134 disease->magic += dur_mod / 4;
1916 2135
1917 if(disease->stats.maxhp>0) 2136 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2137 disease->stats.maxhp += dur_mod;
1919 2138
1920 if(disease->stats.maxgrace>0) 2139 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2140 disease->stats.maxgrace += dur_mod;
1922 2141
1923 if(disease->stats.dam) { 2142 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2143 {
1925 disease->stats.dam += dam_mod; 2144 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2145 disease->stats.dam += dam_mod;
1927 } 2146 else
2147 disease->stats.dam -= dam_mod;
2148 }
1928 2149
1929 if(disease->last_sp) { 2150 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2151 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2152 disease->last_sp -= 2 * dam_mod;
1932 } 2153 if (disease->last_sp < 1)
2154 disease->last_sp = 1;
2155 }
1933 2156
1934 if(disease->stats.maxsp) { 2157 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2158 {
1936 disease->stats.maxsp += dam_mod; 2159 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2160 disease->stats.maxsp += dam_mod;
1938 } 2161 else
1939 2162 disease->stats.maxsp -= dam_mod;
2163 }
2164
1940 if(disease->stats.ac) 2165 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2166 disease->stats.ac += dam_mod;
1942 2167
1943 if(disease->last_eat) 2168 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2169 disease->last_eat -= dam_mod;
1945 2170
1946 if(disease->stats.hp) 2171 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2172 disease->stats.hp -= dam_mod;
1948 2173
1949 if(disease->stats.sp) 2174 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2175 disease->stats.sp -= dam_mod;
1951 2176
1952 if(infect_object(walk,disease,1)) { 2177 if (infect_object (walk, disease, 1))
2178 {
1953 object *flash; /* visual effect for inflicting disease */ 2179 object *flash; /* visual effect for inflicting disease */
1954 2180
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2182
1957 free_object(disease); /* don't need this one anymore */ 2183 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2184 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2185 flash->x = x;
1960 flash->y = y; 2186 flash->y = y;
1961 flash->map = walk->map; 2187 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2188 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2189 return 1;
1964 } 2190 }
1965 free_object(disease); 2191
1966 } 2192 disease->destroy ();
1967 } /* if living creature */ 2193 }
1968 } /* for range of spaces */ 2194 } /* if living creature */
2195 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2197 return 1;
1971} 2198}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines