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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 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 1.8 2006/09/07 10:01:58 pippijn 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
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)
135 return; 137 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 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx; 152 new_bolt->x = sx;
152 new_bolt->y=sy; 153 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 155 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 156 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 157 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 159 update_turn_face (new_bolt);
159} 160}
160 161
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 162/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 163 * and checks for various things that may stop it.
163 */ 164 */
164 165
166void
165void move_bolt(object *op) { 167move_bolt (object *op)
168{
166 object *tmp; 169 object *tmp;
167 int mflags; 170 int mflags;
168 sint16 x, y; 171 sint16 x, y;
169 mapstruct *m; 172 maptile *m;
170 173
171 if(--(op->duration)<0) { 174 if (--(op->duration) < 0)
172 remove_ob(op); 175 {
173 free_object(op); 176 op->destroy ();
177 return;
178 }
179
180 hit_map (op, 0, op->attacktype, 1);
181
182 if (!op->direction)
183 return;
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)
174 return; 197 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 198
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 199 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 200 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 201 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 202 * will be useful.
195 */ 203 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 205 {
198 206
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 207 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 208 return;
201 209
202 /* Since walls don't run diagonal, if the bolt is in 210 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 211 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 212 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 213 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 214 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 215 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 216 * to the southwest.
209 */ 217 */
210 if(op->direction&1) 218 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 219 op->direction = absdir (op->direction + 4);
212 else { 220 else
221 {
213 int left, right; 222 int left, right;
214 int mflags; 223 int mflags;
215 224
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 225 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 226 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 227 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 228 * op->direction-1 or op->direction+1 does not exist.
220 */ 229 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 231 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 232
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 233 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 234
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 235 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 236 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 237 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 238
230 if(left==right) 239 if (left == right)
231 op->direction=absdir(op->direction+4); 240 op->direction = absdir (op->direction + 4);
232 else if(left) 241 else if (left)
233 op->direction=absdir(op->direction+2); 242 op->direction = absdir (op->direction + 2);
234 else if(right) 243 else if (right)
235 op->direction=absdir(op->direction-2); 244 op->direction = absdir (op->direction - 2);
236 } 245 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 247 return;
239 } 248 }
249 else
240 else { /* Create a copy of this object and put it ahead */ 250 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 251 tmp = op->clone ();
242 copy_object(op,tmp); 252
243 tmp->speed_left= -0.1; 253 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* 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 */
247 tmp->duration++; 257 tmp->duration++;
248 258
249 /* New forking code. Possibly create forks of this object 259 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 260 * going off in other directions.
251 */ 261 */
252 262
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 263 if (rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 265 forklightning (op, tmp);
255 } 266 }
256 /* 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
257 * doesn't create any bolts that continue to move onward. 268 * doesn't create any bolts that continue to move onward.
258 */ 269 */
259 op->range = 0; 270 op->range = 0;
260 } /* copy object and move it along */ 271 } /* copy object and move it along */
261 } /* if move bolt along */ 272 } /* if move bolt along */
262} 273}
263 274
264/* fire_bolt 275/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 276 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 277 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 278 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 279 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 280 * This function sets up the appropriate owner and skill
270 * pointers. 281 * pointers.
271 */ 282 */
272 283int
273int 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{
274 object *tmp=NULL; 286 object *tmp = NULL;
275 int mflags; 287 int mflags;
276 288
277 if (!spob->other_arch) 289 if (!spob->other_arch)
278 return 0; 290 return 0;
279 291
280 tmp=arch_to_object(spob->other_arch); 292 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 293 if (tmp == NULL)
282 return 0; 294 return 0;
283 295
284 /* peterm: level dependency for bolts */ 296 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 298 tmp->attacktype = spob->attacktype;
299 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 300 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 301 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 303 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 304 tmp->stats.Con = spob->stats.Con;
292 305
293 tmp->direction=dir; 306 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 307 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 308 SET_ANIMATION (tmp, dir);
296 309
297 set_owner(tmp,op); 310 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 311 set_spell_skill (op, caster, spob, tmp);
299 312
300 tmp->x=op->x + DIRX(tmp); 313 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 314 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 315 tmp->map = op->map;
303 316
317 maptile *newmap;
304 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);
305 if (mflags & P_OUT_OF_MAP) { 319 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 320 {
321 tmp->destroy ();
307 return 0; 322 return 0;
308 } 323 }
324
325 tmp->map = newmap;
326
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 330 {
331 tmp->destroy ();
312 return 0; 332 return 0;
313 } 333 }
334
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
340
319 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)
320 move_bolt (tmp); 342 move_bolt (tmp);
343
321 return 1; 344 return 1;
322} 345}
323 346
324 347
325 348
326/*************************************************************************** 349/***************************************************************************
331 354
332/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 357 * At least that is what I think this does.
335 */ 358 */
359void
336void explosion(object *op) { 360explosion (object *op)
361{
337 object *tmp; 362 object *tmp;
338 mapstruct *m=op->map; 363 maptile *m = op->map;
339 int i; 364 int i;
340 365
341 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
342 remove_ob(op); 367 {
343 free_object(op); 368 op->destroy ();
344 return; 369 return;
345 } 370 }
371
346 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
347 373
348 if(op->range>0) { 374 if (op->range > 0)
375 {
349 for(i=1;i<9;i++) { 376 for (i = 1; i < 9; i++)
377 {
350 sint16 dx,dy; 378 sint16 dx, dy;
351 379
352 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 383 * out of map, etc.
356 */ 384 */
357 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))
358 tmp=get_object(); 386 {
359 copy_object(op,tmp); 387 tmp = op->clone ();
360 tmp->state=0; 388 tmp->state = 0;
361 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
362 tmp->range--; 390 tmp->range--;
363 tmp->value=0; 391 tmp->value = 0;
364 tmp->x=dx; 392 tmp->x = dx;
365 tmp->y=dy; 393 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
367 } 395 }
368 } 396 }
369 } 397 }
370} 398}
371 399
372 400
373/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
375 * explode. 403 * explode.
376 */ 404 */
405void
377void explode_bullet(object *op) 406explode_bullet (object *op)
378{ 407{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 408 object *tmp, *owner;
381 409
382 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 413 op->destroy ();
385 free_object (op); 414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy ();
426 return;
427 }
428
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy ();
438 return;
439 }
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.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 {
446 op->destroy ();
447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
386 return; 454 return;
387 } 455 }
388 456
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
428 459
429 copy_owner (tmp, op); 460 tmp->set_owner (op);
430 tmp->skill = op->skill; 461 tmp->skill = op->skill;
431 462
432 owner = get_owner(op); 463 owner = op->owner;
464
433 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))
434 !tailor_god_spell(tmp, owner)) { 466 {
435 remove_ob (op); 467 op->destroy ();
436 free_object (op);
437 return; 468 return;
438 } 469 }
470
439 tmp->x = op->x; 471 tmp->x = op->x;
440 tmp->y = op->y; 472 tmp->y = op->y;
441 473
442 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
444 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 478 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 480 tmp->duration = op->duration;
448 } else { 481 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 491 * the count of the parent should work fine.
456 */ 492 */
457 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
458 } 494 }
459 495
460 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
463 499
464 /* Prevent recursion */ 500 /* Prevent recursion */
465 op->move_on = 0; 501 op->move_on = 0;
466 502
467 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 504 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
470 remove_ob (op); 506 {
471 free_object (op); 507 op->destroy ();
472 } 508 }
473} 509}
474 510
475 511
476 512
477/* 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
478 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
479 */ 515 */
480 516
517void
481void check_bullet(object *op) 518check_bullet (object *op)
482{ 519{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 520 object *tmp;
485 int dam, mflags; 521 int dam, mflags;
486 mapstruct *m; 522 maptile *m;
487 sint16 sx, sy; 523 sint16 sx, sy;
488 524
489 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);
490 526
491 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)))
492 return; 528 return;
493 529
494 if (op->other_arch) { 530 if (op->other_arch)
531 {
495 /* explode object will also remove op */ 532 /* explode object will also remove op */
496 explode_bullet (op); 533 explode_bullet (op);
497 return; 534 return;
498 } 535 }
499 536
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
502 540
503 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)
504 { 542 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 544 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 547 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 549 {
513 free_object(op); 550 op->destroy ();
514 return; 551 return;
515 } 552 }
516 } 553 }
517 } 554 }
518 } 555 }
519} 556}
520
521 557
522/* Basically, we move 'op' one square, and if it hits something, 558/* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet. 559 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 560 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 561 * fired arches (eg, bolts).
526 */ 562 */
527 563void
528void move_bullet(object *op) 564move_bullet (object *op)
529{ 565{
530 sint16 new_x, new_y; 566 sint16 new_x, new_y;
531 int mflags; 567 int mflags;
532 mapstruct *m; 568 maptile *m;
533 569
534#if 0 570#if 0
535 /* We need a better general purpose way to do this */ 571 /* We need a better general purpose way to do this */
536 572
537 /* peterm: added to make comet leave a trail of burnouts 573 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 574 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 575 if (op->stats.sp == SP_METEOR)
576 {
540 replace_insert_ob_in_map("fire_trail",op); 577 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 578 if (op->destroyed ())
542 return; 579 return;
543 } /* end addition. */ 580 } /* end addition. */
544#endif 581#endif
545 582
546 /* Reached the end of its life - remove it */ 583 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 584 if (--op->range <= 0)
585 {
548 if (op->other_arch) { 586 if (op->other_arch)
549 explode_bullet (op); 587 explode_bullet (op);
550 } else { 588 else
551 remove_ob (op); 589 op->destroy ();
552 free_object (op); 590
553 }
554 return; 591 return;
555 } 592 }
556 593
557 new_x = op->x + DIRX(op); 594 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 595 new_y = op->y + DIRY (op);
559 m = op->map; 596 m = op->map;
560 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);
561 598
562 if (mflags & P_OUT_OF_MAP) { 599 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 600 {
564 free_object (op); 601 op->destroy ();
565 return; 602 return;
566 } 603 }
567 604
568 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 {
569 if (op->other_arch) { 607 if (op->other_arch)
570 explode_bullet (op); 608 explode_bullet (op);
571 } else { 609 else
572 remove_ob (op); 610 op->destroy ();
573 free_object (op); 611
574 }
575 return; 612 return;
576 } 613 }
577 614
578 remove_ob (op); 615 op->remove ();
579 op->x = new_x; 616 op->x = new_x;
580 op->y = new_y; 617 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 619 return;
583 620
584 if (reflwall (op->map, op->x, op->y, op)) { 621 if (reflwall (op->map, op->x, op->y, op))
622 {
585 op->direction = absdir (op->direction + 4); 623 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 624 update_turn_face (op);
587 } else { 625 }
626 else
588 check_bullet (op); 627 check_bullet (op);
589 }
590} 628}
591 629
592 630
593 631
594 632
599 * spob->attacktype. 637 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 638 * This function sets up the appropriate owner and skill
601 * pointers. 639 * pointers.
602 */ 640 */
603 641
642int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 643fire_bullet (object *op, object *caster, int dir, object *spob)
644{
605 object *tmp=NULL; 645 object *tmp = NULL;
606 int mflags; 646 int mflags;
607 647
608 if (!spob->other_arch) 648 if (!spob->other_arch)
609 return 0; 649 return 0;
610 650
611 tmp=arch_to_object(spob->other_arch); 651 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 652 if (tmp == NULL)
613 return 0; 653 return 0;
614 654
615 /* peterm: level dependency for bolts */ 655 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 657 tmp->attacktype = spob->attacktype;
658 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 659 tmp->slaying = spob->slaying;
619 660
620 tmp->range = 50; 661 tmp->range = 50;
621 662
622 /* Need to store duration/range for the ball to use */ 663 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 664 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 665 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 667
627 tmp->direction=dir; 668 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 669 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 670 SET_ANIMATION (tmp, dir);
630 671
631 set_owner(tmp,op); 672 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 673 set_spell_skill (op, caster, spob, tmp);
633 674
634 tmp->x=op->x + freearr_x[dir]; 675 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 676 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 677 tmp->map = op->map;
637 678
679 maptile *newmap;
638 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);
639 if (mflags & P_OUT_OF_MAP) { 681 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 682 {
683 tmp->destroy ();
641 return 0; 684 return 0;
642 } 685 }
686
687 tmp->map = newmap;
688
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 692 {
693 tmp->destroy ();
646 return 0; 694 return 0;
647 } 695 }
696
648 tmp->x=op->x; 697 tmp->x = op->x;
649 tmp->y=op->y; 698 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 699 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 700 tmp->map = op->map;
652 } 701 }
702
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
654 check_bullet (tmp); 704 check_bullet (tmp);
655 } 705
656 return 1; 706 return 1;
657} 707}
658 708
659 709
660 710
661 711
665 * 715 *
666 *****************************************************************************/ 716 *****************************************************************************/
667 717
668 718
669/* 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
670void cone_drop(object *op) { 721cone_drop (object *op)
722{
671 object *new_ob = arch_to_object(op->other_arch); 723 object *new_ob = arch_to_object (op->other_arch);
672 724
673 new_ob->x = op->x; 725 new_ob->x = op->x;
674 new_ob->y = op->y; 726 new_ob->y = op->y;
675 new_ob->level = op->level; 727 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 728 new_ob->set_owner (op->owner);
677 729
678 /* preserve skill ownership */ 730 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 731 if (op->skill && op->skill != new_ob->skill)
732 {
680 new_ob->skill = op->skill; 733 new_ob->skill = op->skill;
681 } 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)
748 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 750 op->set_speed (0);
697 update_ob_speed (op);
698 return; 751 return;
699 } 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)
795 {
741 op->range=0; /* just so it doesn't wrap */ 796 op->range = 0; /* just so it doesn't wrap */
742 return; 797 return;
743 } 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 ();
807
752 tmp->x=x; 808 tmp->x = x;
753 tmp->y=y; 809 tmp->y = y;
754 810
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)
817 cone_drop (tmp);
761 } 818 }
762 } 819 }
763} 820}
764 821
765/* cast_cone: casts a cone spell. 822/* cast_cone: casts a cone spell.
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)
840 return 0;
782 841
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 842 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 843 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 844 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 845 return 0;
788 } 846 }
789 847
790 if(!dir) { 848 if (!dir)
849 {
791 range_min= 0; 850 range_min = 0;
792 range_max=8; 851 range_max = 8;
793 } 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)
871 d += 8;
811 while (d > 8) 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;
822 else continue;
823 } 883 {
824 884 if (dir != 0)
825 x = op->x+freearr_x[d]; 885 d = 8;
826 y = op->y+freearr_y[d]; 886 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 887 continue;
888 }
830 889
890 x = op->x + freearr_x[d];
891 y = op->y + freearr_y[d];
892
893 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
894 continue;
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)
925 tmp->range = 2;
859 } 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)
933 {
934 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 935 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 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))
941 {
942 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 943 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 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,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
954 }
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)
988 return;
989
990 env = object_get_env_recursive (op);
991
992 if (op->env)
993 {
994 if (env->map == NULL)
913 return; 995 return;
914 996
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 997 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 998 esrv_del_item (env->contr, op->count);
924 999
925 remove_ob(op); 1000 op->remove ();
926 op->x = env->x; 1001 op->x = env->x;
927 op->y = env->y; 1002 op->y = env->y;
928 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)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1004 return;
940 } 1005 }
941 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 ();
1013 return;
1014 }
1015
942 /* This copies a lot of the code from the fire bullet, 1016 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1017 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1018 * so just set up the appropriate values.
945 */ 1019 */
946 at = find_archetype(SPLINT); 1020 at = archetype::find (SPLINT);
947 if (at) { 1021 if (at)
1022 {
948 for(i=1;i<9;i++) { 1023 for (i = 1; i < 9; i++)
1024 {
949 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]))
950 continue; 1026 continue;
951 tmp = arch_to_object(at); 1027 tmp = arch_to_object (at);
952 tmp->direction = i; 1028 tmp->direction = i;
953 tmp->range = op->range; 1029 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1030 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1031 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1032 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1033 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 1034 if (op->skill && op->skill != tmp->skill)
1035 {
959 tmp->skill = op->skill; 1036 tmp->skill = op->skill;
960 } 1037 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1039 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1040 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1041 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1042 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1043 move_bullet (tmp);
967 } 1044 }
968 } 1045 }
969 1046
970 explode_bullet(op); 1047 explode_bullet (op);
971} 1048}
972 1049
1050int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1051create_bomb (object *op, object *caster, int dir, object *spell)
1052{
974 1053
975 object *tmp; 1054 object *tmp;
976 int mflags; 1055 int mflags;
977 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];
978 mapstruct *m; 1057 maptile *m;
979 1058
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1063 return 0;
984 } 1064 }
985 tmp=arch_to_object(spell->other_arch); 1065 tmp = arch_to_object (spell->other_arch);
986 1066
987 /* level dependencies for bomb */ 1067 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1071 tmp->attacktype = spell->attacktype;
992 1072
993 set_owner(tmp,op); 1073 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1074 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1075 tmp->x = dx;
996 tmp->y=dy; 1076 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1077 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1078 return 1;
999} 1079}
1000 1080
1001/**************************************************************************** 1081/****************************************************************************
1002 * 1082 *
1003 * smite related spell code. 1083 * smite related spell code.
1011 * dir is the direction to look in. 1091 * dir is the direction to look in.
1012 * range is how far out to look. 1092 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1094 * this info is used for blocked magic/unholy spaces.
1015 */ 1095 */
1016 1096
1097object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1098get_pointed_target (object *op, int dir, int range, int type)
1099{
1018 object *target; 1100 object *target;
1019 sint16 x,y; 1101 sint16 x, y;
1020 int dist, mflags; 1102 int dist, mflags;
1021 mapstruct *mp; 1103 maptile *mp;
1022 1104
1023 if (dir==0) return NULL; 1105 if (dir == 0)
1106 return NULL;
1024 1107
1025 for (dist=1; dist<range; dist++) { 1108 for (dist = 1; dist < range; dist++)
1109 {
1026 x = op->x + freearr_x[dir] * dist; 1110 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1111 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1112 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1113 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1114
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1115 if (mflags & P_OUT_OF_MAP)
1116 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1117 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1118 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1119 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1120 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL;
1035 1123
1036 if (mflags & P_IS_ALIVE) { 1124 if (mflags & P_IS_ALIVE)
1125 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1039 return target; 1130 return target;
1040 } 1131 }
1041 } 1132 }
1042 } 1133 }
1043 } 1134 }
1044 return NULL; 1135 return NULL;
1045} 1136}
1046 1137
1047 1138
1048/* cast_smite_arch() - the priest points to a creature and causes 1139/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1140 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1143 * caster = object casting the spell.
1053 * dir = direction being cast 1144 * dir = direction being cast
1054 * spell = spell object 1145 * spell = spell object
1055 */ 1146 */
1056 1147
1148int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1149cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{
1058 object *effect, *target; 1151 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1152 object *god = find_god (determine_god (op));
1060 int range; 1153 int range;
1061 1154
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1155 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1157
1065 /* Bunch of conditions for casting this spell. Note that only 1158 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1159 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1162 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1164 * can't be friendly to your god.
1072 */ 1165 */
1073 1166
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1168 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1170 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1172 return 0;
1080 } 1173 }
1081 1174
1082 if (spell->other_arch) 1175 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1176 effect = arch_to_object (spell->other_arch);
1084 else 1177 else
1085 return 0; 1178 return 0;
1086 1179
1087 /* tailor the effect by priest level and worshipped God */ 1180 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1181 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1182 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 {
1091 if(tailor_god_spell(effect,op)) 1185 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1187 else
1188 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1190 return 0;
1097 } 1191 }
1098 } 1192 }
1099 1193
1100 /* size of the area of destruction */ 1194 /* size of the area of destruction */
1101 effect->range=spell->range + 1195 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1196 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1197
1106 if (effect->attacktype & AT_DEATH) { 1198 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1199 {
1108 SP_level_dam_adjust(caster,spell); 1200 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1201
1110 /* casting death spells at undead isn't a good thing */ 1202 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1203 if (QUERY_FLAG (target, FLAG_UNDEAD))
1204 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1205 if (random_roll (0, 2, op, PREFER_LOW))
1206 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1208 effect->x = op->x;
1115 effect->y=op->y; 1209 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1210 }
1211 else
1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1214 target->stats.hp = target->stats.maxhp * 2;
1215 effect->destroy ();
1216 return 0;
1123 } 1217 }
1124 } else { 1218 }
1219 }
1220 else
1221 {
1125 /* how much woe to inflict :) */ 1222 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1223 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1224 }
1129 1225
1130 set_owner(effect,op); 1226 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1227 set_spell_skill (op, caster, spell, effect);
1132 1228
1133 /* ok, tell it where to be, and insert! */ 1229 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1230 effect->x = target->x;
1135 effect->y=target->y; 1231 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1232 insert_ob_in_map (effect, target->map, op, 0);
1137 1233
1138 return 1; 1234 return 1;
1139} 1235}
1140 1236
1141 1237
1142/**************************************************************************** 1238/****************************************************************************
1143 * 1239 *
1145 * 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
1146 * code here is just to move the missile. 1242 * code here is just to move the missile.
1147 ****************************************************************************/ 1243 ****************************************************************************/
1148 1244
1149/* op is a missile that needs to be moved */ 1245/* op is a missile that needs to be moved */
1246void
1150void move_missile(object *op) { 1247move_missile (object *op)
1248{
1151 int i, mflags; 1249 int i, mflags;
1152 object *owner; 1250 object *owner;
1153 sint16 new_x, new_y; 1251 sint16 new_x, new_y;
1154 mapstruct *m; 1252 maptile *m;
1155 1253
1156 if (op->range-- <=0) { 1254 if (op->range-- <= 0)
1157 remove_ob(op); 1255 {
1158 free_object(op); 1256 op->destroy ();
1159 return; 1257 return;
1160 } 1258 }
1161 1259
1162 owner = get_owner(op); 1260 owner = op->owner;
1163#if 0 1261#if 0
1164 /* 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
1165 * monster that are then killed would continue to survive 1263 * monster that are then killed would continue to survive
1166 */ 1264 */
1167 if (owner == NULL) { 1265 if (owner == NULL)
1168 remove_ob(op); 1266 {
1169 free_object(op); 1267 op->destroy ();
1170 return; 1268 return;
1171 } 1269 }
1172#endif 1270#endif
1173 1271
1174 new_x = op->x + DIRX(op); 1272 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1273 new_y = op->y + DIRY (op);
1176 1274
1177 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);
1178 1276
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((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))))
1181 tag_t tag = op->count; 1278 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1279 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1280 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1282 */
1186 if ( ! was_destroyed (op, tag)) { 1283 if (!op->destroyed ())
1187 remove_ob (op); 1284 op->destroy ();
1188 free_object(op); 1285
1189 }
1190 return; 1286 return;
1191 } 1287 }
1192 1288
1193 remove_ob(op); 1289 op->remove ();
1290
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1292 {
1293 op->destroy ();
1196 return; 1294 return;
1197 } 1295 }
1296
1198 op->x = new_x; 1297 op->x = new_x;
1199 op->y = new_y; 1298 op->y = new_y;
1200 op->map = m; 1299 op->map = m;
1201 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);
1202 if(i > 0 && i != op->direction){ 1301 if (i > 0 && i != op->direction)
1302 {
1203 op->direction=i; 1303 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1304 SET_ANIMATION (op, op->direction);
1205 } 1305 }
1306
1206 insert_ob_in_map(op,op->map,op,0); 1307 insert_ob_in_map (op, op->map, op, 0);
1207} 1308}
1208 1309
1209/**************************************************************************** 1310/****************************************************************************
1210 * Destruction 1311 * Destruction
1211 ****************************************************************************/ 1312 ****************************************************************************/
1313
1212/* make_object_glow() - currently only makes living objects glow. 1314/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1316 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1317 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1318 * give them the capability to have an inventory. b.t.
1217 */ 1319 */
1218 1320
1321int
1219int make_object_glow(object *op, int radius, int time) { 1322make_object_glow (object *op, int radius, int time)
1323{
1220 object *tmp; 1324 object *tmp;
1221 1325
1222 /* some things are unaffected... */ 1326 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1327 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1328 return 0;
1225 1329
1226 tmp=get_archetype(FORCE_NAME); 1330 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1331 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1332 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1333 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1334 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1336 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1337
1234 tmp->x=op->x; 1338 tmp->x = op->x;
1235 tmp->y=op->y; 1339 tmp->y = op->y;
1236 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 */
1237 tmp=insert_ob_in_ob(tmp,op); 1342 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1343 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1344 op->glow_radius = tmp->glow_radius;
1240 1345
1241 if(!tmp->env||op!=tmp->env) { 1346 if (!tmp->env || op != tmp->env)
1347 {
1242 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);
1243 &op->name);
1244 return 0; 1349 return 0;
1245 } 1350 }
1246 return 1; 1351 return 1;
1247} 1352}
1248 1353
1249 1354
1250
1251 1355
1356
1357int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1358cast_destruction (object *op, object *caster, object *spell_ob)
1359{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1360 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1361 sint16 sx, sy;
1255 mapstruct *m; 1362 maptile *m;
1256 object *tmp; 1363 object *tmp;
1257 const char *skill; 1364 const char *skill;
1258 1365
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1370 friendly = 1;
1263 1371
1264 /* destruction doesn't use another spell object, so we need 1372 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1373 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1374 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1376 * the full share string/free_string route.
1269 */ 1377 */
1270 skill = op->skill; 1378 skill = op->skill;
1379 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1380 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1381 else if (caster->skill)
1382 op->skill = caster->skill;
1383 else
1273 else op->skill = NULL; 1384 op->skill = NULL;
1274 1385
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1386 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1387
1277 for(i= -range; i<range; i++) { 1388 for (i = -range; i < range; i++)
1389 {
1278 for(j=-range; j<range ; j++) { 1390 for (j = -range; j < range; j++)
1391 {
1279 m = op->map; 1392 m = op->map;
1280 sx = op->x + i; 1393 sx = op->x + i;
1281 sy = op->y + j; 1394 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1284 if (mflags & P_IS_ALIVE) { 1398 if (mflags & P_IS_ALIVE)
1399 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break;
1287 } 1404 }
1288 if (tmp) { 1405 if (tmp)
1406 {
1407 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1408 tmp = tmp->head;
1290 1409
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1416 if (spell_ob->other_arch)
1417 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1418 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1419 tmp->x = sx;
1298 tmp->y = sy; 1420 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1421 insert_ob_in_map (tmp, m, op, 0);
1300 } 1422 }
1301 } 1423 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1425 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1428 object *effect = arch_to_object (spell_ob->other_arch);
1429
1306 effect->x = sx; 1430 effect->x = sx;
1307 effect->y = sy; 1431 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1432 insert_ob_in_map (effect, m, op, 0);
1309 } 1433 }
1310 } 1434 }
1311 } 1435 }
1312 } 1436 }
1313 } 1437 }
1314 } 1438 }
1315 } 1439 }
1316 op->skill = skill; 1440 op->skill = skill;
1317 return 1; 1441 return 1;
1318} 1442}
1319 1443
1320/*************************************************************************** 1444/***************************************************************************
1321 * 1445 *
1322 * CURSE 1446 * CURSE
1323 * 1447 *
1324 ***************************************************************************/ 1448 ***************************************************************************/
1325 1449
1450int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1451cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{
1327 object *god = find_god(determine_god(op)); 1453 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1454 object *tmp, *force;
1329 1455
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1457 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1458 {
1334 "There is no one in that direction to curse."); 1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1460 return 0;
1336 } 1461 }
1337 1462
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1464 for (force = tmp->inv; force != NULL; force = force->below)
1465 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 {
1341 if (force->name == spell_ob->name) { 1468 if (force->name == spell_ob->name)
1469 {
1342 break; 1470 break;
1343 } 1471 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1472 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1475 return 0;
1349 } 1476 }
1350 } 1477 }
1351 } 1478 }
1352 1479
1353 if(force==NULL) { 1480 if (force == NULL)
1481 {
1354 force=get_archetype(FORCE_NAME); 1482 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1483 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1484 if (spell_ob->race)
1357 force->name = spell_ob->race; 1485 force->name = spell_ob->race;
1358 else 1486 else
1359 force->name = spell_ob->name; 1487 force->name = spell_ob->name;
1360 1488
1361 force->name_pl = spell_ob->name; 1489 force->name_pl = spell_ob->name;
1362 1490
1363 } else { 1491 }
1492 else
1493 {
1364 int duration; 1494 int duration;
1365 1495
1366 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;
1367 if (duration > force->duration) { 1497 if (duration > force->duration)
1498 {
1368 force->duration = duration; 1499 force->duration = duration;
1369 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.");
1501 }
1370 } else { 1502 else
1503 {
1371 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.");
1372 } 1505 }
1373 return 1; 1506 return 1;
1374 } 1507 }
1375 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;
1376 force->speed = 1.0; 1509 force->speed = 1.0;
1377 force->speed_left = -1.0; 1510 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1511 SET_FLAG (force, FLAG_APPLIED);
1379 1512
1380 if(god) { 1513 if (god)
1514 {
1381 if (spell_ob->last_grace) 1515 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1516 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1518 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1520 }
1387 } else 1521 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1522 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1523
1390 1524
1391 if(tmp!=op && op->type==PLAYER) 1525 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1527
1394 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1396 1530
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1533 tmp->update_stats ();
1400 return 1; 1534 return 1;
1401 1535
1402} 1536}
1403 1537
1404 1538
1405/********************************************************************** 1539/**********************************************************************
1409 ***********************************************************************/ 1543 ***********************************************************************/
1410 1544
1411/* This covers the various spells that change the moods of monsters - 1545/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1546 * makes them angry, peacful, friendly, etc.
1413 */ 1547 */
1548int
1414int mood_change(object *op, object *caster, object *spell) { 1549mood_change (object *op, object *caster, object *spell)
1550{
1415 object *tmp, *god, *head; 1551 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1552 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1553 sint16 x, y, nx, ny;
1418 mapstruct *m; 1554 maptile *m;
1419 const char *race; 1555 const char *race;
1420 1556
1421 /* 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
1422 * doing it over and over again. 1558 * doing it over and over again.
1423 */ 1559 */
1424 god=find_god(determine_god(op)); 1560 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1561 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1562 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1563
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1566 * won't ever match anything.
1431 */ 1567 */
1432 if (!spell->race) race=NULL; 1568 if (!spell->race)
1569 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1570 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1571 race = god->slaying;
1434 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
1435 else race = spell->race; 1575 race = spell->race;
1436
1437 1576
1577
1438 for (x = op->x - range; x <= op->x + range; x++) 1578 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1579 for (y = op->y - range; y <= op->y + range; y++)
1580 {
1440 1581
1441 done_one=0; 1582 done_one = 0;
1442 m = op->map; 1583 m = op->map;
1443 nx = x; 1584 nx = x;
1444 ny = y; 1585 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1447 1589
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1591 if (!(mflags & P_IS_ALIVE))
1592 continue;
1450 1593
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1595 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break;
1453 1597
1454 /* There can be living objects that are not monsters */ 1598 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1599 if (!tmp || tmp->type == PLAYER)
1600 continue;
1456 1601
1457 /* Only the head has meaningful data, so resolve to that */ 1602 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1603 if (tmp->head)
1604 head = tmp->head;
1605 else
1459 else head=tmp; 1606 head = tmp;
1460 1607
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1609 if (race && head->race && !strstr (race, head->race))
1610 continue;
1463 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;
1464 1613
1465 /* Now do a bunch of stuff related to saving throws */ 1614 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1615 best_at = -1;
1467 if (spell->attacktype) { 1616 if (spell->attacktype)
1617 {
1468 for (at=0; at < NROFATTACKS; at++) 1618 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1619 if (spell->attacktype & (1 << at))
1470 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;
1471 1622
1472 if (best_at == -1) at=0; 1623 if (best_at == -1)
1624 at = 0;
1625 else
1626 {
1627 if (head->resist[best_at] == 100)
1628 continue;
1473 else { 1629 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1630 at = head->resist[best_at] / 5;
1476 } 1631 }
1477 at -= level / 5; 1632 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1633 if (did_make_save (head, head->level, at))
1634 continue;
1479 } 1635 }
1480 else /* spell->attacktype */ 1636 else /* spell->attacktype */
1481 /* 1637 /*
1482 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:
1483 * if spell level < monster level, no go 1639 * if spell level < monster level, no go
1484 * 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 ) )
1485 1641
1486 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.
1487 1643
1488 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
1489 charm a level 125 monster... 1645 charm a level 125 monster...
1490 1646
1491 Ryo, august 14th 1647 Ryo, august 14th
1492 */ 1648 */
1493 { 1649 {
1494 if ( head->level > level ) continue; 1650 if (head->level > level)
1651 continue;
1495 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))))
1496 /* Failed, no effect */ 1653 /* Failed, no effect */
1497 continue; 1654 continue;
1498 } 1655 }
1499 1656
1500 /* Done with saving throw. Now start effecting the monster */ 1657 /* Done with saving throw. Now start effecting the monster */
1501 1658
1502 /* aggravation */ 1659 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1660 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1662 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1664 remove_friendly_object (head);
1507 1665
1508 done_one = 1; 1666 done_one = 1;
1509 head->enemy = op; 1667 head->enemy = op;
1510 } 1668 }
1511 1669
1512 /* calm monsters */ 1670 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1673 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1674 head->enemy = NULL;
1516 done_one = 1; 1675 done_one = 1;
1517 } 1676 }
1518 1677
1519 /* berserk monsters */ 1678 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 {
1521 SET_FLAG(head, FLAG_BERSERK); 1681 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1682 done_one = 1;
1523 } 1683 }
1524 /* charm */ 1684 /* charm */
1525 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 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1687 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1688 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1691 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1692 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1693 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1694 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1695 head->attack_movement = PETMOVE;
1535 done_one = 1; 1696 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1698 head->stats.exp = 0;
1538 } 1699 }
1539 1700
1540 /* If a monster was effected, put an effect in */ 1701 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1702 if (done_one && spell->other_arch)
1703 {
1542 tmp = arch_to_object(spell->other_arch); 1704 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1705 tmp->x = nx;
1544 tmp->y = ny; 1706 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1707 insert_ob_in_map (tmp, m, op, 0);
1546 } 1708 }
1547 } /* for y */ 1709 } /* for y */
1548 1710
1549 return 1; 1711 return 1;
1550} 1712}
1551 1713
1552 1714
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1717 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1718 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1719 * note that duration is handled by process_object() in time.c
1558 */ 1720 */
1559 1721
1722void
1560void move_ball_spell(object *op) { 1723move_ball_spell (object *op)
1724{
1561 int i,j,dam_save,dir, mflags; 1725 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1726 sint16 nx, ny, hx, hy;
1563 object *owner; 1727 object *owner;
1564 mapstruct *m; 1728 maptile *m;
1565 1729
1566 owner = get_owner(op); 1730 owner = op->owner;
1567 1731
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1734 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1736 * deviations.
1573 */ 1737 */
1574 1738
1575 dir = 0; 1739 dir = 0;
1576 if(!(rndm(0, 3))) 1740 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1741 j = rndm (0, 1);
1578 else j=0; 1742 else
1743 j = 0;
1579 1744
1580 for(i = 1; i < 9; i++) { 1745 for (i = 1; i < 9; i++)
1746 {
1581 /* i bit 0: alters sign of offset 1747 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1748 * other bits (i / 2): absolute value of offset
1583 */ 1749 */
1584 1750
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1752 int tmpdir = absdir (op->direction + offset);
1587 1753
1588 nx = op->x + freearr_x[tmpdir]; 1754 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1755 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1757 {
1592 dir = tmpdir; 1758 dir = tmpdir;
1593 break; 1759 break;
1594 } 1760 }
1595 } 1761 }
1596 if (dir == 0) { 1762 if (dir == 0)
1763 {
1597 nx = op->x; 1764 nx = op->x;
1598 ny = op->y; 1765 ny = op->y;
1599 m = op->map; 1766 m = op->map;
1600 } 1767 }
1601 1768
1602 remove_ob(op); 1769 op->remove ();
1603 op->y=ny; 1770 op->y = ny;
1604 op->x=nx; 1771 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1772 insert_ob_in_map (op, m, op, 0);
1606 1773
1607 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
1608 surrounding squares */ 1775 surrounding squares */
1609 1776
1610 /* loop over current square and neighbors to hit. 1777 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1778 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1779 * the surround spaces.
1613 */ 1780 */
1614 for(j=0;j<9;j++) { 1781 for (j = 0; j < 9; j++)
1782 {
1615 object *new_ob; 1783 object *new_ob;
1616 1784
1617 hx = nx+freearr_x[j]; 1785 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1786 hy = ny + freearr_y[j];
1619 1787
1620 m = op->map; 1788 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1790
1623 if (mflags & P_OUT_OF_MAP) continue; 1791 if (mflags & P_OUT_OF_MAP)
1792 continue;
1624 1793
1625 /* 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
1626 * of the map either. 1795 * of the map either.
1627 */ 1796 */
1628 1797
1629 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)))
1799 {
1800 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1801 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1802 hit_map (op, j, op->attacktype, 1);
1632 1803
1633 } 1804 }
1634 1805
1635 /* insert the other arch */ 1806 /* insert the other arch */
1636 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 {
1637 new_ob = arch_to_object(op->other_arch); 1809 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1810 new_ob->x = hx;
1639 new_ob->y = hy; 1811 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1812 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1813 }
1642 } 1814 }
1643 1815
1644 /* restore to the center location and damage*/ 1816 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1817 op->stats.dam = dam_save;
1646 1818
1647 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);
1648 1820
1649 if(i>=0) { /* we have a preferred direction! */ 1821 if (i >= 0)
1822 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1823 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1828 }
1655 op->direction=i; 1829 op->direction = i;
1656 } 1830 }
1657} 1831}
1658 1832
1659 1833
1660/* move_swarm_spell: peterm 1834/* move_swarm_spell: peterm
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1840 */
1667 1841
1842void
1668void move_swarm_spell(object *op) 1843move_swarm_spell (object *op)
1669{ 1844{
1670#if 0 1845#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1848 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1849 int adjustdir;
1675 mapstruct *m; 1850 maptile *m;
1676#endif 1851#endif
1677 int basedir; 1852 int basedir;
1678 object *owner; 1853 object *owner;
1679 1854
1680 owner = get_owner(op); 1855 owner = op->owner;
1681 if(op->duration == 0 || owner == NULL) { 1856 if (op->duration == 0 || owner == NULL)
1682 remove_ob(op); 1857 {
1683 free_object(op); 1858 op->destroy ();
1684 return; 1859 return;
1685 } 1860 }
1861
1686 op->duration--; 1862 op->duration--;
1687 1863
1688 basedir = op->direction; 1864 basedir = op->direction;
1689 if(basedir == 0) { 1865 if (basedir == 0)
1866 {
1690 /* spray in all directions! 8) */ 1867 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1868 basedir = rndm (1, 8);
1692 } 1869 }
1693 1870
1694#if 0 1871#if 0
1695 // this is bogus: it causes wrong places to be checked below 1872 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1873 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1875 // space.
1699 // should be fixed later, but correctness before featurs... 1876 // should be fixed later, but correctness before featurs...
1700 // (schmorp) 1877 // (schmorp)
1701 1878
1702 /* new offset calculation to make swarm element distribution 1879 /* new offset calculation to make swarm element distribution
1703 * more uniform 1880 * more uniform
1704 */ 1881 */
1705 if(op->duration) { 1882 if (op->duration)
1883 {
1706 if(basedir & 1) { 1884 if (basedir & 1)
1885 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1886 adjustdir = cardinal_adjust[rndm (0, 8)];
1887 }
1708 } else { 1888 else
1889 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1890 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1891 }
1711 } else { 1892 }
1893 else
1894 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1895 adjustdir = 0; /* fire the last one from forward. */
1713 } 1896 }
1714 1897
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1898 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1899 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1900
1718 /* back up one space so we can hit point-blank targets, but this 1901 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1902 * necessitates extra out_of_map check below
1720 */ 1903 */
1721 origin_x = target_x - freearr_x[basedir]; 1904 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1905 origin_y = target_y - freearr_y[basedir];
1723 1906
1724 1907
1725 /* 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
1726 * should just be a pointer to the spell in some inventory, 1909 * should just be a pointer to the spell in some inventory,
1727 * 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,
1728 * do some sanity checking anyways. 1911 * do some sanity checking anyways.
1729 */ 1912 */
1730 1913
1731 if (op->spell && op->spell->type == SPELL && 1914 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1915 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1916 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1917 {
1734 1918
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1919 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1920 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1921 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1922 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1923 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1924 }
1741#endif 1925#endif
1742 1926
1743 /* spell pointer is set up for the spell this casts. Since this 1927 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1928 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1929 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1930 * do some sanity checking anyways.
1747 */ 1931 */
1748 1932
1749 if (op->spell && op->spell->type == SPELL) 1933 if (op->spell && op->spell->type == SPELL)
1750 { 1934 {
1751 /* 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 */
1752 if (op->spell->subtype == SP_BULLET) 1936 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1937 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1938 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 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);
1756 } 1940 }
1757} 1941}
1758 1942
1759 1943
1760 1944
1761 1945
1769 * dir: the direction everything will be fired in 1953 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1954 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1955 * n: the number to be fired.
1772 */ 1956 */
1773 1957
1958int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1959fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1960{
1776 object *tmp; 1961 object *tmp;
1777 int i; 1962 int i;
1778 1963
1779 if (!spell->other_arch) return 0; 1964 if (!spell->other_arch)
1965 return 0;
1780 1966
1781 tmp=get_archetype(SWARM_SPELL); 1967 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x; 1968 tmp->x = op->x;
1783 tmp->y=op->y; 1969 tmp->y = op->y;
1784 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. */
1785 set_spell_skill(op, caster, spell, tmp); 1971 set_spell_skill (op, caster, spell, tmp);
1786 1972
1787 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. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1974 tmp->spell = arch_to_object (spell->other_arch);
1789 1975
1790 tmp->attacktype = tmp->spell->attacktype; 1976 tmp->attacktype = tmp->spell->attacktype;
1791 1977
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1793 if ( ! tailor_god_spell (tmp, op)) 1980 if (!tailor_god_spell (tmp, op))
1794 return 1; 1981 return 1;
1795 } 1982 }
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1983 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1984 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1986
1800 tmp->direction=dir; 1987 tmp->direction = dir;
1801 tmp->invisible=1; 1988 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1989 insert_ob_in_map (tmp, op->map, op, 0);
1803 return 1; 1990 return 1;
1804} 1991}
1805 1992
1806 1993
1807/* See the spells documentation file for why this is its own 1994/* See the spells documentation file for why this is its own
1808 * function. 1995 * function.
1809 */ 1996 */
1997int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 1998cast_light (object *op, object *caster, object *spell, int dir)
1999{
1811 object *target=NULL,*tmp=NULL; 2000 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 2001 sint16 x, y;
1813 int dam, mflags; 2002 int dam, mflags;
1814 mapstruct *m; 2003 maptile *m;
1815 2004
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 2006
1818 if(!dir) { 2007 if (!dir)
2008 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 2010 return 0;
1821 } 2011 }
1822 2012
1823 x=op->x+freearr_x[dir]; 2013 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 2014 y = op->y + freearr_y[dir];
1825 m = op->map; 2015 m = op->map;
1826 2016
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 2017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 2018
1829 if (mflags & P_OUT_OF_MAP) { 2019 if (mflags & P_OUT_OF_MAP)
2020 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 2022 return 0;
1832 } 2023 }
1833 2024
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 2025 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2028 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 2030 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head)
1838 if(target->head) target = target->head; 2032 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 2033 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 2034 return 1; /* one success only! */
1841 } 2035 }
1842 } 2036 }
1843 2037
1844 /* no live target, perhaps a wall is in the way? */ 2038 /* no live target, perhaps a wall is in the way? */
1845 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 {
1846 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.");
1847 return 0; 2042 return 0;
1848 } 2043 }
1849 2044
1850 /* 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 */
1851 tmp=arch_to_object(spell->other_arch); 2046 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 2047 if (!tmp)
2048 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 2050 return 0;
1855 } 2051 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 2053 if (tmp->glow_radius)
2054 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 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;
1860 } 2058 }
1861 tmp->x=x; 2059 tmp->x = x;
1862 tmp->y=y; 2060 tmp->y = y;
1863 insert_ob_in_map(tmp,m,op,0); 2061 insert_ob_in_map (tmp, m, op, 0);
1864 return 1; 2062 return 1;
1865} 2063}
1866 2064
1867 2065
1868 2066
1869 2067
1872 * 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
1873 * 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
1874 * perhaps this should actually be in disease.c? 2072 * perhaps this should actually be in disease.c?
1875 */ 2073 */
1876 2074
2075int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2076cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{
1878 sint16 x,y; 2078 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 2079 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 2080 object *walk;
1881 mapstruct *m; 2081 maptile *m;
1882 2082
1883 x = op->x; 2083 x = op->x;
1884 y = op->y; 2084 y = op->y;
1885 2085
1886 /* 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
1887 * direction the player is pointing. 2087 * direction the player is pointing.
1888 */ 2088 */
2089 if (!dir)
1889 if (!dir) dir=op->facing; 2090 dir = op->facing;
2091 if (!dir)
1890 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 */
1891 2093
1892 /* Calculate these once here */ 2094 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 2095 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 2096 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 2097 dur_mod = SP_level_duration_adjust (caster, spell);
1896 2098
1897 /* search in a line for a victim */ 2099 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 2100 for (i = 1; i < range; i++)
2101 {
1899 x = op->x + i * freearr_x[dir]; 2102 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2103 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2104 m = op->map;
1902 2105
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2107
1905 if (mflags & P_OUT_OF_MAP) return 0; 2108 if (mflags & P_OUT_OF_MAP)
2109 return 0;
1906 2110
1907 /* don't go through walls - presume diseases are airborne */ 2111 /* don't go through walls - presume diseases are airborne */
1908 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;
1909 2114
1910 /* 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 */
1911 if (mflags & P_IS_ALIVE) { 2116 if (mflags & P_IS_ALIVE)
2117 {
1912 /* search this square for a victim */ 2118 /* search this square for a victim */
1913 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)
1914 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 */
1915 object *disease = arch_to_object(spell->other_arch); 2122 object *disease = arch_to_object (spell->other_arch);
1916 2123
1917 set_owner(disease,op); 2124 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2125 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2126 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2127 disease->level = caster_level (caster, spell);
1921 2128
1922 /* do level adjustments */ 2129 /* do level adjustments */
1923 if(disease->stats.wc) 2130 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2131 disease->stats.wc += dur_mod / 2;
1925 2132
1926 if(disease->magic> 0) 2133 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2134 disease->magic += dur_mod / 4;
1928 2135
1929 if(disease->stats.maxhp>0) 2136 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2137 disease->stats.maxhp += dur_mod;
1931 2138
1932 if(disease->stats.maxgrace>0) 2139 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2140 disease->stats.maxgrace += dur_mod;
1934 2141
1935 if(disease->stats.dam) { 2142 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2143 {
1952 if(disease->stats.ac) 2144 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2145 disease->stats.dam += dam_mod;
1954 2146 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2147 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2148 }
1977 free_object(disease); 2149
2150 if (disease->last_sp)
2151 {
2152 disease->last_sp -= 2 * dam_mod;
2153 if (disease->last_sp < 1)
2154 disease->last_sp = 1;
1978 } 2155 }
2156
2157 if (disease->stats.maxsp)
2158 {
2159 if (disease->stats.maxsp > 0)
2160 disease->stats.maxsp += dam_mod;
2161 else
2162 disease->stats.maxsp -= dam_mod;
2163 }
2164
2165 if (disease->stats.ac)
2166 disease->stats.ac += dam_mod;
2167
2168 if (disease->last_eat)
2169 disease->last_eat -= dam_mod;
2170
2171 if (disease->stats.hp)
2172 disease->stats.hp -= dam_mod;
2173
2174 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod;
2176
2177 if (infect_object (walk, disease, 1))
2178 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182
2183 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1;
2190 }
2191
2192 disease->destroy ();
2193 }
1979 } /* if living creature */ 2194 } /* if living creature */
1980 } /* for range of spaces */ 2195 } /* for range of spaces */
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2197 return 1;
1983} 2198}

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