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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.6 2006/08/29 08:01:38 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 139 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 146
144 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
150 new_bolt->duration++; 153 new_bolt->duration++;
151 new_bolt->x=sx; 154 new_bolt->x = sx;
152 new_bolt->y=sy; 155 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 159 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
159} 162}
160 163
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
163 */ 166 */
164 167
168void
165void move_bolt(object *op) { 169move_bolt (object *op)
170{
166 object *tmp; 171 object *tmp;
167 int mflags; 172 int mflags;
168 sint16 x, y; 173 sint16 x, y;
169 mapstruct *m; 174 maptile *m;
170 175
171 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
172 remove_ob(op); 177 {
173 free_object(op); 178 op->destroy ();
179 return;
180 }
181
182 hit_map (op, 0, op->attacktype, 1);
183
184 if (!op->direction)
185 return;
186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
174 return; 199 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 200
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 */ 201 /* 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 202 /* 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 203 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 204 * will be useful.
195 */ 205 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 206 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))) { 207 {
198 208
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 210 return;
201 211
202 /* Since walls don't run diagonal, if the bolt is in 212 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 213 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 214 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 215 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 216 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 217 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 218 * to the southwest.
209 */ 219 */
210 if(op->direction&1) 220 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 221 op->direction = absdir (op->direction + 4);
212 else { 222 else
223 {
213 int left, right; 224 int left, right;
214 int mflags; 225 int mflags;
215 226
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 227 /* 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 228 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 229 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 230 * op->direction-1 or op->direction+1 does not exist.
220 */ 231 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 232 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); 233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 234
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 236
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 237 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); 238 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)); 239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 240
230 if(left==right) 241 if (left == right)
231 op->direction=absdir(op->direction+4); 242 op->direction = absdir (op->direction + 4);
232 else if(left) 243 else if (left)
233 op->direction=absdir(op->direction+2); 244 op->direction = absdir (op->direction + 2);
234 else if(right) 245 else if (right)
235 op->direction=absdir(op->direction-2); 246 op->direction = absdir (op->direction - 2);
236 } 247 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 249 return;
239 } 250 }
251 else
240 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 253 tmp = op->clone ();
242 copy_object(op,tmp); 254
243 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 258 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 259 tmp->duration++;
248 260
249 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 262 * going off in other directions.
251 */ 263 */
252 264
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 267 forklightning (op, tmp);
255 } 268 }
256 /* In this way, the object left behind sticks on the space, but 269 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
258 */ 271 */
259 op->range = 0; 272 op->range = 0;
260 } /* copy object and move it along */ 273 } /* copy object and move it along */
261 } /* if move bolt along */ 274 } /* if move bolt along */
262} 275}
263 276
264/* fire_bolt 277/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
268 * spob->attacktype. 281 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 282 * This function sets up the appropriate owner and skill
270 * pointers. 283 * pointers.
271 */ 284 */
272 285
286int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{
274 object *tmp=NULL; 289 object *tmp = NULL;
275 int mflags; 290 int mflags;
276 291
277 if (!spob->other_arch) 292 if (!spob->other_arch)
278 return 0; 293 return 0;
279 294
280 tmp=arch_to_object(spob->other_arch); 295 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 296 if (tmp == NULL)
282 return 0; 297 return 0;
283 298
284 /* peterm: level dependency for bolts */ 299 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 301 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 302 if (spob->slaying)
303 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 306 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 307 tmp->stats.Con = spob->stats.Con;
292 308
293 tmp->direction=dir; 309 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 311 SET_ANIMATION (tmp, dir);
296 312
297 set_owner(tmp,op); 313 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 314 set_spell_skill (op, caster, spob, tmp);
299 315
300 tmp->x=op->x + DIRX(tmp); 316 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 317 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 318 tmp->map = op->map;
303 319
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 321 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 322 {
323 tmp->destroy ();
307 return 0; 324 return 0;
308 } 325 }
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 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 462
433 owner = get_owner(op); 463 owner = op->owner;
464
434 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))
435 !tailor_god_spell(tmp, owner)) { 466 {
436 remove_ob (op); 467 op->destroy ();
437 free_object (op);
438 return; 468 return;
439 } 469 }
470
440 tmp->x = op->x; 471 tmp->x = op->x;
441 tmp->y = op->y; 472 tmp->y = op->y;
442 473
443 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
445 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 478 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 480 tmp->duration = op->duration;
449 } else { 481 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 491 * the count of the parent should work fine.
457 */ 492 */
458 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
459 } 494 }
460 495
461 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
464 499
465 /* Prevent recursion */ 500 /* Prevent recursion */
466 op->move_on = 0; 501 op->move_on = 0;
467 502
468 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 504 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
471 remove_ob (op); 506 {
472 free_object (op); 507 op->destroy ();
473 } 508 }
474} 509}
475 510
476 511
477 512
478/* 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
479 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
480 */ 515 */
481 516
517void
482void check_bullet(object *op) 518check_bullet (object *op)
483{ 519{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 520 object *tmp;
486 int dam, mflags; 521 int dam, mflags;
487 mapstruct *m; 522 maptile *m;
488 sint16 sx, sy; 523 sint16 sx, sy;
489 524
490 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);
491 526
492 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)))
493 return; 528 return;
494 529
495 if (op->other_arch) { 530 if (op->other_arch)
531 {
496 /* explode object will also remove op */ 532 /* explode object will also remove op */
497 explode_bullet (op); 533 explode_bullet (op);
498 return; 534 return;
499 } 535 }
500 536
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
503 540
504 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)
505 { 542 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 544 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 547 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 549 {
514 free_object(op); 550 op->destroy ();
515 return; 551 return;
516 } 552 }
517 } 553 }
518 } 554 }
519 } 555 }
520} 556}
524 * call check_bullet. 560 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
527 */ 563 */
528 564
565void
529void move_bullet(object *op) 566move_bullet (object *op)
530{ 567{
531 sint16 new_x, new_y; 568 sint16 new_x, new_y;
532 int mflags; 569 int mflags;
533 mapstruct *m; 570 maptile *m;
534 571
535#if 0 572#if 0
536 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
537 574
538 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
541 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
543 return; 581 return;
544 } /* end addition. */ 582 } /* end addition. */
545#endif 583#endif
546 584
547 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
549 if (op->other_arch) { 588 if (op->other_arch)
550 explode_bullet (op); 589 explode_bullet (op);
551 } else { 590 else
552 remove_ob (op); 591 op->destroy ();
553 free_object (op); 592
554 }
555 return; 593 return;
556 } 594 }
557 595
558 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
560 m = op->map; 598 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 600
563 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 602 {
565 free_object (op); 603 op->destroy ();
566 return; 604 return;
567 } 605 }
568 606
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 {
570 if (op->other_arch) { 609 if (op->other_arch)
571 explode_bullet (op); 610 explode_bullet (op);
572 } else { 611 else
573 remove_ob (op); 612 op->destroy ();
574 free_object (op); 613
575 }
576 return; 614 return;
577 } 615 }
578 616
579 remove_ob (op); 617 op->remove ();
580 op->x = new_x; 618 op->x = new_x;
581 op->y = new_y; 619 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 621 return;
584 622
585 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
586 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 626 update_turn_face (op);
588 } else { 627 }
628 else
629 {
589 check_bullet (op); 630 check_bullet (op);
590 } 631 }
591} 632}
592 633
593 634
594 635
600 * spob->attacktype. 641 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
602 * pointers. 643 * pointers.
603 */ 644 */
604 645
646int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
606 object *tmp=NULL; 649 object *tmp = NULL;
607 int mflags; 650 int mflags;
608 651
609 if (!spob->other_arch) 652 if (!spob->other_arch)
610 return 0; 653 return 0;
611 654
612 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 656 if (tmp == NULL)
614 return 0; 657 return 0;
615 658
616 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 662 if (spob->slaying)
663 tmp->slaying = spob->slaying;
620 664
621 tmp->range = 50; 665 tmp->range = 50;
622 666
623 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 671
628 tmp->direction=dir; 672 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
631 675
632 set_owner(tmp,op); 676 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
634 678
635 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 681 tmp->map = op->map;
638 682
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 685 {
686 tmp->destroy ();
642 return 0; 687 return 0;
643 } 688 }
689
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 693 {
694 tmp->destroy ();
647 return 0; 695 return 0;
648 } 696 }
697
649 tmp->x=op->x; 698 tmp->x = op->x;
650 tmp->y=op->y; 699 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 701 tmp->map = op->map;
653 } 702 }
703
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
655 check_bullet (tmp); 705 check_bullet (tmp);
656 } 706
657 return 1; 707 return 1;
658} 708}
659 709
660 710
661 711
662 712
666 * 716 *
667 *****************************************************************************/ 717 *****************************************************************************/
668 718
669 719
670/* drops an object based on what is in the cone's "other_arch" */ 720/* drops an object based on what is in the cone's "other_arch" */
721void
671void cone_drop(object *op) { 722cone_drop (object *op)
723{
672 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
673 725
674 new_ob->x = op->x; 726 new_ob->x = op->x;
675 new_ob->y = op->y; 727 new_ob->y = op->y;
676 new_ob->level = op->level; 728 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
678 730
679 /* preserve skill ownership */ 731 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 } 733 {
734 new_ob->skill = op->skill;
735 }
684 insert_ob_in_map(new_ob,op->map,op,0); 736 insert_ob_in_map (new_ob, op->map, op, 0);
685 737
686} 738}
687 739
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 740/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 741
742void
690void move_cone(object *op) { 743move_cone (object *op)
744{
691 int i; 745 int i;
692 tag_t tag;
693 746
694 /* if no map then hit_map will crash so just ignore object */ 747 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 748 if (!op->map)
749 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 751 op->speed = 0;
699 update_ob_speed (op); 752 update_ob_speed (op);
700 return; 753 return;
701 } 754 }
702 755
703 /* lava saves it's life, but not yours :) */ 756 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
705 hit_map(op,0,op->attacktype,0); 759 hit_map (op, 0, op->attacktype, 0);
706 return; 760 return;
707 } 761 }
708 762
709#if 0 763#if 0
710 /* Disable this - enabling it makes monsters easier, as 764 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 765 * when their cone dies when they die.
712 */ 766 */
713 /* If no owner left, the spell dies out. */ 767 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 768 if (op->owner == NULL)
715 remove_ob(op); 769 {
716 free_object(op); 770 op->destroy ();
717 return; 771 return;
718 } 772 }
719#endif 773#endif
720 774
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
723 776
724 /* Check to see if we should push anything. 777 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 778 * Spell objects with weight push whatever they encounter to some
726 * degree. 779 * degree.
727 */ 780 */
781 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 782 check_spell_knockback (op);
729 783
730 if (was_destroyed (op, tag)) 784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
731 return; 790 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 791 }
738 /* Object has hit maximum range, so don't have it move 792 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 793 * any further. When the duration above expires,
740 * then the object will get removed. 794 * then the object will get removed.
741 */ 795 */
742 if (--op->range < 0) { 796 if (--op->range < 0)
797 {
743 op->range=0; /* just so it doesn't wrap */ 798 op->range = 0; /* just so it doesn't wrap */
744 return; 799 return;
745 } 800 }
746 801
747 for(i= -1;i<2;i++) { 802 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 803 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 805
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 806 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 807 {
753 copy_object(op, tmp); 808 object *tmp = op->clone ();
809
754 tmp->x=x; 810 tmp->x = x;
755 tmp->y=y; 811 tmp->y = y;
756 812
757 tmp->duration = op->duration + 1; 813 tmp->duration = op->duration + 1;
758 814
759 /* Use for spell tracking - see ok_to_put_more() */ 815 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 816 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 818 if (tmp->other_arch)
819 cone_drop (tmp);
763 } 820 }
764 } 821 }
765} 822}
766 823
767/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 827 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 828 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 829 * to fire.
773 * returns 0 on failure, 1 on success. 830 * returns 0 on failure, 1 on success.
774 */ 831 */
832int
775int cast_cone(object *op, object *caster,int dir, object *spell) 833cast_cone (object *op, object *caster, int dir, object *spell)
776{ 834{
777 object *tmp; 835 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 836 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 837 maptile *m;
780 sint16 sx, sy; 838 sint16 sx, sy;
781 MoveType movetype; 839 MoveType movetype;
782 840
783 if (!spell->other_arch) return 0; 841 if (!spell->other_arch)
842 return 0;
784 843
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 845 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 847 return 0;
790 } 848 }
791 849
792 if(!dir) { 850 if (!dir)
851 {
793 range_min= 0; 852 range_min = 0;
794 range_max=8; 853 range_max = 8;
795 } 854 }
796 855
797 /* Need to know what the movetype of the object we are about 856 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 857 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 858 * insert it into is blocked.
800 */ 859 */
801 movetype = spell->other_arch->clone.move_type; 860 movetype = spell->other_arch->clone.move_type;
802 861
803 for(i=range_min;i<=range_max;i++) { 862 for (i = range_min; i <= range_max; i++)
863 {
804 sint16 x,y, d; 864 sint16 x, y, d;
805 865
806 /* We can't use absdir here, because it never returns 866 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 867 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 868 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 869 * to hit that person.
810 */ 870 */
811 d = dir + i; 871 d = dir + i;
812 while (d < 0) d+=8; 872 while (d < 0)
873 d += 8;
813 while (d > 8) d-=8; 874 while (d > 8)
875 d -= 8;
814 876
815 /* If it's not a rune, we don't want to blast the caster. 877 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 878 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 879 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 880 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 881 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 882 * for the rune code.
821 */ 883 */
822 if (caster->type != RUNE && d==0) { 884 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 885 {
826 886 if (dir != 0)
827 x = op->x+freearr_x[d]; 887 d = 8;
828 y = op->y+freearr_y[d]; 888 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 889 continue;
890 }
832 891
892 x = op->x + freearr_x[d];
893 y = op->y + freearr_y[d];
894
895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
896 continue;
897
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 899 continue;
835 900
836 success=1; 901 success = 1;
837 tmp=arch_to_object(spell->other_arch); 902 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 903 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 904 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 905 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 906 tmp->x = sx;
842 tmp->y = sy; 907 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 908 tmp->attacktype = spell->attacktype;
844 909
845 /* holy word stuff */ 910 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 912 if (!tailor_god_spell (tmp, op))
848 } 913 return 0;
849 914
850 if(dir) 915 if (dir)
851 tmp->stats.sp=dir; 916 tmp->stats.sp = dir;
852 else 917 else
853 tmp->stats.sp=i; 918 tmp->stats.sp = i;
854 919
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 921
857 /* If casting it in all directions, it doesn't go as far */ 922 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 923 if (dir == 0)
924 {
859 tmp->range /= 4; 925 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 926 if (tmp->range < 2 && spell->range >= 2)
927 tmp->range = 2;
861 } 928 }
929
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 930 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 932
865 /* Special bonus for fear attacks */ 933 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 934 if (tmp->attacktype & AT_FEAR)
935 {
936 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 937 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 938 else
869 tmp->duration += caster->level/3; 939 tmp->duration += caster->level / 3;
870 } 940 }
941
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
943 {
944 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 946 else
874 tmp->duration += caster->level/3; 947 tmp->duration += caster->level / 3;
875 } 948 }
876 949
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 950 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 952
882 if (!tmp->move_on && tmp->stats.dam) { 953 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug,
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 } 954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957
887 insert_ob_in_map(tmp,m,op,0); 958 insert_ob_in_map (tmp, m, op, 0);
888 959
889 /* This is used for tracking spells so that one effect doesn't hit 960 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 961 * a single space too many times.
891 */ 962 */
892 tmp->stats.maxhp = tmp->count; 963 tmp->stats.maxhp = tmp->count;
893 964
894 if(tmp->other_arch) cone_drop(tmp); 965 if (tmp->other_arch)
966 cone_drop (tmp);
895 } 967 }
968
896 return success; 969 return success;
897} 970}
898 971
899/**************************************************************************** 972/****************************************************************************
900 * 973 *
901 * BOMB related code 974 * BOMB related code
904 977
905 978
906/* This handles an exploding bomb. 979/* This handles an exploding bomb.
907 * op is the original bomb object. 980 * op is the original bomb object.
908 */ 981 */
982void
909void animate_bomb(object *op) { 983animate_bomb (object *op)
984{
910 int i; 985 int i;
911 object *env, *tmp; 986 object *env, *tmp;
912 archetype *at; 987 archetype *at;
913 988
914 if(op->state!=NUM_ANIMATIONS(op)-1) 989 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return;
991
992 env = object_get_env_recursive (op);
993
994 if (op->env)
995 {
996 if (env->map == NULL)
915 return; 997 return;
916 998
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER) 999 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 1000 esrv_del_item (env->contr, op->count);
926 1001
927 remove_ob(op); 1002 op->remove ();
928 op->x = env->x; 1003 op->x = env->x;
929 op->y = env->y; 1004 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 1006 return;
942 } 1007 }
943 1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
1015 return;
1016 }
1017
944 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
947 */ 1021 */
948 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
949 if (at) { 1023 if (at)
1024 {
950 for(i=1;i<9;i++) { 1025 for (i = 1; i < 9; i++)
1026 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 1028 continue;
953 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
954 tmp->direction = i; 1030 tmp->direction = i;
955 tmp->range = op->range; 1031 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1035 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1037 {
962 tmp->skill = add_refcount(op->skill); 1038 tmp->skill = op->skill;
963 } 1039 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1045 move_bullet (tmp);
970 } 1046 }
971 } 1047 }
972 1048
973 explode_bullet(op); 1049 explode_bullet (op);
974} 1050}
975 1051
1052int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
977 1055
978 object *tmp; 1056 object *tmp;
979 int mflags; 1057 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1059 maptile *m;
982 1060
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1065 return 0;
987 } 1066 }
988 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
989 1068
990 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
995 1074
996 set_owner(tmp,op); 1075 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1077 tmp->x = dx;
999 tmp->y=dy; 1078 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1080 return 1;
1002} 1081}
1003 1082
1004/**************************************************************************** 1083/****************************************************************************
1005 * 1084 *
1006 * smite related spell code. 1085 * smite related spell code.
1014 * dir is the direction to look in. 1093 * dir is the direction to look in.
1015 * range is how far out to look. 1094 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
1018 */ 1097 */
1019 1098
1099object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1021 object *target; 1102 object *target;
1022 sint16 x,y; 1103 sint16 x, y;
1023 int dist, mflags; 1104 int dist, mflags;
1024 mapstruct *mp; 1105 maptile *mp;
1025 1106
1026 if (dir==0) return NULL; 1107 if (dir == 0)
1108 return NULL;
1027 1109
1028 for (dist=1; dist<range; dist++) { 1110 for (dist = 1; dist < range; dist++)
1111 {
1029 x = op->x + freearr_x[dir] * dist; 1112 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1113 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1114 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1116
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1038 1125
1039 if (mflags & P_IS_ALIVE) { 1126 if (mflags & P_IS_ALIVE)
1127 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1042 return target; 1132 return target;
1043 } 1133 }
1044 } 1134 }
1045 } 1135 }
1046 } 1136 }
1047 return NULL; 1137 return NULL;
1048} 1138}
1049 1139
1050 1140
1051/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1145 * caster = object casting the spell.
1056 * dir = direction being cast 1146 * dir = direction being cast
1057 * spell = spell object 1147 * spell = spell object
1058 */ 1148 */
1059 1149
1150int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1061 object *effect, *target; 1153 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1063 int range; 1155 int range;
1064 1156
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1158 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1159
1068 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1162 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1163 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1164 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1165 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1166 * can't be friendly to your god.
1075 */ 1167 */
1076 1168
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1174 return 0;
1083 } 1175 }
1084 1176
1085 if (spell->other_arch) 1177 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1087 else 1179 else
1088 return 0; 1180 return 0;
1089 1181
1090 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1094 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1189 else
1190 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1192 return 0;
1100 } 1193 }
1101 } 1194 }
1102 1195
1103 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1104 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1199
1109 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1201 {
1111 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1203
1113 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1205 if (QUERY_FLAG (target, FLAG_UNDEAD))
1206 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1207 if (random_roll (0, 2, op, PREFER_LOW))
1208 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1210 effect->x = op->x;
1118 effect->y=op->y; 1211 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1212 }
1213 else
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1216 target->stats.hp = target->stats.maxhp * 2;
1217 effect->destroy ();
1218 return 0;
1126 } 1219 }
1127 } else { 1220 }
1221 }
1222 else
1223 {
1128 /* how much woe to inflict :) */ 1224 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1225 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1226 }
1132 1227
1133 set_owner(effect,op); 1228 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1229 set_spell_skill (op, caster, spell, effect);
1135 1230
1136 /* ok, tell it where to be, and insert! */ 1231 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1232 effect->x = target->x;
1138 effect->y=target->y; 1233 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1234 insert_ob_in_map (effect, target->map, op, 0);
1140 1235
1141 return 1; 1236 return 1;
1142} 1237}
1143 1238
1144 1239
1145/**************************************************************************** 1240/****************************************************************************
1146 * 1241 *
1148 * note that the fire_bullet is used to fire the missile. The 1243 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1244 * code here is just to move the missile.
1150 ****************************************************************************/ 1245 ****************************************************************************/
1151 1246
1152/* op is a missile that needs to be moved */ 1247/* op is a missile that needs to be moved */
1248void
1153void move_missile(object *op) { 1249move_missile (object *op)
1250{
1154 int i, mflags; 1251 int i, mflags;
1155 object *owner; 1252 object *owner;
1156 sint16 new_x, new_y; 1253 sint16 new_x, new_y;
1157 mapstruct *m; 1254 maptile *m;
1158 1255
1159 if (op->range-- <=0) { 1256 if (op->range-- <= 0)
1160 remove_ob(op); 1257 {
1161 free_object(op); 1258 op->destroy ();
1162 return; 1259 return;
1163 } 1260 }
1164 1261
1165 owner = get_owner(op); 1262 owner = op->owner;
1166#if 0 1263#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1264 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1265 * monster that are then killed would continue to survive
1169 */ 1266 */
1170 if (owner == NULL) { 1267 if (owner == NULL)
1171 remove_ob(op); 1268 {
1172 free_object(op); 1269 op->destroy ();
1173 return; 1270 return;
1174 } 1271 }
1175#endif 1272#endif
1176 1273
1177 new_x = op->x + DIRX(op); 1274 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1275 new_y = op->y + DIRY (op);
1179 1276
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1278
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1280 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1281 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1282 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1283 * we need to remove it if someone hasn't already done so.
1188 */ 1284 */
1189 if ( ! was_destroyed (op, tag)) { 1285 if (!op->destroyed ())
1190 remove_ob (op); 1286 op->destroy ();
1191 free_object(op); 1287
1192 }
1193 return; 1288 return;
1194 } 1289 }
1195 1290
1196 remove_ob(op); 1291 op->remove ();
1292
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1294 {
1295 op->destroy ();
1199 return; 1296 return;
1200 } 1297 }
1298
1201 op->x = new_x; 1299 op->x = new_x;
1202 op->y = new_y; 1300 op->y = new_y;
1203 op->map = m; 1301 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1302 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1205 if(i > 0 && i != op->direction){ 1303 if (i > 0 && i != op->direction)
1304 {
1206 op->direction=i; 1305 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1306 SET_ANIMATION (op, op->direction);
1208 } 1307 }
1308
1209 insert_ob_in_map(op,op->map,op,0); 1309 insert_ob_in_map (op, op->map, op, 0);
1210} 1310}
1211 1311
1212/**************************************************************************** 1312/****************************************************************************
1213 * Destruction 1313 * Destruction
1214 ****************************************************************************/ 1314 ****************************************************************************/
1315
1215/* make_object_glow() - currently only makes living objects glow. 1316/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1317 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1318 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1319 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1320 * give them the capability to have an inventory. b.t.
1220 */ 1321 */
1221 1322
1323int
1222int make_object_glow(object *op, int radius, int time) { 1324make_object_glow (object *op, int radius, int time)
1325{
1223 object *tmp; 1326 object *tmp;
1224 1327
1225 /* some things are unaffected... */ 1328 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1329 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1330 return 0;
1228 1331
1229 tmp=get_archetype(FORCE_NAME); 1332 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1333 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1334 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1335 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1336 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1338 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1339
1237 tmp->x=op->x; 1340 tmp->x = op->x;
1238 tmp->y=op->y; 1341 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1344 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1345 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1346 op->glow_radius = tmp->glow_radius;
1243 1347
1244 if(!tmp->env||op!=tmp->env) { 1348 if (!tmp->env || op != tmp->env)
1349 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name);
1247 return 0; 1351 return 0;
1248 } 1352 }
1249 return 1; 1353 return 1;
1250} 1354}
1251 1355
1252 1356
1253
1254 1357
1358
1359int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1360cast_destruction (object *op, object *caster, object *spell_ob)
1361{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1362 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1363 sint16 sx, sy;
1258 mapstruct *m; 1364 maptile *m;
1259 object *tmp; 1365 object *tmp;
1260 const char *skill; 1366 const char *skill;
1261 1367
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1266 1373
1267 /* destruction doesn't use another spell object, so we need 1374 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1375 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1376 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1377 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1378 * the full share string/free_string route.
1272 */ 1379 */
1273 skill = op->skill; 1380 skill = op->skill;
1381 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1382 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1276 else op->skill = NULL; 1386 op->skill = NULL;
1277 1387
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1388 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1389
1280 for(i= -range; i<range; i++) { 1390 for (i = -range; i < range; i++)
1391 {
1281 for(j=-range; j<range ; j++) { 1392 for (j = -range; j < range; j++)
1393 {
1282 m = op->map; 1394 m = op->map;
1283 sx = op->x + i; 1395 sx = op->x + i;
1284 sy = op->y + j; 1396 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1287 if (mflags & P_IS_ALIVE) { 1400 if (mflags & P_IS_ALIVE)
1401 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break;
1290 } 1406 }
1291 if (tmp) { 1407 if (tmp)
1408 {
1409 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1410 tmp = tmp->head;
1293 1411
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1415 if (spell_ob->subtype == SP_DESTRUCTION)
1416 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1418 if (spell_ob->other_arch)
1419 {
1299 tmp = arch_to_object(spell_ob->other_arch); 1420 tmp = arch_to_object (spell_ob->other_arch);
1300 tmp->x = sx; 1421 tmp->x = sx;
1301 tmp->y = sy; 1422 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0); 1423 insert_ob_in_map (tmp, m, op, 0);
1303 } 1424 }
1304 } 1425 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1427 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1430 object *effect = arch_to_object (spell_ob->other_arch);
1431
1309 effect->x = sx; 1432 effect->x = sx;
1310 effect->y = sy; 1433 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0); 1434 insert_ob_in_map (effect, m, op, 0);
1312 } 1435 }
1313 } 1436 }
1314 } 1437 }
1315 } 1438 }
1316 } 1439 }
1317 } 1440 }
1318 } 1441 }
1319 op->skill = skill; 1442 op->skill = skill;
1320 return 1; 1443 return 1;
1321} 1444}
1322 1445
1323/*************************************************************************** 1446/***************************************************************************
1324 * 1447 *
1325 * CURSE 1448 * CURSE
1326 * 1449 *
1327 ***************************************************************************/ 1450 ***************************************************************************/
1328 1451
1452int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1453cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454{
1330 object *god = find_god(determine_god(op)); 1455 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1456 object *tmp, *force;
1332 1457
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1459 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1460 {
1337 "There is no one in that direction to curse."); 1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1462 return 0;
1339 } 1463 }
1340 1464
1341 /* If we've already got a force of this type, don't add a new one. */ 1465 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1466 for (force = tmp->inv; force != NULL; force = force->below)
1467 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 {
1344 if (force->name == spell_ob->name) { 1470 if (force->name == spell_ob->name)
1471 {
1345 break; 1472 break;
1346 } 1473 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1474 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1475 {
1349 "You can not cast %s while %s is in effect", 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1477 return 0;
1352 } 1478 }
1353 } 1479 }
1354 } 1480 }
1355 1481
1356 if(force==NULL) { 1482 if (force == NULL)
1483 {
1357 force=get_archetype(FORCE_NAME); 1484 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1485 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1486 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1487 force->name = spell_ob->race;
1362 else 1488 else
1363 force->name = add_refcount(spell_ob->name); 1489 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1490
1365 force->name_pl = add_refcount(spell_ob->name); 1491 force->name_pl = spell_ob->name;
1366 1492
1367 } else { 1493 }
1494 else
1495 {
1368 int duration; 1496 int duration;
1369 1497
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1498 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1499 if (duration > force->duration)
1500 {
1372 force->duration = duration; 1501 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 }
1374 } else { 1504 else
1505 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1507 }
1377 return 1; 1508 return 1;
1378 } 1509 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1511 force->speed = 1.0;
1381 force->speed_left = -1.0; 1512 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1513 SET_FLAG (force, FLAG_APPLIED);
1383 1514
1384 if(god) { 1515 if (god)
1516 {
1385 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1518 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1519 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1520 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1522 }
1391 } else 1523 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1524 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1525
1394 1526
1395 if(tmp!=op && op->type==PLAYER) 1527 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1528 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1529
1398 force->stats.ac = spell_ob->stats.ac; 1530 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1531 force->stats.wc = spell_ob->stats.wc;
1400 1532
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1533 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1534 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1535 fix_player (tmp);
1404 return 1; 1536 return 1;
1405 1537
1406} 1538}
1407 1539
1408 1540
1409/********************************************************************** 1541/**********************************************************************
1413 ***********************************************************************/ 1545 ***********************************************************************/
1414 1546
1415/* This covers the various spells that change the moods of monsters - 1547/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1548 * makes them angry, peacful, friendly, etc.
1417 */ 1549 */
1550int
1418int mood_change(object *op, object *caster, object *spell) { 1551mood_change (object *op, object *caster, object *spell)
1552{
1419 object *tmp, *god, *head; 1553 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1554 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1555 sint16 x, y, nx, ny;
1422 mapstruct *m; 1556 maptile *m;
1423 const char *race; 1557 const char *race;
1424 1558
1425 /* We precompute some values here so that we don't have to keep 1559 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1560 * doing it over and over again.
1427 */ 1561 */
1428 god=find_god(determine_god(op)); 1562 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1563 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1564 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1565
1432 /* On the bright side, no monster should ever have a race of GOD_... 1566 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1567 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1568 * won't ever match anything.
1435 */ 1569 */
1436 if (!spell->race) race=NULL; 1570 if (!spell->race)
1571 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1572 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1573 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1574 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race;
1576 else
1439 else race = spell->race; 1577 race = spell->race;
1440
1441 1578
1579
1442 for (x = op->x - range; x <= op->x + range; x++) 1580 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1581 for (y = op->y - range; y <= op->y + range; y++)
1582 {
1444 1583
1445 done_one=0; 1584 done_one = 0;
1446 m = op->map; 1585 m = op->map;
1447 nx = x; 1586 nx = x;
1448 ny = y; 1587 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1451 1591
1452 /* If there is nothing living on this space, no need to go further */ 1592 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1593 if (!(mflags & P_IS_ALIVE))
1594 continue;
1454 1595
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1597 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break;
1457 1599
1458 /* There can be living objects that are not monsters */ 1600 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1601 if (!tmp || tmp->type == PLAYER)
1602 continue;
1460 1603
1461 /* Only the head has meaningful data, so resolve to that */ 1604 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1605 if (tmp->head)
1606 head = tmp->head;
1607 else
1463 else head=tmp; 1608 head = tmp;
1464 1609
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1611 if (race && head->race && !strstr (race, head->race))
1612 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue;
1468 1615
1469 /* Now do a bunch of stuff related to saving throws */ 1616 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1617 best_at = -1;
1471 if (spell->attacktype) { 1618 if (spell->attacktype)
1619 {
1472 for (at=0; at < NROFATTACKS; at++) 1620 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1621 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1622 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at;
1475 1624
1476 if (best_at == -1) at=0; 1625 if (best_at == -1)
1626 at = 0;
1627 else
1628 {
1629 if (head->resist[best_at] == 100)
1630 continue;
1477 else { 1631 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1632 at = head->resist[best_at] / 5;
1480 } 1633 }
1481 at -= level / 5; 1634 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1635 if (did_make_save (head, head->level, at))
1636 continue;
1483 } 1637 }
1484 else /* spell->attacktype */ 1638 else /* spell->attacktype */
1485 /* 1639 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1641 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1643
1490 The chance will then be in the range [20-70] percent, not too bad. 1644 The chance will then be in the range [20-70] percent, not too bad.
1491 1645
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1647 charm a level 125 monster...
1494 1648
1495 Ryo, august 14th 1649 Ryo, august 14th
1496 */ 1650 */
1497 { 1651 {
1498 if ( head->level > level ) continue; 1652 if (head->level > level)
1653 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1655 /* Failed, no effect */
1501 continue; 1656 continue;
1502 } 1657 }
1503 1658
1504 /* Done with saving throw. Now start effecting the monster */ 1659 /* Done with saving throw. Now start effecting the monster */
1505 1660
1506 /* aggravation */ 1661 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1662 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1664 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1666 remove_friendly_object (head);
1511 1667
1512 done_one = 1; 1668 done_one = 1;
1513 head->enemy = op; 1669 head->enemy = op;
1514 } 1670 }
1515 1671
1516 /* calm monsters */ 1672 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1674 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1675 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1676 head->enemy = NULL;
1520 done_one = 1; 1677 done_one = 1;
1521 } 1678 }
1522 1679
1523 /* berserk monsters */ 1680 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 {
1525 SET_FLAG(head, FLAG_BERSERK); 1683 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1684 done_one = 1;
1527 } 1685 }
1528 /* charm */ 1686 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1689 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1690 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1691 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1693 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1694 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1695 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1696 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1697 head->attack_movement = PETMOVE;
1539 done_one = 1; 1698 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1700 head->stats.exp = 0;
1542 } 1701 }
1543 1702
1544 /* If a monster was effected, put an effect in */ 1703 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1704 if (done_one && spell->other_arch)
1705 {
1546 tmp = arch_to_object(spell->other_arch); 1706 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1707 tmp->x = nx;
1548 tmp->y = ny; 1708 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1709 insert_ob_in_map (tmp, m, op, 0);
1550 } 1710 }
1551 } /* for y */ 1711 } /* for y */
1552 1712
1553 return 1; 1713 return 1;
1554} 1714}
1555 1715
1556 1716
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1717/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1718 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1719 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1720 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1721 * note that duration is handled by process_object() in time.c
1562 */ 1722 */
1563 1723
1724void
1564void move_ball_spell(object *op) { 1725move_ball_spell (object *op)
1726{
1565 int i,j,dam_save,dir, mflags; 1727 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1728 sint16 nx, ny, hx, hy;
1567 object *owner; 1729 object *owner;
1568 mapstruct *m; 1730 maptile *m;
1569 1731
1570 owner = get_owner(op); 1732 owner = op->owner;
1571 1733
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1734 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1735 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1736 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1737 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1738 * deviations.
1577 */ 1739 */
1578 1740
1579 dir = 0; 1741 dir = 0;
1580 if(!(rndm(0, 3))) 1742 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1743 j = rndm (0, 1);
1582 else j=0; 1744 else
1745 j = 0;
1583 1746
1584 for(i = 1; i < 9; i++) { 1747 for (i = 1; i < 9; i++)
1748 {
1585 /* i bit 0: alters sign of offset 1749 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1750 * other bits (i / 2): absolute value of offset
1587 */ 1751 */
1588 1752
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1754 int tmpdir = absdir (op->direction + offset);
1591 1755
1592 nx = op->x + freearr_x[tmpdir]; 1756 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1757 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1758 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1759 {
1596 dir = tmpdir; 1760 dir = tmpdir;
1597 break; 1761 break;
1598 } 1762 }
1599 } 1763 }
1600 if (dir == 0) { 1764 if (dir == 0)
1765 {
1601 nx = op->x; 1766 nx = op->x;
1602 ny = op->y; 1767 ny = op->y;
1603 m = op->map; 1768 m = op->map;
1604 } 1769 }
1605 1770
1606 remove_ob(op); 1771 op->remove ();
1607 op->y=ny; 1772 op->y = ny;
1608 op->x=nx; 1773 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1774 insert_ob_in_map (op, m, op, 0);
1610 1775
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1777 surrounding squares */
1613 1778
1614 /* loop over current square and neighbors to hit. 1779 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1780 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1781 * the surround spaces.
1617 */ 1782 */
1618 for(j=0;j<9;j++) { 1783 for (j = 0; j < 9; j++)
1784 {
1619 object *new_ob; 1785 object *new_ob;
1620 1786
1621 hx = nx+freearr_x[j]; 1787 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1788 hy = ny + freearr_y[j];
1623 1789
1624 m = op->map; 1790 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1792
1627 if (mflags & P_OUT_OF_MAP) continue; 1793 if (mflags & P_OUT_OF_MAP)
1794 continue;
1628 1795
1629 /* first, don't ever, ever hit the owner. Don't hit out 1796 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1797 * of the map either.
1631 */ 1798 */
1632 1799
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 {
1802 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1803 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1804 hit_map (op, j, op->attacktype, 1);
1636 1805
1637 } 1806 }
1638 1807
1639 /* insert the other arch */ 1808 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 {
1641 new_ob = arch_to_object(op->other_arch); 1811 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1812 new_ob->x = hx;
1643 new_ob->y = hy; 1813 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1814 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1815 }
1646 } 1816 }
1647 1817
1648 /* restore to the center location and damage*/ 1818 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1819 op->stats.dam = dam_save;
1650 1820
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1821 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1822
1653 if(i>=0) { /* we have a preferred direction! */ 1823 if (i >= 0)
1824 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1825 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1830 }
1659 op->direction=i; 1831 op->direction = i;
1660 } 1832 }
1661} 1833}
1662 1834
1663 1835
1664/* move_swarm_spell: peterm 1836/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1839 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1840 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1841 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1842 */
1671 1843
1844void
1672void move_swarm_spell(object *op) 1845move_swarm_spell (object *op)
1673{ 1846{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1847#if 0
1696 // this is bogus: it causes wrong places to be checked below 1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1850 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1851 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1852 maptile *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1853#endif
1854 int basedir;
1855 object *owner;
1743 1856
1857 owner = op->owner;
1858 if (op->duration == 0 || owner == NULL)
1859 {
1860 op->destroy ();
1861 return;
1862 }
1863
1864 op->duration--;
1865
1866 basedir = op->direction;
1867 if (basedir == 0)
1868 {
1869 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8);
1871 }
1872
1873#if 0
1874 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space.
1878 // should be fixed later, but correctness before featurs...
1879 // (schmorp)
1880
1881 /* new offset calculation to make swarm element distribution
1882 * more uniform
1883 */
1884 if (op->duration)
1885 {
1886 if (basedir & 1)
1887 {
1888 adjustdir = cardinal_adjust[rndm (0, 8)];
1889 }
1890 else
1891 {
1892 adjustdir = diagonal_adjust[rndm (0, 9)];
1893 }
1894 }
1895 else
1896 {
1897 adjustdir = 0; /* fire the last one from forward. */
1898 }
1899
1900 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1901 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1902
1903 /* back up one space so we can hit point-blank targets, but this
1904 * necessitates extra out_of_map check below
1905 */
1906 origin_x = target_x - freearr_x[basedir];
1907 origin_y = target_y - freearr_y[basedir];
1908
1909
1744 /* spell pointer is set up for the spell this casts. Since this 1910 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1911 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1912 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1913 * do some sanity checking anyways.
1748 */ 1914 */
1749 1915
1750 if (op->spell && op->spell->type == SPELL) 1916 if (op->spell && op->spell->type == SPELL &&
1917 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1918 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1919 {
1920
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1921 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1922 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1923 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1924 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1925 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1926 }
1927#endif
1928
1929 /* spell pointer is set up for the spell this casts. Since this
1930 * should just be a pointer to the spell in some inventory,
1931 * it is unlikely to disappear by the time we need it. However,
1932 * do some sanity checking anyways.
1933 */
1934
1935 if (op->spell && op->spell->type == SPELL)
1936 {
1937 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1942 }
1758} 1943}
1759 1944
1760 1945
1761 1946
1762 1947
1770 * dir: the direction everything will be fired in 1955 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1956 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1957 * n: the number to be fired.
1773 */ 1958 */
1774 1959
1960int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1961fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1962{
1777 object *tmp; 1963 object *tmp;
1778 int i; 1964 int i;
1779 1965
1780 if (!spell->other_arch) return 0; 1966 if (!spell->other_arch)
1967 return 0;
1781 1968
1782 tmp=get_archetype(SWARM_SPELL); 1969 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1970 tmp->x = op->x;
1784 tmp->y=op->y; 1971 tmp->y = op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1973 set_spell_skill (op, caster, spell, tmp);
1787 1974
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1976 tmp->spell = arch_to_object (spell->other_arch);
1790 1977
1791 tmp->attacktype = tmp->spell->attacktype; 1978 tmp->attacktype = tmp->spell->attacktype;
1792 1979
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1794 if ( ! tailor_god_spell (tmp, op)) 1982 if (!tailor_god_spell (tmp, op))
1795 return 1; 1983 return 1;
1796 } 1984 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1985 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1986 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1988
1801 tmp->direction=dir; 1989 tmp->direction = dir;
1802 tmp->invisible=1; 1990 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1991 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 1992 return 1;
1805} 1993}
1806 1994
1807 1995
1808/* See the spells documentation file for why this is its own 1996/* See the spells documentation file for why this is its own
1809 * function. 1997 * function.
1810 */ 1998 */
1999int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2000cast_light (object *op, object *caster, object *spell, int dir)
2001{
1812 object *target=NULL,*tmp=NULL; 2002 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2003 sint16 x, y;
1814 int dam, mflags; 2004 int dam, mflags;
1815 mapstruct *m; 2005 maptile *m;
1816 2006
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2008
1819 if(!dir) { 2009 if (!dir)
2010 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2012 return 0;
1822 } 2013 }
1823 2014
1824 x=op->x+freearr_x[dir]; 2015 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2016 y = op->y + freearr_y[dir];
1826 m = op->map; 2017 m = op->map;
1827 2018
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2019 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2020
1830 if (mflags & P_OUT_OF_MAP) { 2021 if (mflags & P_OUT_OF_MAP)
2022 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2024 return 0;
1833 } 2025 }
1834 2026
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2027 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 2029 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2030 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2032 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head)
1839 if(target->head) target = target->head; 2034 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2035 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2036 return 1; /* one success only! */
1842 } 2037 }
1843 } 2038 }
1844 2039
1845 /* no live target, perhaps a wall is in the way? */ 2040 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 2044 return 0;
1849 } 2045 }
1850 2046
1851 /* ok, looks groovy to just insert a new light on the map */ 2047 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 2048 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2049 if (!tmp)
2050 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2052 return 0;
1856 } 2053 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2055 if (tmp->glow_radius)
2056 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2058 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 2060 }
1862 tmp->x=x; 2061 tmp->x = x;
1863 tmp->y=y; 2062 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2063 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2064 return 1;
1866} 2065}
1867 2066
1868 2067
1869 2068
1870 2069
1873 * op is the player/monster, caster is the object, dir is the direction 2072 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 2073 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2074 * perhaps this should actually be in disease.c?
1876 */ 2075 */
1877 2076
2077int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2078cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{
1879 sint16 x,y; 2080 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2081 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2082 object *walk;
1882 mapstruct *m; 2083 maptile *m;
1883 2084
1884 x = op->x; 2085 x = op->x;
1885 y = op->y; 2086 y = op->y;
1886 2087
1887 /* If casting from a scroll, no direction will be available, so refer to the 2088 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2089 * direction the player is pointing.
1889 */ 2090 */
2091 if (!dir)
1890 if (!dir) dir=op->facing; 2092 dir = op->facing;
2093 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2094 return 0; /* won't find anything if casting on ourself, so just return */
1892 2095
1893 /* Calculate these once here */ 2096 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2097 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2098 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2099 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2100
1898 /* search in a line for a victim */ 2101 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2102 for (i = 1; i < range; i++)
2103 {
1900 x = op->x + i * freearr_x[dir]; 2104 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2105 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2106 m = op->map;
1903 2107
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2109
1906 if (mflags & P_OUT_OF_MAP) return 0; 2110 if (mflags & P_OUT_OF_MAP)
2111 return 0;
1907 2112
1908 /* don't go through walls - presume diseases are airborne */ 2113 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2114 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2115 return 0;
1910 2116
1911 /* Only bother looking on this space if there is something living here */ 2117 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2118 if (mflags & P_IS_ALIVE)
2119 {
1913 /* search this square for a victim */ 2120 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2121 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2124 object *disease = arch_to_object (spell->other_arch);
1917 2125
1918 set_owner(disease,op); 2126 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2127 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2128 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2129 disease->level = caster_level (caster, spell);
1922 2130
1923 /* do level adjustments */ 2131 /* do level adjustments */
1924 if(disease->stats.wc) 2132 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2133 disease->stats.wc += dur_mod / 2;
1926 2134
1927 if(disease->magic> 0) 2135 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2136 disease->magic += dur_mod / 4;
1929 2137
1930 if(disease->stats.maxhp>0) 2138 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2139 disease->stats.maxhp += dur_mod;
1932 2140
1933 if(disease->stats.maxgrace>0) 2141 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2142 disease->stats.maxgrace += dur_mod;
1935 2143
1936 if(disease->stats.dam) { 2144 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2145 {
1953 if(disease->stats.ac) 2146 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2147 disease->stats.dam += dam_mod;
1955 2148 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2149 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2150 }
1978 free_object(disease); 2151
2152 if (disease->last_sp)
2153 {
2154 disease->last_sp -= 2 * dam_mod;
2155 if (disease->last_sp < 1)
2156 disease->last_sp = 1;
1979 } 2157 }
2158
2159 if (disease->stats.maxsp)
2160 {
2161 if (disease->stats.maxsp > 0)
2162 disease->stats.maxsp += dam_mod;
2163 else
2164 disease->stats.maxsp -= dam_mod;
2165 }
2166
2167 if (disease->stats.ac)
2168 disease->stats.ac += dam_mod;
2169
2170 if (disease->last_eat)
2171 disease->last_eat -= dam_mod;
2172
2173 if (disease->stats.hp)
2174 disease->stats.hp -= dam_mod;
2175
2176 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod;
2178
2179 if (infect_object (walk, disease, 1))
2180 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184
2185 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1;
2192 }
2193
2194 disease->destroy ();
2195 }
1980 } /* if living creature */ 2196 } /* if living creature */
1981 } /* for range of spaces */ 2197 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2199 return 1;
1984} 2200}

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