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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 1.23 by root, Mon Dec 25 11:25:50 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.
267 * we remove the magic flag - that can be derived from 280 * we remove the magic flag - that can be derived from
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 285int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 286fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
287{
274 object *tmp=NULL; 288 object *tmp = NULL;
275 int mflags; 289 int mflags;
276 290
277 if (!spob->other_arch) 291 if (!spob->other_arch)
278 return 0; 292 return 0;
279 293
280 tmp=arch_to_object(spob->other_arch); 294 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 295 if (tmp == NULL)
282 return 0; 296 return 0;
283 297
284 /* peterm: level dependency for bolts */ 298 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 299 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 300 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 301 if (spob->slaying)
302 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 303 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 305 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 306 tmp->stats.Con = spob->stats.Con;
292 307
293 tmp->direction=dir; 308 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 309 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 310 SET_ANIMATION (tmp, dir);
296 311
297 set_owner(tmp,op); 312 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 313 set_spell_skill (op, caster, spob, tmp);
299 314
300 tmp->x=op->x + DIRX(tmp); 315 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 316 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 317 tmp->map = op->map;
303 318
319 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &newmap, 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
327 tmp->map = newmap;
328
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 329 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
330 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 332 {
333 tmp->destroy ();
312 return 0; 334 return 0;
313 } 335 }
336
314 tmp->x=op->x; 337 tmp->x = op->x;
315 tmp->y=op->y; 338 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 339 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 340 tmp->map = op->map;
318 } 341 }
342
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 344 move_bolt (tmp);
345
321 return 1; 346 return 1;
322} 347}
323 348
324 349
325 350
326/*************************************************************************** 351/***************************************************************************
331 356
332/* expands an explosion. op is a piece of the 357/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 358 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 359 * At least that is what I think this does.
335 */ 360 */
361void
336void explosion(object *op) { 362explosion (object *op)
363{
337 object *tmp; 364 object *tmp;
338 mapstruct *m=op->map; 365 maptile *m = op->map;
339 int i; 366 int i;
340 367
341 if(--(op->duration)<0) { 368 if (--(op->duration) < 0)
342 remove_ob(op); 369 {
343 free_object(op); 370 op->destroy ();
344 return; 371 return;
345 } 372 }
373
346 hit_map(op,0,op->attacktype,0); 374 hit_map (op, 0, op->attacktype, 0);
347 375
348 if(op->range>0) { 376 if (op->range > 0)
377 {
349 for(i=1;i<9;i++) { 378 for (i = 1; i < 9; i++)
379 {
350 sint16 dx,dy; 380 sint16 dx, dy;
351 381
352 dx=op->x+freearr_x[i]; 382 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 383 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 384 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 385 * out of map, etc.
356 */ 386 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 388 {
359 copy_object(op,tmp); 389 tmp = op->clone ();
360 tmp->state=0; 390 tmp->state = 0;
361 tmp->speed_left= -0.21; 391 tmp->speed_left = -0.21;
362 tmp->range--; 392 tmp->range--;
363 tmp->value=0; 393 tmp->value = 0;
364 tmp->x=dx; 394 tmp->x = dx;
365 tmp->y=dy; 395 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 396 insert_ob_in_map (tmp, m, op, 0);
367 } 397 }
368 } 398 }
369 } 399 }
370} 400}
371 401
372 402
373/* Causes an object to explode, eg, a firebullet, 403/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 404 * poison cloud ball, etc. op is the object to
375 * explode. 405 * explode.
376 */ 406 */
407void
377void explode_bullet(object *op) 408explode_bullet (object *op)
378{ 409{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 410 object *tmp, *owner;
381 411
382 if (op->other_arch == NULL) { 412 if (op->other_arch == NULL)
413 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 415 op->destroy ();
385 free_object (op); 416 return;
417 }
418
419 if (op->env)
420 {
421 object *env;
422
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 op->remove ();
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 }
436 else if (out_of_map (op->map, op->x, op->y))
437 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy ();
440 return;
441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 {
448 op->destroy ();
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
386 return; 456 return;
387 } 457 }
388 458
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 */ 459 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
428 461
429 copy_owner (tmp, op); 462 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 464
433 owner = get_owner(op); 465 owner = op->owner;
466
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 468 {
436 remove_ob (op); 469 op->destroy ();
437 free_object (op);
438 return; 470 return;
439 } 471 }
472
440 tmp->x = op->x; 473 tmp->x = op->x;
441 tmp->y = op->y; 474 tmp->y = op->y;
442 475
443 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
445 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 480 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 482 tmp->duration = op->duration;
449 } else { 483 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 492 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 493 * the count of the parent should work fine.
457 */ 494 */
458 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
459 } 496 }
460 497
461 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
464 501
465 /* Prevent recursion */ 502 /* Prevent recursion */
466 op->move_on = 0; 503 op->move_on = 0;
467 504
468 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 506 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
471 remove_ob (op); 508 {
472 free_object (op); 509 op->destroy ();
473 } 510 }
474} 511}
475 512
476 513
477 514
478/* checks to see what op should do, given the space it is on 515/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
480 */ 517 */
481 518
519void
482void check_bullet(object *op) 520check_bullet (object *op)
483{ 521{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 522 object *tmp;
486 int dam, mflags; 523 int dam, mflags;
487 mapstruct *m; 524 maptile *m;
488 sint16 sx, sy; 525 sint16 sx, sy;
489 526
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 527 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 528
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 529 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 530 return;
494 531
495 if (op->other_arch) { 532 if (op->other_arch)
533 {
496 /* explode object will also remove op */ 534 /* explode object will also remove op */
497 explode_bullet (op); 535 explode_bullet (op);
498 return; 536 return;
499 } 537 }
500 538
501 /* If nothing alive on this space, no reason to do anything further */ 539 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
503 542
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
505 { 544 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 546 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 549 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 551 {
514 free_object(op); 552 op->destroy ();
515 return; 553 return;
516 } 554 }
517 } 555 }
518 } 556 }
519 } 557 }
520} 558}
521
522 559
523/* Basically, we move 'op' one square, and if it hits something, 560/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 561 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 562 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 563 * fired arches (eg, bolts).
527 */ 564 */
528 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
589 check_bullet (op); 629 check_bullet (op);
590 }
591} 630}
592 631
593 632
594 633
595 634
600 * spob->attacktype. 639 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 640 * This function sets up the appropriate owner and skill
602 * pointers. 641 * pointers.
603 */ 642 */
604 643
644int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 645fire_bullet (object *op, object *caster, int dir, object *spob)
646{
606 object *tmp=NULL; 647 object *tmp = NULL;
607 int mflags; 648 int mflags;
608 649
609 if (!spob->other_arch) 650 if (!spob->other_arch)
610 return 0; 651 return 0;
611 652
612 tmp=arch_to_object(spob->other_arch); 653 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 654 if (tmp == NULL)
614 return 0; 655 return 0;
615 656
616 /* peterm: level dependency for bolts */ 657 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 659 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 660 if (spob->slaying)
661 tmp->slaying = spob->slaying;
620 662
621 tmp->range = 50; 663 tmp->range = 50;
622 664
623 /* Need to store duration/range for the ball to use */ 665 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 666 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 667 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 668 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 669
628 tmp->direction=dir; 670 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 671 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 672 SET_ANIMATION (tmp, dir);
631 673
632 set_owner(tmp,op); 674 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 675 set_spell_skill (op, caster, spob, tmp);
634 676
635 tmp->x=op->x + freearr_x[dir]; 677 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 678 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 679 tmp->map = op->map;
638 680
681 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 683 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 684 {
685 tmp->destroy ();
642 return 0; 686 return 0;
643 } 687 }
688
689 tmp->map = newmap;
690
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 691 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
692 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 693 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 694 {
695 tmp->destroy ();
647 return 0; 696 return 0;
648 } 697 }
698
649 tmp->x=op->x; 699 tmp->x = op->x;
650 tmp->y=op->y; 700 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 701 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 702 tmp->map = op->map;
653 } 703 }
704
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
655 check_bullet (tmp); 706 check_bullet (tmp);
656 } 707
657 return 1; 708 return 1;
658} 709}
659 710
660 711
661 712
662 713
666 * 717 *
667 *****************************************************************************/ 718 *****************************************************************************/
668 719
669 720
670/* drops an object based on what is in the cone's "other_arch" */ 721/* drops an object based on what is in the cone's "other_arch" */
722void
671void cone_drop(object *op) { 723cone_drop (object *op)
724{
672 object *new_ob = arch_to_object(op->other_arch); 725 object *new_ob = arch_to_object (op->other_arch);
673 726
674 new_ob->x = op->x; 727 new_ob->x = op->x;
675 new_ob->y = op->y; 728 new_ob->y = op->y;
676 new_ob->level = op->level; 729 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 730 new_ob->set_owner (op->owner);
678 731
679 /* preserve skill ownership */ 732 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 733 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 } 734 {
735 new_ob->skill = op->skill;
736 }
684 insert_ob_in_map(new_ob,op->map,op,0); 737 insert_ob_in_map (new_ob, op->map, op, 0);
685 738
686} 739}
687 740
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 741/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 742
743void
690void move_cone(object *op) { 744move_cone (object *op)
745{
691 int i; 746 int i;
692 tag_t tag;
693 747
694 /* if no map then hit_map will crash so just ignore object */ 748 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 749 if (!op->map)
750 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 751 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; 752 op->speed = 0;
699 update_ob_speed (op); 753 update_ob_speed (op);
700 return; 754 return;
701 } 755 }
702 756
703 /* lava saves it's life, but not yours :) */ 757 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 758 if (QUERY_FLAG (op, FLAG_LIFESAVE))
759 {
705 hit_map(op,0,op->attacktype,0); 760 hit_map (op, 0, op->attacktype, 0);
706 return; 761 return;
707 } 762 }
708 763
709#if 0 764#if 0
710 /* Disable this - enabling it makes monsters easier, as 765 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 766 * when their cone dies when they die.
712 */ 767 */
713 /* If no owner left, the spell dies out. */ 768 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 769 if (op->owner == NULL)
715 remove_ob(op); 770 {
716 free_object(op); 771 op->destroy ();
717 return; 772 return;
718 } 773 }
719#endif 774#endif
720 775
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 776 hit_map (op, 0, op->attacktype, 0);
723 777
724 /* Check to see if we should push anything. 778 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 779 * Spell objects with weight push whatever they encounter to some
726 * degree. 780 * degree.
727 */ 781 */
782 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 783 check_spell_knockback (op);
729 784
730 if (was_destroyed (op, tag)) 785 if (op->destroyed ())
786 return;
787
788 if ((op->duration--) < 0)
789 {
790 op->destroy ();
731 return; 791 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 792 }
738 /* Object has hit maximum range, so don't have it move 793 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 794 * any further. When the duration above expires,
740 * then the object will get removed. 795 * then the object will get removed.
741 */ 796 */
742 if (--op->range < 0) { 797 if (--op->range < 0)
798 {
743 op->range=0; /* just so it doesn't wrap */ 799 op->range = 0; /* just so it doesn't wrap */
744 return; 800 return;
745 } 801 }
746 802
747 for(i= -1;i<2;i++) { 803 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 804 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 805 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 806
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 807 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 808 {
753 copy_object(op, tmp); 809 object *tmp = op->clone ();
810
754 tmp->x=x; 811 tmp->x = x;
755 tmp->y=y; 812 tmp->y = y;
756 813
757 tmp->duration = op->duration + 1; 814 tmp->duration = op->duration + 1;
758 815
759 /* Use for spell tracking - see ok_to_put_more() */ 816 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 817 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 818 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 819 if (tmp->other_arch)
820 cone_drop (tmp);
763 } 821 }
764 } 822 }
765} 823}
766 824
767/* cast_cone: casts a cone spell. 825/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 828 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 829 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 830 * to fire.
773 * returns 0 on failure, 1 on success. 831 * returns 0 on failure, 1 on success.
774 */ 832 */
833int
775int cast_cone(object *op, object *caster,int dir, object *spell) 834cast_cone (object *op, object *caster, int dir, object *spell)
776{ 835{
777 object *tmp; 836 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 837 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 838 maptile *m;
780 sint16 sx, sy; 839 sint16 sx, sy;
781 MoveType movetype; 840 MoveType movetype;
782 841
783 if (!spell->other_arch) return 0; 842 if (!spell->other_arch)
843 return 0;
784 844
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 845 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 846 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 847 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 848 return 0;
790 } 849 }
791 850
792 if(!dir) { 851 if (!dir)
852 {
793 range_min= 0; 853 range_min = 0;
794 range_max=8; 854 range_max = 8;
795 } 855 }
796 856
797 /* Need to know what the movetype of the object we are about 857 /* 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 858 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 859 * insert it into is blocked.
800 */ 860 */
801 movetype = spell->other_arch->clone.move_type; 861 movetype = spell->other_arch->clone.move_type;
802 862
803 for(i=range_min;i<=range_max;i++) { 863 for (i = range_min; i <= range_max; i++)
864 {
804 sint16 x,y, d; 865 sint16 x, y, d;
805 866
806 /* We can't use absdir here, because it never returns 867 /* 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 868 * 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 869 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 870 * to hit that person.
810 */ 871 */
811 d = dir + i; 872 d = dir + i;
812 while (d < 0) d+=8; 873 while (d < 0)
874 d += 8;
813 while (d > 8) d-=8; 875 while (d > 8)
876 d -= 8;
814 877
815 /* If it's not a rune, we don't want to blast the caster. 878 /* 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, 879 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 880 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 881 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 882 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 883 * for the rune code.
821 */ 884 */
822 if (caster->type != RUNE && d==0) { 885 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 886 {
826 887 if (dir != 0)
827 x = op->x+freearr_x[d]; 888 d = 8;
828 y = op->y+freearr_y[d]; 889 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 890 continue;
891 }
832 892
893 x = op->x + freearr_x[d];
894 y = op->y + freearr_y[d];
895
896 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
897 continue;
898
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 899 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 900 continue;
835 901
836 success=1; 902 success = 1;
837 tmp=arch_to_object(spell->other_arch); 903 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 904 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 905 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 906 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 907 tmp->x = sx;
842 tmp->y = sy; 908 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 909 tmp->attacktype = spell->attacktype;
844 910
845 /* holy word stuff */ 911 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 913 if (!tailor_god_spell (tmp, op))
848 } 914 return 0;
849 915
850 if(dir) 916 if (dir)
851 tmp->stats.sp=dir; 917 tmp->stats.sp = dir;
852 else 918 else
853 tmp->stats.sp=i; 919 tmp->stats.sp = i;
854 920
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 921 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 922
857 /* If casting it in all directions, it doesn't go as far */ 923 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 924 if (dir == 0)
925 {
859 tmp->range /= 4; 926 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 927 if (tmp->range < 2 && spell->range >= 2)
928 tmp->range = 2;
861 } 929 }
930
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 931 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 932 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 933
865 /* Special bonus for fear attacks */ 934 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 935 if (tmp->attacktype & AT_FEAR)
936 {
937 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 938 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 939 else
869 tmp->duration += caster->level/3; 940 tmp->duration += caster->level / 3;
870 } 941 }
942
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 943 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
944 {
945 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 946 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 947 else
874 tmp->duration += caster->level/3; 948 tmp->duration += caster->level / 3;
875 } 949 }
876 950
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 951 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 953
882 if (!tmp->move_on && tmp->stats.dam) { 954 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 } 955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
957 }
958
887 insert_ob_in_map(tmp,m,op,0); 959 insert_ob_in_map (tmp, m, op, 0);
888 960
889 /* This is used for tracking spells so that one effect doesn't hit 961 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 962 * a single space too many times.
891 */ 963 */
892 tmp->stats.maxhp = tmp->count; 964 tmp->stats.maxhp = tmp->count;
893 965
894 if(tmp->other_arch) cone_drop(tmp); 966 if (tmp->other_arch)
967 cone_drop (tmp);
895 } 968 }
969
896 return success; 970 return success;
897} 971}
898 972
899/**************************************************************************** 973/****************************************************************************
900 * 974 *
901 * BOMB related code 975 * BOMB related code
904 978
905 979
906/* This handles an exploding bomb. 980/* This handles an exploding bomb.
907 * op is the original bomb object. 981 * op is the original bomb object.
908 */ 982 */
983void
909void animate_bomb(object *op) { 984animate_bomb (object *op)
985{
910 int i; 986 int i;
911 object *env, *tmp; 987 object *env, *tmp;
912 archetype *at; 988 archetype *at;
913 989
914 if(op->state!=NUM_ANIMATIONS(op)-1) 990 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return;
992
993 env = object_get_env_recursive (op);
994
995 if (op->env)
996 {
997 if (env->map == NULL)
915 return; 998 return;
916 999
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) 1000 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 1001 esrv_del_item (env->contr, op->count);
926 1002
927 remove_ob(op); 1003 op->remove ();
928 op->x = env->x; 1004 op->x = env->x;
929 op->y = env->y; 1005 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1006 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; 1007 return;
942 } 1008 }
943 1009
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary
1012 // as bombs can be carried.
1013 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1014 {
1015 op->destroy ();
1016 return;
1017 }
1018
944 /* This copies a lot of the code from the fire bullet, 1019 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1020 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1021 * so just set up the appropriate values.
947 */ 1022 */
948 at = find_archetype(SPLINT); 1023 at = archetype::find (SPLINT);
949 if (at) { 1024 if (at)
1025 {
950 for(i=1;i<9;i++) { 1026 for (i = 1; i < 9; i++)
1027 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 1029 continue;
953 tmp = arch_to_object(at); 1030 tmp = arch_to_object (at);
954 tmp->direction = i; 1031 tmp->direction = i;
955 tmp->range = op->range; 1032 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1033 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1034 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1035 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1036 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 1037 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1038 {
962 tmp->skill = add_refcount(op->skill); 1039 tmp->skill = op->skill;
963 } 1040 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1042 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1043 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1044 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1045 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1046 move_bullet (tmp);
970 } 1047 }
971 } 1048 }
972 1049
973 explode_bullet(op); 1050 explode_bullet (op);
974} 1051}
975 1052
1053int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1054create_bomb (object *op, object *caster, int dir, object *spell)
1055{
977 1056
978 object *tmp; 1057 object *tmp;
979 int mflags; 1058 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1060 maptile *m;
982 1061
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1062 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)) { 1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1066 return 0;
987 } 1067 }
988 tmp=arch_to_object(spell->other_arch); 1068 tmp = arch_to_object (spell->other_arch);
989 1069
990 /* level dependencies for bomb */ 1070 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1074 tmp->attacktype = spell->attacktype;
995 1075
996 set_owner(tmp,op); 1076 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1077 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1078 tmp->x = dx;
999 tmp->y=dy; 1079 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1080 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1081 return 1;
1002} 1082}
1003 1083
1004/**************************************************************************** 1084/****************************************************************************
1005 * 1085 *
1006 * smite related spell code. 1086 * smite related spell code.
1014 * dir is the direction to look in. 1094 * dir is the direction to look in.
1015 * range is how far out to look. 1095 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1097 * this info is used for blocked magic/unholy spaces.
1018 */ 1098 */
1019 1099
1100object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1101get_pointed_target (object *op, int dir, int range, int type)
1102{
1021 object *target; 1103 object *target;
1022 sint16 x,y; 1104 sint16 x, y;
1023 int dist, mflags; 1105 int dist, mflags;
1024 mapstruct *mp; 1106 maptile *mp;
1025 1107
1026 if (dir==0) return NULL; 1108 if (dir == 0)
1109 return NULL;
1027 1110
1028 for (dist=1; dist<range; dist++) { 1111 for (dist = 1; dist < range; dist++)
1112 {
1029 x = op->x + freearr_x[dir] * dist; 1113 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1114 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1115 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1116 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1117
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1118 if (mflags & P_OUT_OF_MAP)
1119 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1120 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1121 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1122 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1123 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL;
1038 1126
1039 if (mflags & P_IS_ALIVE) { 1127 if (mflags & P_IS_ALIVE)
1128 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1042 return target; 1133 return target;
1043 } 1134 }
1044 } 1135 }
1045 } 1136 }
1046 } 1137 }
1047 return NULL; 1138 return NULL;
1048} 1139}
1049 1140
1050 1141
1051/* cast_smite_arch() - the priest points to a creature and causes 1142/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1143 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1146 * caster = object casting the spell.
1056 * dir = direction being cast 1147 * dir = direction being cast
1057 * spell = spell object 1148 * spell = spell object
1058 */ 1149 */
1059 1150
1151int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1152cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{
1061 object *effect, *target; 1154 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1155 object *god = find_god (determine_god (op));
1063 int range; 1156 int range;
1064 1157
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1158 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1159 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1160
1068 /* Bunch of conditions for casting this spell. Note that only 1161 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1162 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1163 * 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 1164 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1165 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1166 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1167 * can't be friendly to your god.
1075 */ 1168 */
1076 1169
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1171 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1172 || (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))) { 1173 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1175 return 0;
1083 } 1176 }
1084 1177
1085 if (spell->other_arch) 1178 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1179 effect = arch_to_object (spell->other_arch);
1087 else 1180 else
1088 return 0; 1181 return 0;
1089 1182
1090 /* tailor the effect by priest level and worshipped God */ 1183 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1184 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1185 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 {
1094 if(tailor_god_spell(effect,op)) 1188 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1189 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 { 1190 else
1191 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1193 return 0;
1100 } 1194 }
1101 } 1195 }
1102 1196
1103 /* size of the area of destruction */ 1197 /* size of the area of destruction */
1104 effect->range=spell->range + 1198 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1199 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1200
1109 if (effect->attacktype & AT_DEATH) { 1201 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1202 {
1111 SP_level_dam_adjust(caster,spell); 1203 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1204
1113 /* casting death spells at undead isn't a good thing */ 1205 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1206 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1211 effect->x = op->x;
1118 effect->y=op->y; 1212 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 } 1213 }
1214 else
1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1217 target->stats.hp = target->stats.maxhp * 2;
1218 effect->destroy ();
1219 return 0;
1126 } 1220 }
1127 } else { 1221 }
1222 }
1223 else
1224 {
1128 /* how much woe to inflict :) */ 1225 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1227 }
1132 1228
1133 set_owner(effect,op); 1229 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1230 set_spell_skill (op, caster, spell, effect);
1135 1231
1136 /* ok, tell it where to be, and insert! */ 1232 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1233 effect->x = target->x;
1138 effect->y=target->y; 1234 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1235 insert_ob_in_map (effect, target->map, op, 0);
1140 1236
1141 return 1; 1237 return 1;
1142} 1238}
1143 1239
1144 1240
1145/**************************************************************************** 1241/****************************************************************************
1146 * 1242 *
1148 * note that the fire_bullet is used to fire the missile. The 1244 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1245 * code here is just to move the missile.
1150 ****************************************************************************/ 1246 ****************************************************************************/
1151 1247
1152/* op is a missile that needs to be moved */ 1248/* op is a missile that needs to be moved */
1249void
1153void move_missile(object *op) { 1250move_missile (object *op)
1251{
1154 int i, mflags; 1252 int i, mflags;
1155 object *owner; 1253 object *owner;
1156 sint16 new_x, new_y; 1254 sint16 new_x, new_y;
1157 mapstruct *m; 1255 maptile *m;
1158 1256
1159 if (op->range-- <=0) { 1257 if (op->range-- <= 0)
1160 remove_ob(op); 1258 {
1161 free_object(op); 1259 op->destroy ();
1162 return; 1260 return;
1163 } 1261 }
1164 1262
1165 owner = get_owner(op); 1263 owner = op->owner;
1166#if 0 1264#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1265 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1266 * monster that are then killed would continue to survive
1169 */ 1267 */
1170 if (owner == NULL) { 1268 if (owner == NULL)
1171 remove_ob(op); 1269 {
1172 free_object(op); 1270 op->destroy ();
1173 return; 1271 return;
1174 } 1272 }
1175#endif 1273#endif
1176 1274
1177 new_x = op->x + DIRX(op); 1275 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1276 new_y = op->y + DIRY (op);
1179 1277
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1279
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)))) { 1280 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; 1281 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1282 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1283 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1284 * we need to remove it if someone hasn't already done so.
1188 */ 1285 */
1189 if ( ! was_destroyed (op, tag)) { 1286 if (!op->destroyed ())
1190 remove_ob (op); 1287 op->destroy ();
1191 free_object(op); 1288
1192 }
1193 return; 1289 return;
1194 } 1290 }
1195 1291
1196 remove_ob(op); 1292 op->remove ();
1293
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1295 {
1296 op->destroy ();
1199 return; 1297 return;
1200 } 1298 }
1299
1201 op->x = new_x; 1300 op->x = new_x;
1202 op->y = new_y; 1301 op->y = new_y;
1203 op->map = m; 1302 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1303 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1205 if(i > 0 && i != op->direction){ 1304 if (i > 0 && i != op->direction)
1305 {
1206 op->direction=i; 1306 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1307 SET_ANIMATION (op, op->direction);
1208 } 1308 }
1309
1209 insert_ob_in_map(op,op->map,op,0); 1310 insert_ob_in_map (op, op->map, op, 0);
1210} 1311}
1211 1312
1212/**************************************************************************** 1313/****************************************************************************
1213 * Destruction 1314 * Destruction
1214 ****************************************************************************/ 1315 ****************************************************************************/
1316
1215/* make_object_glow() - currently only makes living objects glow. 1317/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1318 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1319 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1320 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1321 * give them the capability to have an inventory. b.t.
1220 */ 1322 */
1221 1323
1324int
1222int make_object_glow(object *op, int radius, int time) { 1325make_object_glow (object *op, int radius, int time)
1326{
1223 object *tmp; 1327 object *tmp;
1224 1328
1225 /* some things are unaffected... */ 1329 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1330 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1331 return 0;
1228 1332
1229 tmp=get_archetype(FORCE_NAME); 1333 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1334 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1335 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1337 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1339 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1340
1237 tmp->x=op->x; 1341 tmp->x = op->x;
1238 tmp->y=op->y; 1342 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1345 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1346 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1347 op->glow_radius = tmp->glow_radius;
1243 1348
1244 if(!tmp->env||op!=tmp->env) { 1349 if (!tmp->env || op != tmp->env)
1350 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name);
1247 return 0; 1352 return 0;
1248 } 1353 }
1249 return 1; 1354 return 1;
1250} 1355}
1251 1356
1252 1357
1253
1254 1358
1359
1360int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1361cast_destruction (object *op, object *caster, object *spell_ob)
1362{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1363 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1364 sint16 sx, sy;
1258 mapstruct *m; 1365 maptile *m;
1259 object *tmp; 1366 object *tmp;
1260 const char *skill; 1367 const char *skill;
1261 1368
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1266 1374
1267 /* destruction doesn't use another spell object, so we need 1375 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1376 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1377 * 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 1378 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1379 * the full share string/free_string route.
1272 */ 1380 */
1273 skill = op->skill; 1381 skill = op->skill;
1382 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1383 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1276 else op->skill = NULL; 1387 op->skill = NULL;
1277 1388
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1390
1280 for(i= -range; i<range; i++) { 1391 for (i = -range; i < range; i++)
1392 {
1281 for(j=-range; j<range ; j++) { 1393 for (j = -range; j < range; j++)
1394 {
1282 m = op->map; 1395 m = op->map;
1283 sx = op->x + i; 1396 sx = op->x + i;
1284 sy = op->y + j; 1397 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1287 if (mflags & P_IS_ALIVE) { 1401 if (mflags & P_IS_ALIVE)
1402 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break;
1290 } 1407 }
1291 if (tmp) { 1408 if (tmp)
1409 {
1410 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1411 tmp = tmp->head;
1293 1412
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1419 if (spell_ob->other_arch)
1420 {
1299 tmp = arch_to_object(spell_ob->other_arch); 1421 tmp = arch_to_object (spell_ob->other_arch);
1300 tmp->x = sx; 1422 tmp->x = sx;
1301 tmp->y = sy; 1423 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0); 1424 insert_ob_in_map (tmp, m, op, 0);
1303 } 1425 }
1304 } 1426 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1428 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1431 object *effect = arch_to_object (spell_ob->other_arch);
1432
1309 effect->x = sx; 1433 effect->x = sx;
1310 effect->y = sy; 1434 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0); 1435 insert_ob_in_map (effect, m, op, 0);
1312 } 1436 }
1313 } 1437 }
1314 } 1438 }
1315 } 1439 }
1316 } 1440 }
1317 } 1441 }
1318 } 1442 }
1319 op->skill = skill; 1443 op->skill = skill;
1320 return 1; 1444 return 1;
1321} 1445}
1322 1446
1323/*************************************************************************** 1447/***************************************************************************
1324 * 1448 *
1325 * CURSE 1449 * CURSE
1326 * 1450 *
1327 ***************************************************************************/ 1451 ***************************************************************************/
1328 1452
1453int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1454cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{
1330 object *god = find_god(determine_god(op)); 1456 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1457 object *tmp, *force;
1332 1458
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1459 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1460 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1461 {
1337 "There is no one in that direction to curse."); 1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1463 return 0;
1339 } 1464 }
1340 1465
1341 /* If we've already got a force of this type, don't add a new one. */ 1466 /* 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) { 1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1344 if (force->name == spell_ob->name) { 1471 if (force->name == spell_ob->name)
1472 {
1345 break; 1473 break;
1346 } 1474 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1475 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1476 {
1349 "You can not cast %s while %s is in effect", 1477 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; 1478 return 0;
1352 } 1479 }
1353 } 1480 }
1354 } 1481 }
1355 1482
1356 if(force==NULL) { 1483 if (force == NULL)
1484 {
1357 force=get_archetype(FORCE_NAME); 1485 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1486 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1487 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1488 force->name = spell_ob->race;
1362 else 1489 else
1363 force->name = add_refcount(spell_ob->name); 1490 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1491
1365 force->name_pl = add_refcount(spell_ob->name); 1492 force->name_pl = spell_ob->name;
1366 1493
1367 } else { 1494 }
1495 else
1496 {
1368 int duration; 1497 int duration;
1369 1498
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1499 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1500 if (duration > force->duration)
1501 {
1372 force->duration = duration; 1502 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 }
1374 } else { 1505 else
1506 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1508 }
1377 return 1; 1509 return 1;
1378 } 1510 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1512 force->speed = 1.0;
1381 force->speed_left = -1.0; 1513 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1514 SET_FLAG (force, FLAG_APPLIED);
1383 1515
1384 if(god) { 1516 if (god)
1517 {
1385 if (spell_ob->last_grace) 1518 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1519 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1520 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1521 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1522 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); 1523 }
1391 } else 1524 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1526
1394 1527
1395 if(tmp!=op && op->type==PLAYER) 1528 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1529 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1530
1398 force->stats.ac = spell_ob->stats.ac; 1531 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1532 force->stats.wc = spell_ob->stats.wc;
1400 1533
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1536 tmp->update_stats ();
1404 return 1; 1537 return 1;
1405 1538
1406} 1539}
1407 1540
1408 1541
1409/********************************************************************** 1542/**********************************************************************
1413 ***********************************************************************/ 1546 ***********************************************************************/
1414 1547
1415/* This covers the various spells that change the moods of monsters - 1548/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1549 * makes them angry, peacful, friendly, etc.
1417 */ 1550 */
1551int
1418int mood_change(object *op, object *caster, object *spell) { 1552mood_change (object *op, object *caster, object *spell)
1553{
1419 object *tmp, *god, *head; 1554 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1555 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1556 sint16 x, y, nx, ny;
1422 mapstruct *m; 1557 maptile *m;
1423 const char *race; 1558 const char *race;
1424 1559
1425 /* We precompute some values here so that we don't have to keep 1560 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1561 * doing it over and over again.
1427 */ 1562 */
1428 god=find_god(determine_god(op)); 1563 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1564 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1565 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1566
1432 /* On the bright side, no monster should ever have a race of GOD_... 1567 /* 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 1568 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1569 * won't ever match anything.
1435 */ 1570 */
1436 if (!spell->race) race=NULL; 1571 if (!spell->race)
1572 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1575 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race;
1577 else
1439 else race = spell->race; 1578 race = spell->race;
1440
1441 1579
1580
1442 for (x = op->x - range; x <= op->x + range; x++) 1581 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1444 1584
1445 done_one=0; 1585 done_one = 0;
1446 m = op->map; 1586 m = op->map;
1447 nx = x; 1587 nx = x;
1448 ny = y; 1588 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1451 1592
1452 /* If there is nothing living on this space, no need to go further */ 1593 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1454 1596
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1457 1600
1458 /* There can be living objects that are not monsters */ 1601 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1460 1604
1461 /* Only the head has meaningful data, so resolve to that */ 1605 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1606 if (tmp->head)
1607 head = tmp->head;
1608 else
1463 else head=tmp; 1609 head = tmp;
1464 1610
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1611 /* 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; 1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue;
1468 1616
1469 /* Now do a bunch of stuff related to saving throws */ 1617 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1618 best_at = -1;
1471 if (spell->attacktype) { 1619 if (spell->attacktype)
1620 {
1472 for (at=0; at < NROFATTACKS; at++) 1621 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1622 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1623 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at;
1475 1625
1476 if (best_at == -1) at=0; 1626 if (best_at == -1)
1627 at = 0;
1628 else
1629 {
1630 if (head->resist[best_at] == 100)
1631 continue;
1477 else { 1632 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1633 at = head->resist[best_at] / 5;
1480 } 1634 }
1481 at -= level / 5; 1635 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1636 if (did_make_save (head, head->level, at))
1637 continue;
1483 } 1638 }
1484 else /* spell->attacktype */ 1639 else /* spell->attacktype */
1485 /* 1640 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1642 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1644
1490 The chance will then be in the range [20-70] percent, not too bad. 1645 The chance will then be in the range [20-70] percent, not too bad.
1491 1646
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1648 charm a level 125 monster...
1494 1649
1495 Ryo, august 14th 1650 Ryo, august 14th
1496 */ 1651 */
1497 { 1652 {
1498 if ( head->level > level ) continue; 1653 if (head->level > level)
1654 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1656 /* Failed, no effect */
1501 continue; 1657 continue;
1502 } 1658 }
1503 1659
1504 /* Done with saving throw. Now start effecting the monster */ 1660 /* Done with saving throw. Now start effecting the monster */
1505 1661
1506 /* aggravation */ 1662 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1665 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1667 remove_friendly_object (head);
1511 1668
1512 done_one = 1; 1669 done_one = 1;
1513 head->enemy = op; 1670 head->enemy = op;
1514 } 1671 }
1515 1672
1516 /* calm monsters */ 1673 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1677 head->enemy = NULL;
1520 done_one = 1; 1678 done_one = 1;
1521 } 1679 }
1522 1680
1523 /* berserk monsters */ 1681 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1525 SET_FLAG(head, FLAG_BERSERK); 1684 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1685 done_one = 1;
1527 } 1686 }
1528 /* charm */ 1687 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1690 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1692 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. */ 1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1695 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1696 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1697 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1698 head->attack_movement = PETMOVE;
1539 done_one = 1; 1699 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1701 head->stats.exp = 0;
1542 } 1702 }
1543 1703
1544 /* If a monster was effected, put an effect in */ 1704 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1705 if (done_one && spell->other_arch)
1706 {
1546 tmp = arch_to_object(spell->other_arch); 1707 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1708 tmp->x = nx;
1548 tmp->y = ny; 1709 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1710 insert_ob_in_map (tmp, m, op, 0);
1550 } 1711 }
1551 } /* for y */ 1712 } /* for y */
1552 1713
1553 return 1; 1714 return 1;
1554} 1715}
1555 1716
1556 1717
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1718/* 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 1719 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1720 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1721 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1722 * note that duration is handled by process_object() in time.c
1562 */ 1723 */
1563 1724
1725void
1564void move_ball_spell(object *op) { 1726move_ball_spell (object *op)
1727{
1565 int i,j,dam_save,dir, mflags; 1728 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1729 sint16 nx, ny, hx, hy;
1567 object *owner; 1730 object *owner;
1568 mapstruct *m; 1731 maptile *m;
1569 1732
1570 owner = get_owner(op); 1733 owner = op->owner;
1571 1734
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1735 /* 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 1736 * 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 1737 * 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 1738 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1739 * deviations.
1577 */ 1740 */
1578 1741
1579 dir = 0; 1742 dir = 0;
1580 if(!(rndm(0, 3))) 1743 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1744 j = rndm (0, 1);
1582 else j=0; 1745 else
1746 j = 0;
1583 1747
1584 for(i = 1; i < 9; i++) { 1748 for (i = 1; i < 9; i++)
1749 {
1585 /* i bit 0: alters sign of offset 1750 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1751 * other bits (i / 2): absolute value of offset
1587 */ 1752 */
1588 1753
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1755 int tmpdir = absdir (op->direction + offset);
1591 1756
1592 nx = op->x + freearr_x[tmpdir]; 1757 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1758 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1759 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)))) { 1760 {
1596 dir = tmpdir; 1761 dir = tmpdir;
1597 break; 1762 break;
1598 } 1763 }
1599 } 1764 }
1600 if (dir == 0) { 1765 if (dir == 0)
1766 {
1601 nx = op->x; 1767 nx = op->x;
1602 ny = op->y; 1768 ny = op->y;
1603 m = op->map; 1769 m = op->map;
1604 } 1770 }
1605 1771
1606 remove_ob(op); 1772 op->remove ();
1607 op->y=ny; 1773 op->y = ny;
1608 op->x=nx; 1774 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1775 insert_ob_in_map (op, m, op, 0);
1610 1776
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1778 surrounding squares */
1613 1779
1614 /* loop over current square and neighbors to hit. 1780 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1781 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1782 * the surround spaces.
1617 */ 1783 */
1618 for(j=0;j<9;j++) { 1784 for (j = 0; j < 9; j++)
1785 {
1619 object *new_ob; 1786 object *new_ob;
1620 1787
1621 hx = nx+freearr_x[j]; 1788 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1789 hy = ny + freearr_y[j];
1623 1790
1624 m = op->map; 1791 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1793
1627 if (mflags & P_OUT_OF_MAP) continue; 1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1628 1796
1629 /* first, don't ever, ever hit the owner. Don't hit out 1797 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1798 * of the map either.
1631 */ 1799 */
1632 1800
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 {
1803 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1804 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1805 hit_map (op, j, op->attacktype, 1);
1636 1806
1637 } 1807 }
1638 1808
1639 /* insert the other arch */ 1809 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 {
1641 new_ob = arch_to_object(op->other_arch); 1812 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1813 new_ob->x = hx;
1643 new_ob->y = hy; 1814 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1815 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1816 }
1646 } 1817 }
1647 1818
1648 /* restore to the center location and damage*/ 1819 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1820 op->stats.dam = dam_save;
1650 1821
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1822 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1823
1653 if(i>=0) { /* we have a preferred direction! */ 1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1826 /* 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 || 1827 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))) { 1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1831 }
1659 op->direction=i; 1832 op->direction = i;
1660 } 1833 }
1661} 1834}
1662 1835
1663 1836
1664/* move_swarm_spell: peterm 1837/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1840 * 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 1841 * 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. 1842 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1843 */
1671 1844
1845void
1672void move_swarm_spell(object *op) 1846move_swarm_spell (object *op)
1673{ 1847{
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 1848#if 0
1696 // this is bogus: it causes wrong places to be checked below 1849 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 1850 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 1851 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1852 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1853 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 1854#endif
1855 int basedir;
1856 object *owner;
1743 1857
1858 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL)
1860 {
1861 op->destroy ();
1862 return;
1863 }
1864
1865 op->duration--;
1866
1867 basedir = op->direction;
1868 if (basedir == 0)
1869 {
1870 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8);
1872 }
1873
1874#if 0
1875 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space.
1879 // should be fixed later, but correctness before featurs...
1880 // (schmorp)
1881
1882 /* new offset calculation to make swarm element distribution
1883 * more uniform
1884 */
1885 if (op->duration)
1886 {
1887 if (basedir & 1)
1888 {
1889 adjustdir = cardinal_adjust[rndm (0, 8)];
1890 }
1891 else
1892 {
1893 adjustdir = diagonal_adjust[rndm (0, 9)];
1894 }
1895 }
1896 else
1897 {
1898 adjustdir = 0; /* fire the last one from forward. */
1899 }
1900
1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1903
1904 /* back up one space so we can hit point-blank targets, but this
1905 * necessitates extra out_of_map check below
1906 */
1907 origin_x = target_x - freearr_x[basedir];
1908 origin_y = target_y - freearr_y[basedir];
1909
1910
1744 /* spell pointer is set up for the spell this casts. Since this 1911 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1912 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1913 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1914 * do some sanity checking anyways.
1748 */ 1915 */
1749 1916
1750 if (op->spell && op->spell->type == SPELL) 1917 if (op->spell && op->spell->type == SPELL &&
1918 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1919 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1920 {
1921
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1922 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1923 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1924 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1925 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1926 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1927 }
1928#endif
1929
1930 /* spell pointer is set up for the spell this casts. Since this
1931 * should just be a pointer to the spell in some inventory,
1932 * it is unlikely to disappear by the time we need it. However,
1933 * do some sanity checking anyways.
1934 */
1935
1936 if (op->spell && op->spell->type == SPELL)
1937 {
1938 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1943 }
1758} 1944}
1759 1945
1760 1946
1761 1947
1762 1948
1770 * dir: the direction everything will be fired in 1956 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1957 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1958 * n: the number to be fired.
1773 */ 1959 */
1774 1960
1961int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1962fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1963{
1777 object *tmp; 1964 object *tmp;
1778 int i; 1965 int i;
1779 1966
1780 if (!spell->other_arch) return 0; 1967 if (!spell->other_arch)
1968 return 0;
1781 1969
1782 tmp=get_archetype(SWARM_SPELL); 1970 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1971 tmp->x = op->x;
1784 tmp->y=op->y; 1972 tmp->y = op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1974 set_spell_skill (op, caster, spell, tmp);
1787 1975
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1977 tmp->spell = arch_to_object (spell->other_arch);
1790 1978
1791 tmp->attacktype = tmp->spell->attacktype; 1979 tmp->attacktype = tmp->spell->attacktype;
1792 1980
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1794 if ( ! tailor_god_spell (tmp, op)) 1983 if (!tailor_god_spell (tmp, op))
1795 return 1; 1984 return 1;
1796 } 1985 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1987 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1989
1801 tmp->direction=dir; 1990 tmp->direction = dir;
1802 tmp->invisible=1; 1991 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1992 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 1993 return 1;
1805} 1994}
1806 1995
1807 1996
1808/* See the spells documentation file for why this is its own 1997/* See the spells documentation file for why this is its own
1809 * function. 1998 * function.
1810 */ 1999 */
2000int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2001cast_light (object *op, object *caster, object *spell, int dir)
2002{
1812 object *target=NULL,*tmp=NULL; 2003 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2004 sint16 x, y;
1814 int dam, mflags; 2005 int dam, mflags;
1815 mapstruct *m; 2006 maptile *m;
1816 2007
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2009
1819 if(!dir) { 2010 if (!dir)
2011 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2013 return 0;
1822 } 2014 }
1823 2015
1824 x=op->x+freearr_x[dir]; 2016 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2017 y = op->y + freearr_y[dir];
1826 m = op->map; 2018 m = op->map;
1827 2019
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2021
1830 if (mflags & P_OUT_OF_MAP) { 2022 if (mflags & P_OUT_OF_MAP)
2023 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2025 return 0;
1833 } 2026 }
1834 2027
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2028 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 2030 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2033 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head)
1839 if(target->head) target = target->head; 2035 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2037 return 1; /* one success only! */
1842 } 2038 }
1843 } 2039 }
1844 2040
1845 /* no live target, perhaps a wall is in the way? */ 2041 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 2045 return 0;
1849 } 2046 }
1850 2047
1851 /* ok, looks groovy to just insert a new light on the map */ 2048 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 2049 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2050 if (!tmp)
2051 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2053 return 0;
1856 } 2054 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2056 if (tmp->glow_radius)
2057 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2058 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; 2059 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 2061 }
1862 tmp->x=x; 2062 tmp->x = x;
1863 tmp->y=y; 2063 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2064 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2065 return 1;
1866} 2066}
1867 2067
1868 2068
1869 2069
1870 2070
1873 * op is the player/monster, caster is the object, dir is the direction 2073 * 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 2074 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2075 * perhaps this should actually be in disease.c?
1876 */ 2076 */
1877 2077
2078int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2079cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{
1879 sint16 x,y; 2081 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2082 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2083 object *walk;
1882 mapstruct *m; 2084 maptile *m;
1883 2085
1884 x = op->x; 2086 x = op->x;
1885 y = op->y; 2087 y = op->y;
1886 2088
1887 /* If casting from a scroll, no direction will be available, so refer to the 2089 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2090 * direction the player is pointing.
1889 */ 2091 */
2092 if (!dir)
1890 if (!dir) dir=op->facing; 2093 dir = op->facing;
2094 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2095 return 0; /* won't find anything if casting on ourself, so just return */
1892 2096
1893 /* Calculate these once here */ 2097 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2098 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2099 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2100 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2101
1898 /* search in a line for a victim */ 2102 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2103 for (i = 1; i < range; i++)
2104 {
1900 x = op->x + i * freearr_x[dir]; 2105 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2106 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2107 m = op->map;
1903 2108
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2110
1906 if (mflags & P_OUT_OF_MAP) return 0; 2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
1907 2113
1908 /* don't go through walls - presume diseases are airborne */ 2114 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2115 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2116 return 0;
1910 2117
1911 /* Only bother looking on this space if there is something living here */ 2118 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2119 if (mflags & P_IS_ALIVE)
2120 {
1913 /* search this square for a victim */ 2121 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2122 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 */ 2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2125 object *disease = arch_to_object (spell->other_arch);
1917 2126
1918 set_owner(disease,op); 2127 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2128 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2129 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2130 disease->level = caster_level (caster, spell);
1922 2131
1923 /* do level adjustments */ 2132 /* do level adjustments */
1924 if(disease->stats.wc) 2133 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2134 disease->stats.wc += dur_mod / 2;
1926 2135
1927 if(disease->magic> 0) 2136 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2137 disease->magic += dur_mod / 4;
1929 2138
1930 if(disease->stats.maxhp>0) 2139 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2140 disease->stats.maxhp += dur_mod;
1932 2141
1933 if(disease->stats.maxgrace>0) 2142 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2143 disease->stats.maxgrace += dur_mod;
1935 2144
1936 if(disease->stats.dam) { 2145 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 2146 {
1953 if(disease->stats.ac) 2147 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2148 disease->stats.dam += dam_mod;
1955 2149 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2150 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 } 2151 }
1978 free_object(disease); 2152
2153 if (disease->last_sp)
2154 {
2155 disease->last_sp -= 2 * dam_mod;
2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
1979 } 2158 }
2159
2160 if (disease->stats.maxsp)
2161 {
2162 if (disease->stats.maxsp > 0)
2163 disease->stats.maxsp += dam_mod;
2164 else
2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
2168 if (disease->stats.ac)
2169 disease->stats.ac += dam_mod;
2170
2171 if (disease->last_eat)
2172 disease->last_eat -= dam_mod;
2173
2174 if (disease->stats.hp)
2175 disease->stats.hp -= dam_mod;
2176
2177 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod;
2179
2180 if (infect_object (walk, disease, 1))
2181 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185
2186 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1;
2193 }
2194
2195 disease->destroy ();
2196 }
1980 } /* if living creature */ 2197 } /* if living creature */
1981 } /* for range of spaces */ 2198 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2200 return 1;
1984} 2201}

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