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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 1.24 by root, Tue Dec 26 08:55:00 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.6 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
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 137 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 144
144 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
150 new_bolt->duration++; 151 new_bolt->duration++;
151 new_bolt->x=sx; 152 new_bolt->x = sx;
152 new_bolt->y=sy; 153 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 155 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 156 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 157 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 159 update_turn_face (new_bolt);
159} 160}
160 161
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 162/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 163 * and checks for various things that may stop it.
163 */ 164 */
164 165
166void
165void move_bolt(object *op) { 167move_bolt (object *op)
168{
166 object *tmp; 169 object *tmp;
167 int mflags; 170 int mflags;
168 sint16 x, y; 171 sint16 x, y;
169 mapstruct *m; 172 maptile *m;
170 173
171 if(--(op->duration)<0) { 174 if (--(op->duration) < 0)
172 remove_ob(op); 175 {
173 free_object(op); 176 op->destroy ();
177 return;
178 }
179
180 hit_map (op, 0, op->attacktype, 1);
181
182 if (!op->direction)
183 return;
184
185 if (--op->range < 0)
186 {
187 op->range = 0;
188 }
189 else
190 {
191 x = op->x + DIRX (op);
192 y = op->y + DIRY (op);
193 m = op->map;
194 mflags = get_map_flags (m, &m, x, y, &x, &y);
195
196 if (mflags & P_OUT_OF_MAP)
174 return; 197 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 198
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 199 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 200 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 201 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 202 * will be useful.
195 */ 203 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 205 {
198 206
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 207 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 208 return;
201 209
202 /* Since walls don't run diagonal, if the bolt is in 210 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 211 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 212 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 213 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 214 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 215 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 216 * to the southwest.
209 */ 217 */
210 if(op->direction&1) 218 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 219 op->direction = absdir (op->direction + 4);
212 else { 220 else
221 {
213 int left, right; 222 int left, right;
214 int mflags; 223 int mflags;
215 224
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 225 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 226 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 227 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 228 * op->direction-1 or op->direction+1 does not exist.
220 */ 229 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 231 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 232
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 233 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 234
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 235 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 236 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 237 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 238
230 if(left==right) 239 if (left == right)
231 op->direction=absdir(op->direction+4); 240 op->direction = absdir (op->direction + 4);
232 else if(left) 241 else if (left)
233 op->direction=absdir(op->direction+2); 242 op->direction = absdir (op->direction + 2);
234 else if(right) 243 else if (right)
235 op->direction=absdir(op->direction-2); 244 op->direction = absdir (op->direction - 2);
236 } 245 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 247 return;
239 } 248 }
249 else
240 else { /* Create a copy of this object and put it ahead */ 250 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 251 tmp = op->clone ();
242 copy_object(op,tmp); 252
243 tmp->speed_left= -0.1; 253 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 256 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 257 tmp->duration++;
248 258
249 /* New forking code. Possibly create forks of this object 259 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 260 * going off in other directions.
251 */ 261 */
252 262
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 263 if (rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 265 forklightning (op, tmp);
255 } 266 }
256 /* In this way, the object left behind sticks on the space, but 267 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 268 * doesn't create any bolts that continue to move onward.
258 */ 269 */
259 op->range = 0; 270 op->range = 0;
260 } /* copy object and move it along */ 271 } /* copy object and move it along */
261 } /* if move bolt along */ 272 } /* if move bolt along */
262} 273}
263 274
264/* fire_bolt 275/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 276 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 277 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from 278 * we remove the magic flag - that can be derived from
268 * spob->attacktype. 279 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 280 * This function sets up the appropriate owner and skill
270 * pointers. 281 * pointers.
271 */ 282 */
272 283int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 284fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
285{
274 object *tmp=NULL; 286 object *tmp = NULL;
275 int mflags; 287 int mflags;
276 288
277 if (!spob->other_arch) 289 if (!spob->other_arch)
278 return 0; 290 return 0;
279 291
280 tmp=arch_to_object(spob->other_arch); 292 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 293 if (tmp == NULL)
282 return 0; 294 return 0;
283 295
284 /* peterm: level dependency for bolts */ 296 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 298 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 299 if (spob->slaying)
300 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 301 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 303 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 304 tmp->stats.Con = spob->stats.Con;
292 305
293 tmp->direction=dir; 306 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 307 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 308 SET_ANIMATION (tmp, dir);
296 309
297 set_owner(tmp,op); 310 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 311 set_spell_skill (op, caster, spob, tmp);
299 312
300 tmp->x=op->x + DIRX(tmp); 313 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 314 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 315 tmp->map = op->map;
303 316
317 maptile *newmap;
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 319 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 320 {
321 tmp->destroy ();
307 return 0; 322 return 0;
308 } 323 }
324
325 tmp->map = newmap;
326
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 330 {
331 tmp->destroy ();
312 return 0; 332 return 0;
313 } 333 }
334
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
340
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 342 move_bolt (tmp);
343
321 return 1; 344 return 1;
322} 345}
323 346
324 347
325 348
326/*************************************************************************** 349/***************************************************************************
331 354
332/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 357 * At least that is what I think this does.
335 */ 358 */
359void
336void explosion(object *op) { 360explosion (object *op)
361{
337 object *tmp; 362 object *tmp;
338 mapstruct *m=op->map; 363 maptile *m = op->map;
339 int i; 364 int i;
340 365
341 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
342 remove_ob(op); 367 {
343 free_object(op); 368 op->destroy ();
344 return; 369 return;
345 } 370 }
371
346 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
347 373
348 if(op->range>0) { 374 if (op->range > 0)
375 {
349 for(i=1;i<9;i++) { 376 for (i = 1; i < 9; i++)
377 {
350 sint16 dx,dy; 378 sint16 dx, dy;
351 379
352 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 383 * out of map, etc.
356 */ 384 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 386 {
359 copy_object(op,tmp); 387 tmp = op->clone ();
360 tmp->state=0; 388 tmp->state = 0;
361 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
362 tmp->range--; 390 tmp->range--;
363 tmp->value=0; 391 tmp->value = 0;
364 tmp->x=dx; 392 tmp->x = dx;
365 tmp->y=dy; 393 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
367 } 395 }
368 } 396 }
369 } 397 }
370} 398}
371 399
372 400
373/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
375 * explode. 403 * explode.
376 */ 404 */
405void
377void explode_bullet(object *op) 406explode_bullet (object *op)
378{ 407{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 408 object *tmp, *owner;
381 409
382 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 413 op->destroy ();
385 free_object (op); 414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy ();
426 return;
427 }
428
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy ();
438 return;
439 }
440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 {
446 op->destroy ();
447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
386 return; 454 return;
387 } 455 }
388 456
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
428 459
429 copy_owner (tmp, op); 460 tmp->set_owner (op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 462
433 owner = get_owner(op); 463 owner = op->owner;
464
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 466 {
436 remove_ob (op); 467 op->destroy ();
437 free_object (op);
438 return; 468 return;
439 } 469 }
470
440 tmp->x = op->x; 471 tmp->x = op->x;
441 tmp->y = op->y; 472 tmp->y = op->y;
442 473
443 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
445 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 478 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 480 tmp->duration = op->duration;
449 } else { 481 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 490 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 491 * the count of the parent should work fine.
457 */ 492 */
458 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
459 } 494 }
460 495
461 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
464 499
465 /* Prevent recursion */ 500 /* Prevent recursion */
466 op->move_on = 0; 501 op->move_on = 0;
467 502
468 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 504 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
471 remove_ob (op); 506 {
472 free_object (op); 507 op->destroy ();
473 } 508 }
474} 509}
475 510
476 511
477 512
478/* checks to see what op should do, given the space it is on 513/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
480 */ 515 */
481 516
517void
482void check_bullet(object *op) 518check_bullet (object *op)
483{ 519{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 520 object *tmp;
486 int dam, mflags; 521 int dam, mflags;
487 mapstruct *m; 522 maptile *m;
488 sint16 sx, sy; 523 sint16 sx, sy;
489 524
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 526
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 528 return;
494 529
495 if (op->other_arch) { 530 if (op->other_arch)
531 {
496 /* explode object will also remove op */ 532 /* explode object will also remove op */
497 explode_bullet (op); 533 explode_bullet (op);
498 return; 534 return;
499 } 535 }
500 536
501 /* If nothing alive on this space, no reason to do anything further */ 537 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
503 540
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
505 { 542 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 544 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 547 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 549 {
514 free_object(op); 550 op->destroy ();
515 return; 551 return;
516 } 552 }
517 } 553 }
518 } 554 }
519 } 555 }
520} 556}
521
522 557
523/* Basically, we move 'op' one square, and if it hits something, 558/* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet. 559 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 560 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 561 * fired arches (eg, bolts).
527 */ 562 */
528 563void
529void move_bullet(object *op) 564move_bullet (object *op)
530{ 565{
531 sint16 new_x, new_y; 566 sint16 new_x, new_y;
532 int mflags; 567 int mflags;
533 mapstruct *m; 568 maptile *m;
534 569
535#if 0 570#if 0
536 /* We need a better general purpose way to do this */ 571 /* We need a better general purpose way to do this */
537 572
538 /* peterm: added to make comet leave a trail of burnouts 573 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 574 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 575 if (op->stats.sp == SP_METEOR)
576 {
541 replace_insert_ob_in_map("fire_trail",op); 577 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 578 if (op->destroyed ())
543 return; 579 return;
544 } /* end addition. */ 580 } /* end addition. */
545#endif 581#endif
546 582
547 /* Reached the end of its life - remove it */ 583 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 584 if (--op->range <= 0)
585 {
549 if (op->other_arch) { 586 if (op->other_arch)
550 explode_bullet (op); 587 explode_bullet (op);
551 } else { 588 else
552 remove_ob (op); 589 op->destroy ();
553 free_object (op); 590
554 }
555 return; 591 return;
556 } 592 }
557 593
558 new_x = op->x + DIRX(op); 594 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 595 new_y = op->y + DIRY (op);
560 m = op->map; 596 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 598
563 if (mflags & P_OUT_OF_MAP) { 599 if (mflags & P_OUT_OF_MAP)
564 remove_ob (op); 600 {
565 free_object (op); 601 op->destroy ();
566 return; 602 return;
567 } 603 }
568 604
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
606 {
570 if (op->other_arch) { 607 if (op->other_arch)
571 explode_bullet (op); 608 explode_bullet (op);
572 } else { 609 else
573 remove_ob (op); 610 op->destroy ();
574 free_object (op); 611
575 }
576 return; 612 return;
577 } 613 }
578 614
579 remove_ob (op); 615 op->remove ();
580 op->x = new_x; 616 op->x = new_x;
581 op->y = new_y; 617 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 619 return;
584 620
585 if (reflwall (op->map, op->x, op->y, op)) { 621 if (reflwall (op->map, op->x, op->y, op))
622 {
586 op->direction = absdir (op->direction + 4); 623 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 624 update_turn_face (op);
588 } else { 625 }
626 else
589 check_bullet (op); 627 check_bullet (op);
590 }
591} 628}
592 629
593 630
594 631
595 632
600 * spob->attacktype. 637 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 638 * This function sets up the appropriate owner and skill
602 * pointers. 639 * pointers.
603 */ 640 */
604 641
642int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 643fire_bullet (object *op, object *caster, int dir, object *spob)
644{
606 object *tmp=NULL; 645 object *tmp = NULL;
607 int mflags; 646 int mflags;
608 647
609 if (!spob->other_arch) 648 if (!spob->other_arch)
610 return 0; 649 return 0;
611 650
612 tmp=arch_to_object(spob->other_arch); 651 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 652 if (tmp == NULL)
614 return 0; 653 return 0;
615 654
616 /* peterm: level dependency for bolts */ 655 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 657 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 658 if (spob->slaying)
659 tmp->slaying = spob->slaying;
620 660
621 tmp->range = 50; 661 tmp->range = 50;
622 662
623 /* Need to store duration/range for the ball to use */ 663 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 664 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 665 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 666 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 667
628 tmp->direction=dir; 668 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 669 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 670 SET_ANIMATION (tmp, dir);
631 671
632 set_owner(tmp,op); 672 tmp->set_owner (op);
633 set_spell_skill(op, caster, spob, tmp); 673 set_spell_skill (op, caster, spob, tmp);
634 674
635 tmp->x=op->x + freearr_x[dir]; 675 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 676 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 677 tmp->map = op->map;
638 678
679 maptile *newmap;
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 681 if (mflags & P_OUT_OF_MAP)
641 free_object(tmp); 682 {
683 tmp->destroy ();
642 return 0; 684 return 0;
643 } 685 }
686
687 tmp->map = newmap;
688
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
646 free_object(tmp); 692 {
693 tmp->destroy ();
647 return 0; 694 return 0;
648 } 695 }
696
649 tmp->x=op->x; 697 tmp->x = op->x;
650 tmp->y=op->y; 698 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 699 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 700 tmp->map = op->map;
653 } 701 }
702
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
655 check_bullet (tmp); 704 check_bullet (tmp);
656 } 705
657 return 1; 706 return 1;
658} 707}
659 708
660 709
661 710
662 711
666 * 715 *
667 *****************************************************************************/ 716 *****************************************************************************/
668 717
669 718
670/* drops an object based on what is in the cone's "other_arch" */ 719/* drops an object based on what is in the cone's "other_arch" */
720void
671void cone_drop(object *op) { 721cone_drop (object *op)
722{
672 object *new_ob = arch_to_object(op->other_arch); 723 object *new_ob = arch_to_object (op->other_arch);
673 724
674 new_ob->x = op->x; 725 new_ob->x = op->x;
675 new_ob->y = op->y; 726 new_ob->y = op->y;
676 new_ob->level = op->level; 727 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 728 new_ob->set_owner (op->owner);
678 729
679 /* preserve skill ownership */ 730 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 731 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 } 732 {
733 new_ob->skill = op->skill;
734 }
684 insert_ob_in_map(new_ob,op->map,op,0); 735 insert_ob_in_map (new_ob, op->map, op, 0);
685 736
686} 737}
687 738
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 739/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 740
741void
690void move_cone(object *op) { 742move_cone (object *op)
743{
691 int i; 744 int i;
692 tag_t tag;
693 745
694 /* if no map then hit_map will crash so just ignore object */ 746 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 747 if (!op->map)
748 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 750 op->set_speed (0);
699 update_ob_speed (op);
700 return; 751 return;
701 } 752 }
702 753
703 /* lava saves it's life, but not yours :) */ 754 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 755 if (QUERY_FLAG (op, FLAG_LIFESAVE))
756 {
705 hit_map(op,0,op->attacktype,0); 757 hit_map (op, 0, op->attacktype, 0);
706 return; 758 return;
707 } 759 }
708 760
709#if 0 761#if 0
710 /* Disable this - enabling it makes monsters easier, as 762 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 763 * when their cone dies when they die.
712 */ 764 */
713 /* If no owner left, the spell dies out. */ 765 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 766 if (op->owner == NULL)
715 remove_ob(op); 767 {
716 free_object(op); 768 op->destroy ();
717 return; 769 return;
718 } 770 }
719#endif 771#endif
720 772
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 773 hit_map (op, 0, op->attacktype, 0);
723 774
724 /* Check to see if we should push anything. 775 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 776 * Spell objects with weight push whatever they encounter to some
726 * degree. 777 * degree.
727 */ 778 */
779 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 780 check_spell_knockback (op);
729 781
730 if (was_destroyed (op, tag)) 782 if (op->destroyed ())
783 return;
784
785 if ((op->duration--) < 0)
786 {
787 op->destroy ();
731 return; 788 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 789 }
738 /* Object has hit maximum range, so don't have it move 790 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 791 * any further. When the duration above expires,
740 * then the object will get removed. 792 * then the object will get removed.
741 */ 793 */
742 if (--op->range < 0) { 794 if (--op->range < 0)
795 {
743 op->range=0; /* just so it doesn't wrap */ 796 op->range = 0; /* just so it doesn't wrap */
744 return; 797 return;
745 } 798 }
746 799
747 for(i= -1;i<2;i++) { 800 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 801 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 803
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 804 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
752 object *tmp=get_object(); 805 {
753 copy_object(op, tmp); 806 object *tmp = op->clone ();
807
754 tmp->x=x; 808 tmp->x = x;
755 tmp->y=y; 809 tmp->y = y;
756 810
757 tmp->duration = op->duration + 1; 811 tmp->duration = op->duration + 1;
758 812
759 /* Use for spell tracking - see ok_to_put_more() */ 813 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 814 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 815 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 816 if (tmp->other_arch)
817 cone_drop (tmp);
763 } 818 }
764 } 819 }
765} 820}
766 821
767/* cast_cone: casts a cone spell. 822/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 825 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 826 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 827 * to fire.
773 * returns 0 on failure, 1 on success. 828 * returns 0 on failure, 1 on success.
774 */ 829 */
830int
775int cast_cone(object *op, object *caster,int dir, object *spell) 831cast_cone (object *op, object *caster, int dir, object *spell)
776{ 832{
777 object *tmp; 833 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 834 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 835 maptile *m;
780 sint16 sx, sy; 836 sint16 sx, sy;
781 MoveType movetype; 837 MoveType movetype;
782 838
783 if (!spell->other_arch) return 0; 839 if (!spell->other_arch)
840 return 0;
784 841
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 842 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 843 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 844 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 845 return 0;
790 } 846 }
791 847
792 if(!dir) { 848 if (!dir)
849 {
793 range_min= 0; 850 range_min = 0;
794 range_max=8; 851 range_max = 8;
795 } 852 }
796 853
797 /* Need to know what the movetype of the object we are about 854 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 855 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 856 * insert it into is blocked.
800 */ 857 */
801 movetype = spell->other_arch->clone.move_type; 858 movetype = spell->other_arch->clone.move_type;
802 859
803 for(i=range_min;i<=range_max;i++) { 860 for (i = range_min; i <= range_max; i++)
861 {
804 sint16 x,y, d; 862 sint16 x, y, d;
805 863
806 /* We can't use absdir here, because it never returns 864 /* 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 865 * 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 866 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 867 * to hit that person.
810 */ 868 */
811 d = dir + i; 869 d = dir + i;
812 while (d < 0) d+=8; 870 while (d < 0)
871 d += 8;
813 while (d > 8) d-=8; 872 while (d > 8)
873 d -= 8;
814 874
815 /* If it's not a rune, we don't want to blast the caster. 875 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 876 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 877 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 878 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 879 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 880 * for the rune code.
821 */ 881 */
822 if (caster->type != RUNE && d==0) { 882 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 883 {
826 884 if (dir != 0)
827 x = op->x+freearr_x[d]; 885 d = 8;
828 y = op->y+freearr_y[d]; 886 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 887 continue;
888 }
832 889
890 x = op->x + freearr_x[d];
891 y = op->y + freearr_y[d];
892
893 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
894 continue;
895
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 896 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 897 continue;
835 898
836 success=1; 899 success = 1;
837 tmp=arch_to_object(spell->other_arch); 900 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 901 tmp->set_owner (op);
839 set_spell_skill(op, caster, spell, tmp); 902 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 903 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 904 tmp->x = sx;
842 tmp->y = sy; 905 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 906 tmp->attacktype = spell->attacktype;
844 907
845 /* holy word stuff */ 908 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 910 if (!tailor_god_spell (tmp, op))
848 } 911 return 0;
849 912
850 if(dir) 913 if (dir)
851 tmp->stats.sp=dir; 914 tmp->stats.sp = dir;
852 else 915 else
853 tmp->stats.sp=i; 916 tmp->stats.sp = i;
854 917
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 918 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 919
857 /* If casting it in all directions, it doesn't go as far */ 920 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 921 if (dir == 0)
922 {
859 tmp->range /= 4; 923 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 924 if (tmp->range < 2 && spell->range >= 2)
925 tmp->range = 2;
861 } 926 }
927
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 928 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 929 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 930
865 /* Special bonus for fear attacks */ 931 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 932 if (tmp->attacktype & AT_FEAR)
933 {
934 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 935 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 936 else
869 tmp->duration += caster->level/3; 937 tmp->duration += caster->level / 3;
870 } 938 }
939
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 940 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
941 {
942 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 943 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 944 else
874 tmp->duration += caster->level/3; 945 tmp->duration += caster->level / 3;
875 } 946 }
876 947
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 948 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 950
882 if (!tmp->move_on && tmp->stats.dam) { 951 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 } 952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
954 }
955
887 insert_ob_in_map(tmp,m,op,0); 956 insert_ob_in_map (tmp, m, op, 0);
888 957
889 /* This is used for tracking spells so that one effect doesn't hit 958 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 959 * a single space too many times.
891 */ 960 */
892 tmp->stats.maxhp = tmp->count; 961 tmp->stats.maxhp = tmp->count;
893 962
894 if(tmp->other_arch) cone_drop(tmp); 963 if (tmp->other_arch)
964 cone_drop (tmp);
895 } 965 }
966
896 return success; 967 return success;
897} 968}
898 969
899/**************************************************************************** 970/****************************************************************************
900 * 971 *
901 * BOMB related code 972 * BOMB related code
904 975
905 976
906/* This handles an exploding bomb. 977/* This handles an exploding bomb.
907 * op is the original bomb object. 978 * op is the original bomb object.
908 */ 979 */
980void
909void animate_bomb(object *op) { 981animate_bomb (object *op)
982{
910 int i; 983 int i;
911 object *env, *tmp; 984 object *env, *tmp;
912 archetype *at; 985 archetype *at;
913 986
914 if(op->state!=NUM_ANIMATIONS(op)-1) 987 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return;
989
990 env = object_get_env_recursive (op);
991
992 if (op->env)
993 {
994 if (env->map == NULL)
915 return; 995 return;
916 996
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) 997 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 998 esrv_del_item (env->contr, op->count);
926 999
927 remove_ob(op); 1000 op->remove ();
928 op->x = env->x; 1001 op->x = env->x;
929 op->y = env->y; 1002 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
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; 1004 return;
942 } 1005 }
943 1006
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1011 {
1012 op->destroy ();
1013 return;
1014 }
1015
944 /* This copies a lot of the code from the fire bullet, 1016 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1017 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1018 * so just set up the appropriate values.
947 */ 1019 */
948 at = find_archetype(SPLINT); 1020 at = archetype::find (SPLINT);
949 if (at) { 1021 if (at)
1022 {
950 for(i=1;i<9;i++) { 1023 for (i = 1; i < 9; i++)
1024 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 1026 continue;
953 tmp = arch_to_object(at); 1027 tmp = arch_to_object (at);
954 tmp->direction = i; 1028 tmp->direction = i;
955 tmp->range = op->range; 1029 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1030 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1031 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1032 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1033 tmp->set_owner (op);
960 if(op->skill && op->skill != tmp->skill) { 1034 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1035 {
962 tmp->skill = add_refcount(op->skill); 1036 tmp->skill = op->skill;
963 } 1037 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1039 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1040 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1041 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1042 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1043 move_bullet (tmp);
970 } 1044 }
971 } 1045 }
972 1046
973 explode_bullet(op); 1047 explode_bullet (op);
974} 1048}
975 1049
1050int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1051create_bomb (object *op, object *caster, int dir, object *spell)
1052{
977 1053
978 object *tmp; 1054 object *tmp;
979 int mflags; 1055 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1057 maptile *m;
982 1058
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1059 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)) { 1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1063 return 0;
987 } 1064 }
988 tmp=arch_to_object(spell->other_arch); 1065 tmp = arch_to_object (spell->other_arch);
989 1066
990 /* level dependencies for bomb */ 1067 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1071 tmp->attacktype = spell->attacktype;
995 1072
996 set_owner(tmp,op); 1073 tmp->set_owner (op);
997 set_spell_skill(op, caster, spell, tmp); 1074 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1075 tmp->x = dx;
999 tmp->y=dy; 1076 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1077 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1078 return 1;
1002} 1079}
1003 1080
1004/**************************************************************************** 1081/****************************************************************************
1005 * 1082 *
1006 * smite related spell code. 1083 * smite related spell code.
1014 * dir is the direction to look in. 1091 * dir is the direction to look in.
1015 * range is how far out to look. 1092 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1094 * this info is used for blocked magic/unholy spaces.
1018 */ 1095 */
1019 1096
1097object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1098get_pointed_target (object *op, int dir, int range, int type)
1099{
1021 object *target; 1100 object *target;
1022 sint16 x,y; 1101 sint16 x, y;
1023 int dist, mflags; 1102 int dist, mflags;
1024 mapstruct *mp; 1103 maptile *mp;
1025 1104
1026 if (dir==0) return NULL; 1105 if (dir == 0)
1106 return NULL;
1027 1107
1028 for (dist=1; dist<range; dist++) { 1108 for (dist = 1; dist < range; dist++)
1109 {
1029 x = op->x + freearr_x[dir] * dist; 1110 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1111 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1112 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1113 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1114
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1115 if (mflags & P_OUT_OF_MAP)
1116 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1117 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1118 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1119 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1120 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL;
1038 1123
1039 if (mflags & P_IS_ALIVE) { 1124 if (mflags & P_IS_ALIVE)
1125 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1042 return target; 1130 return target;
1043 } 1131 }
1044 } 1132 }
1045 } 1133 }
1046 } 1134 }
1047 return NULL; 1135 return NULL;
1048} 1136}
1049 1137
1050 1138
1051/* cast_smite_arch() - the priest points to a creature and causes 1139/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1140 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1143 * caster = object casting the spell.
1056 * dir = direction being cast 1144 * dir = direction being cast
1057 * spell = spell object 1145 * spell = spell object
1058 */ 1146 */
1059 1147
1148int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1149cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{
1061 object *effect, *target; 1151 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1152 object *god = find_god (determine_god (op));
1063 int range; 1153 int range;
1064 1154
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1155 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1156 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1157
1068 /* Bunch of conditions for casting this spell. Note that only 1158 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1159 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1160 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1161 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1162 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1163 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1164 * can't be friendly to your god.
1075 */ 1165 */
1076 1166
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1168 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1169 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1170 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1172 return 0;
1083 } 1173 }
1084 1174
1085 if (spell->other_arch) 1175 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1176 effect = arch_to_object (spell->other_arch);
1087 else 1177 else
1088 return 0; 1178 return 0;
1089 1179
1090 /* tailor the effect by priest level and worshipped God */ 1180 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1181 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1182 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 {
1094 if(tailor_god_spell(effect,op)) 1185 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1186 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 { 1187 else
1188 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1190 return 0;
1100 } 1191 }
1101 } 1192 }
1102 1193
1103 /* size of the area of destruction */ 1194 /* size of the area of destruction */
1104 effect->range=spell->range + 1195 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1196 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1197
1109 if (effect->attacktype & AT_DEATH) { 1198 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1199 {
1111 SP_level_dam_adjust(caster,spell); 1200 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1201
1113 /* casting death spells at undead isn't a good thing */ 1202 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1203 if (QUERY_FLAG (target, FLAG_UNDEAD))
1204 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1205 if (random_roll (0, 2, op, PREFER_LOW))
1206 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1208 effect->x = op->x;
1118 effect->y=op->y; 1209 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 } 1210 }
1211 else
1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1214 target->stats.hp = target->stats.maxhp * 2;
1215 effect->destroy ();
1216 return 0;
1126 } 1217 }
1127 } else { 1218 }
1219 }
1220 else
1221 {
1128 /* how much woe to inflict :) */ 1222 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1223 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1224 }
1132 1225
1133 set_owner(effect,op); 1226 effect->set_owner (op);
1134 set_spell_skill(op, caster, spell, effect); 1227 set_spell_skill (op, caster, spell, effect);
1135 1228
1136 /* ok, tell it where to be, and insert! */ 1229 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1230 effect->x = target->x;
1138 effect->y=target->y; 1231 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1232 insert_ob_in_map (effect, target->map, op, 0);
1140 1233
1141 return 1; 1234 return 1;
1142} 1235}
1143 1236
1144 1237
1145/**************************************************************************** 1238/****************************************************************************
1146 * 1239 *
1148 * note that the fire_bullet is used to fire the missile. The 1241 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1242 * code here is just to move the missile.
1150 ****************************************************************************/ 1243 ****************************************************************************/
1151 1244
1152/* op is a missile that needs to be moved */ 1245/* op is a missile that needs to be moved */
1246void
1153void move_missile(object *op) { 1247move_missile (object *op)
1248{
1154 int i, mflags; 1249 int i, mflags;
1155 object *owner; 1250 object *owner;
1156 sint16 new_x, new_y; 1251 sint16 new_x, new_y;
1157 mapstruct *m; 1252 maptile *m;
1158 1253
1159 if (op->range-- <=0) { 1254 if (op->range-- <= 0)
1160 remove_ob(op); 1255 {
1161 free_object(op); 1256 op->destroy ();
1162 return; 1257 return;
1163 } 1258 }
1164 1259
1165 owner = get_owner(op); 1260 owner = op->owner;
1166#if 0 1261#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1262 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1263 * monster that are then killed would continue to survive
1169 */ 1264 */
1170 if (owner == NULL) { 1265 if (owner == NULL)
1171 remove_ob(op); 1266 {
1172 free_object(op); 1267 op->destroy ();
1173 return; 1268 return;
1174 } 1269 }
1175#endif 1270#endif
1176 1271
1177 new_x = op->x + DIRX(op); 1272 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1273 new_y = op->y + DIRY (op);
1179 1274
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1276
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)))) { 1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1278 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1279 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1280 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1281 * we need to remove it if someone hasn't already done so.
1188 */ 1282 */
1189 if ( ! was_destroyed (op, tag)) { 1283 if (!op->destroyed ())
1190 remove_ob (op); 1284 op->destroy ();
1191 free_object(op); 1285
1192 }
1193 return; 1286 return;
1194 } 1287 }
1195 1288
1196 remove_ob(op); 1289 op->remove ();
1290
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op); 1292 {
1293 op->destroy ();
1199 return; 1294 return;
1200 } 1295 }
1296
1201 op->x = new_x; 1297 op->x = new_x;
1202 op->y = new_y; 1298 op->y = new_y;
1203 op->map = m; 1299 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1300 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1205 if(i > 0 && i != op->direction){ 1301 if (i > 0 && i != op->direction)
1302 {
1206 op->direction=i; 1303 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1304 SET_ANIMATION (op, op->direction);
1208 } 1305 }
1306
1209 insert_ob_in_map(op,op->map,op,0); 1307 insert_ob_in_map (op, op->map, op, 0);
1210} 1308}
1211 1309
1212/**************************************************************************** 1310/****************************************************************************
1213 * Destruction 1311 * Destruction
1214 ****************************************************************************/ 1312 ****************************************************************************/
1313
1215/* make_object_glow() - currently only makes living objects glow. 1314/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1315 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1316 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1317 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1318 * give them the capability to have an inventory. b.t.
1220 */ 1319 */
1221 1320
1321int
1222int make_object_glow(object *op, int radius, int time) { 1322make_object_glow (object *op, int radius, int time)
1323{
1223 object *tmp; 1324 object *tmp;
1224 1325
1225 /* some things are unaffected... */ 1326 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1327 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1328 return 0;
1228 1329
1229 tmp=get_archetype(FORCE_NAME); 1330 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1331 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1332 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1333 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1334 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1336 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1337
1237 tmp->x=op->x; 1338 tmp->x = op->x;
1238 tmp->y=op->y; 1339 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1342 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1343 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1344 op->glow_radius = tmp->glow_radius;
1243 1345
1244 if(!tmp->env||op!=tmp->env) { 1346 if (!tmp->env || op != tmp->env)
1347 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name);
1247 return 0; 1349 return 0;
1248 } 1350 }
1249 return 1; 1351 return 1;
1250} 1352}
1251 1353
1252 1354
1253
1254 1355
1356
1357int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1358cast_destruction (object *op, object *caster, object *spell_ob)
1359{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1360 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1361 sint16 sx, sy;
1258 mapstruct *m; 1362 maptile *m;
1259 object *tmp; 1363 object *tmp;
1260 const char *skill; 1364 const char *skill;
1261 1365
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1370 friendly = 1;
1266 1371
1267 /* destruction doesn't use another spell object, so we need 1372 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1373 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1374 * 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 1375 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1376 * the full share string/free_string route.
1272 */ 1377 */
1273 skill = op->skill; 1378 skill = op->skill;
1379 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1380 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1381 else if (caster->skill)
1382 op->skill = caster->skill;
1383 else
1276 else op->skill = NULL; 1384 op->skill = NULL;
1277 1385
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1386 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1387
1280 for(i= -range; i<range; i++) { 1388 for (i = -range; i < range; i++)
1389 {
1281 for(j=-range; j<range ; j++) { 1390 for (j = -range; j < range; j++)
1391 {
1282 m = op->map; 1392 m = op->map;
1283 sx = op->x + i; 1393 sx = op->x + i;
1284 sy = op->y + j; 1394 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1287 if (mflags & P_IS_ALIVE) { 1398 if (mflags & P_IS_ALIVE)
1399 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break;
1290 } 1404 }
1291 if (tmp) { 1405 if (tmp)
1406 {
1407 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1408 tmp = tmp->head;
1293 1409
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1416 if (spell_ob->other_arch)
1417 {
1299 tmp = arch_to_object(spell_ob->other_arch); 1418 tmp = arch_to_object (spell_ob->other_arch);
1300 tmp->x = sx; 1419 tmp->x = sx;
1301 tmp->y = sy; 1420 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0); 1421 insert_ob_in_map (tmp, m, op, 0);
1303 } 1422 }
1304 } 1423 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1425 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1428 object *effect = arch_to_object (spell_ob->other_arch);
1429
1309 effect->x = sx; 1430 effect->x = sx;
1310 effect->y = sy; 1431 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0); 1432 insert_ob_in_map (effect, m, op, 0);
1312 } 1433 }
1313 } 1434 }
1314 } 1435 }
1315 } 1436 }
1316 } 1437 }
1317 } 1438 }
1318 } 1439 }
1319 op->skill = skill; 1440 op->skill = skill;
1320 return 1; 1441 return 1;
1321} 1442}
1322 1443
1323/*************************************************************************** 1444/***************************************************************************
1324 * 1445 *
1325 * CURSE 1446 * CURSE
1326 * 1447 *
1327 ***************************************************************************/ 1448 ***************************************************************************/
1328 1449
1450int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1451cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{
1330 object *god = find_god(determine_god(op)); 1453 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1454 object *tmp, *force;
1332 1455
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1456 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1457 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1458 {
1337 "There is no one in that direction to curse."); 1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1460 return 0;
1339 } 1461 }
1340 1462
1341 /* If we've already got a force of this type, don't add a new one. */ 1463 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1464 for (force = tmp->inv; force != NULL; force = force->below)
1465 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 {
1344 if (force->name == spell_ob->name) { 1468 if (force->name == spell_ob->name)
1469 {
1345 break; 1470 break;
1346 } 1471 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1472 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1349 "You can not cast %s while %s is in effect", 1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1475 return 0;
1352 } 1476 }
1353 } 1477 }
1354 } 1478 }
1355 1479
1356 if(force==NULL) { 1480 if (force == NULL)
1481 {
1357 force=get_archetype(FORCE_NAME); 1482 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1483 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1484 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1485 force->name = spell_ob->race;
1362 else 1486 else
1363 force->name = add_refcount(spell_ob->name); 1487 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1488
1365 force->name_pl = add_refcount(spell_ob->name); 1489 force->name_pl = spell_ob->name;
1366 1490
1367 } else { 1491 }
1492 else
1493 {
1368 int duration; 1494 int duration;
1369 1495
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1496 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1497 if (duration > force->duration)
1498 {
1372 force->duration = duration; 1499 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 }
1374 } else { 1502 else
1503 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1505 }
1377 return 1; 1506 return 1;
1378 } 1507 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1509 force->speed = 1.0;
1381 force->speed_left = -1.0; 1510 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1511 SET_FLAG (force, FLAG_APPLIED);
1383 1512
1384 if(god) { 1513 if (god)
1514 {
1385 if (spell_ob->last_grace) 1515 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1516 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1518 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1519 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1520 }
1391 } else 1521 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1522 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1523
1394 1524
1395 if(tmp!=op && op->type==PLAYER) 1525 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1526 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1527
1398 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1400 1530
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1533 tmp->update_stats ();
1404 return 1; 1534 return 1;
1405 1535
1406} 1536}
1407 1537
1408 1538
1409/********************************************************************** 1539/**********************************************************************
1413 ***********************************************************************/ 1543 ***********************************************************************/
1414 1544
1415/* This covers the various spells that change the moods of monsters - 1545/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1546 * makes them angry, peacful, friendly, etc.
1417 */ 1547 */
1548int
1418int mood_change(object *op, object *caster, object *spell) { 1549mood_change (object *op, object *caster, object *spell)
1550{
1419 object *tmp, *god, *head; 1551 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1552 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1553 sint16 x, y, nx, ny;
1422 mapstruct *m; 1554 maptile *m;
1423 const char *race; 1555 const char *race;
1424 1556
1425 /* We precompute some values here so that we don't have to keep 1557 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1558 * doing it over and over again.
1427 */ 1559 */
1428 god=find_god(determine_god(op)); 1560 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1561 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1562 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1563
1432 /* On the bright side, no monster should ever have a race of GOD_... 1564 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1565 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1566 * won't ever match anything.
1435 */ 1567 */
1436 if (!spell->race) race=NULL; 1568 if (!spell->race)
1569 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1570 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1571 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1572 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race;
1574 else
1439 else race = spell->race; 1575 race = spell->race;
1440
1441 1576
1577
1442 for (x = op->x - range; x <= op->x + range; x++) 1578 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1579 for (y = op->y - range; y <= op->y + range; y++)
1580 {
1444 1581
1445 done_one=0; 1582 done_one = 0;
1446 m = op->map; 1583 m = op->map;
1447 nx = x; 1584 nx = x;
1448 ny = y; 1585 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1451 1589
1452 /* If there is nothing living on this space, no need to go further */ 1590 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1591 if (!(mflags & P_IS_ALIVE))
1592 continue;
1454 1593
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1595 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break;
1457 1597
1458 /* There can be living objects that are not monsters */ 1598 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1599 if (!tmp || tmp->type == PLAYER)
1600 continue;
1460 1601
1461 /* Only the head has meaningful data, so resolve to that */ 1602 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1603 if (tmp->head)
1604 head = tmp->head;
1605 else
1463 else head=tmp; 1606 head = tmp;
1464 1607
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1609 if (race && head->race && !strstr (race, head->race))
1610 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue;
1468 1613
1469 /* Now do a bunch of stuff related to saving throws */ 1614 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1615 best_at = -1;
1471 if (spell->attacktype) { 1616 if (spell->attacktype)
1617 {
1472 for (at=0; at < NROFATTACKS; at++) 1618 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1619 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1620 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at;
1475 1622
1476 if (best_at == -1) at=0; 1623 if (best_at == -1)
1624 at = 0;
1625 else
1626 {
1627 if (head->resist[best_at] == 100)
1628 continue;
1477 else { 1629 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1630 at = head->resist[best_at] / 5;
1480 } 1631 }
1481 at -= level / 5; 1632 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1633 if (did_make_save (head, head->level, at))
1634 continue;
1483 } 1635 }
1484 else /* spell->attacktype */ 1636 else /* spell->attacktype */
1485 /* 1637 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1639 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1641
1490 The chance will then be in the range [20-70] percent, not too bad. 1642 The chance will then be in the range [20-70] percent, not too bad.
1491 1643
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1645 charm a level 125 monster...
1494 1646
1495 Ryo, august 14th 1647 Ryo, august 14th
1496 */ 1648 */
1497 { 1649 {
1498 if ( head->level > level ) continue; 1650 if (head->level > level)
1651 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1653 /* Failed, no effect */
1501 continue; 1654 continue;
1502 } 1655 }
1503 1656
1504 /* Done with saving throw. Now start effecting the monster */ 1657 /* Done with saving throw. Now start effecting the monster */
1505 1658
1506 /* aggravation */ 1659 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1660 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1662 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1664 remove_friendly_object (head);
1511 1665
1512 done_one = 1; 1666 done_one = 1;
1513 head->enemy = op; 1667 head->enemy = op;
1514 } 1668 }
1515 1669
1516 /* calm monsters */ 1670 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1673 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1674 head->enemy = NULL;
1520 done_one = 1; 1675 done_one = 1;
1521 } 1676 }
1522 1677
1523 /* berserk monsters */ 1678 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 {
1525 SET_FLAG(head, FLAG_BERSERK); 1681 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1682 done_one = 1;
1527 } 1683 }
1528 /* charm */ 1684 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1687 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1688 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1689 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1691 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1692 head->set_owner (op);
1536 set_spell_skill(op, caster, spell, head); 1693 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1694 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1695 head->attack_movement = PETMOVE;
1539 done_one = 1; 1696 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1698 head->stats.exp = 0;
1542 } 1699 }
1543 1700
1544 /* If a monster was effected, put an effect in */ 1701 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1702 if (done_one && spell->other_arch)
1703 {
1546 tmp = arch_to_object(spell->other_arch); 1704 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1705 tmp->x = nx;
1548 tmp->y = ny; 1706 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1707 insert_ob_in_map (tmp, m, op, 0);
1550 } 1708 }
1551 } /* for y */ 1709 } /* for y */
1552 1710
1553 return 1; 1711 return 1;
1554} 1712}
1555 1713
1556 1714
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1715/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1716 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1717 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1718 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1719 * note that duration is handled by process_object() in time.c
1562 */ 1720 */
1563 1721
1722void
1564void move_ball_spell(object *op) { 1723move_ball_spell (object *op)
1724{
1565 int i,j,dam_save,dir, mflags; 1725 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1726 sint16 nx, ny, hx, hy;
1567 object *owner; 1727 object *owner;
1568 mapstruct *m; 1728 maptile *m;
1569 1729
1570 owner = get_owner(op); 1730 owner = op->owner;
1571 1731
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1732 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1733 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1734 * 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 1735 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1736 * deviations.
1577 */ 1737 */
1578 1738
1579 dir = 0; 1739 dir = 0;
1580 if(!(rndm(0, 3))) 1740 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1741 j = rndm (0, 1);
1582 else j=0; 1742 else
1743 j = 0;
1583 1744
1584 for(i = 1; i < 9; i++) { 1745 for (i = 1; i < 9; i++)
1746 {
1585 /* i bit 0: alters sign of offset 1747 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1748 * other bits (i / 2): absolute value of offset
1587 */ 1749 */
1588 1750
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1752 int tmpdir = absdir (op->direction + offset);
1591 1753
1592 nx = op->x + freearr_x[tmpdir]; 1754 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1755 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1756 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1757 {
1596 dir = tmpdir; 1758 dir = tmpdir;
1597 break; 1759 break;
1598 } 1760 }
1599 } 1761 }
1600 if (dir == 0) { 1762 if (dir == 0)
1763 {
1601 nx = op->x; 1764 nx = op->x;
1602 ny = op->y; 1765 ny = op->y;
1603 m = op->map; 1766 m = op->map;
1604 } 1767 }
1605 1768
1606 remove_ob(op); 1769 op->remove ();
1607 op->y=ny; 1770 op->y = ny;
1608 op->x=nx; 1771 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1772 insert_ob_in_map (op, m, op, 0);
1610 1773
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1775 surrounding squares */
1613 1776
1614 /* loop over current square and neighbors to hit. 1777 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1778 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1779 * the surround spaces.
1617 */ 1780 */
1618 for(j=0;j<9;j++) { 1781 for (j = 0; j < 9; j++)
1782 {
1619 object *new_ob; 1783 object *new_ob;
1620 1784
1621 hx = nx+freearr_x[j]; 1785 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1786 hy = ny + freearr_y[j];
1623 1787
1624 m = op->map; 1788 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1790
1627 if (mflags & P_OUT_OF_MAP) continue; 1791 if (mflags & P_OUT_OF_MAP)
1792 continue;
1628 1793
1629 /* first, don't ever, ever hit the owner. Don't hit out 1794 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1795 * of the map either.
1631 */ 1796 */
1632 1797
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 {
1800 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1801 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1802 hit_map (op, j, op->attacktype, 1);
1636 1803
1637 } 1804 }
1638 1805
1639 /* insert the other arch */ 1806 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 {
1641 new_ob = arch_to_object(op->other_arch); 1809 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1810 new_ob->x = hx;
1643 new_ob->y = hy; 1811 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1812 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1813 }
1646 } 1814 }
1647 1815
1648 /* restore to the center location and damage*/ 1816 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1817 op->stats.dam = dam_save;
1650 1818
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1819 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1652 1820
1653 if(i>=0) { /* we have a preferred direction! */ 1821 if (i >= 0)
1822 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1823 /* 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 || 1824 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))) { 1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1828 }
1659 op->direction=i; 1829 op->direction = i;
1660 } 1830 }
1661} 1831}
1662 1832
1663 1833
1664/* move_swarm_spell: peterm 1834/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1837 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1838 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1839 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1840 */
1671 1841
1842void
1672void move_swarm_spell(object *op) 1843move_swarm_spell (object *op)
1673{ 1844{
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 1845#if 0
1696 // this is bogus: it causes wrong places to be checked below 1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1848 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1849 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1850 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 1851#endif
1852 int basedir;
1853 object *owner;
1743 1854
1855 owner = op->owner;
1856 if (op->duration == 0 || owner == NULL)
1857 {
1858 op->destroy ();
1859 return;
1860 }
1861
1862 op->duration--;
1863
1864 basedir = op->direction;
1865 if (basedir == 0)
1866 {
1867 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8);
1869 }
1870
1871#if 0
1872 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space.
1876 // should be fixed later, but correctness before featurs...
1877 // (schmorp)
1878
1879 /* new offset calculation to make swarm element distribution
1880 * more uniform
1881 */
1882 if (op->duration)
1883 {
1884 if (basedir & 1)
1885 {
1886 adjustdir = cardinal_adjust[rndm (0, 8)];
1887 }
1888 else
1889 {
1890 adjustdir = diagonal_adjust[rndm (0, 9)];
1891 }
1892 }
1893 else
1894 {
1895 adjustdir = 0; /* fire the last one from forward. */
1896 }
1897
1898 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1899 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1900
1901 /* back up one space so we can hit point-blank targets, but this
1902 * necessitates extra out_of_map check below
1903 */
1904 origin_x = target_x - freearr_x[basedir];
1905 origin_y = target_y - freearr_y[basedir];
1906
1907
1744 /* spell pointer is set up for the spell this casts. Since this 1908 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1909 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1910 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1911 * do some sanity checking anyways.
1748 */ 1912 */
1749 1913
1750 if (op->spell && op->spell->type == SPELL) 1914 if (op->spell && op->spell->type == SPELL &&
1915 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1916 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1751 { 1917 {
1918
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1919 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1920 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1921 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1922 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1923 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1924 }
1925#endif
1926
1927 /* spell pointer is set up for the spell this casts. Since this
1928 * should just be a pointer to the spell in some inventory,
1929 * it is unlikely to disappear by the time we need it. However,
1930 * do some sanity checking anyways.
1931 */
1932
1933 if (op->spell && op->spell->type == SPELL)
1934 {
1935 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1940 }
1758} 1941}
1759 1942
1760 1943
1761 1944
1762 1945
1770 * dir: the direction everything will be fired in 1953 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1954 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1955 * n: the number to be fired.
1773 */ 1956 */
1774 1957
1958int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1959fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1960{
1777 object *tmp; 1961 object *tmp;
1778 int i; 1962 int i;
1779 1963
1780 if (!spell->other_arch) return 0; 1964 if (!spell->other_arch)
1965 return 0;
1781 1966
1782 tmp=get_archetype(SWARM_SPELL); 1967 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1968 tmp->x = op->x;
1784 tmp->y=op->y; 1969 tmp->y = op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1971 set_spell_skill (op, caster, spell, tmp);
1787 1972
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1974 tmp->spell = arch_to_object (spell->other_arch);
1790 1975
1791 tmp->attacktype = tmp->spell->attacktype; 1976 tmp->attacktype = tmp->spell->attacktype;
1792 1977
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1794 if ( ! tailor_god_spell (tmp, op)) 1980 if (!tailor_god_spell (tmp, op))
1795 return 1; 1981 return 1;
1796 } 1982 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 1983 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 1984 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 1986
1801 tmp->direction=dir; 1987 tmp->direction = dir;
1802 tmp->invisible=1; 1988 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 1989 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 1990 return 1;
1805} 1991}
1806 1992
1807 1993
1808/* See the spells documentation file for why this is its own 1994/* See the spells documentation file for why this is its own
1809 * function. 1995 * function.
1810 */ 1996 */
1997int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 1998cast_light (object *op, object *caster, object *spell, int dir)
1999{
1812 object *target=NULL,*tmp=NULL; 2000 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2001 sint16 x, y;
1814 int dam, mflags; 2002 int dam, mflags;
1815 mapstruct *m; 2003 maptile *m;
1816 2004
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2006
1819 if(!dir) { 2007 if (!dir)
2008 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2010 return 0;
1822 } 2011 }
1823 2012
1824 x=op->x+freearr_x[dir]; 2013 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2014 y = op->y + freearr_y[dir];
1826 m = op->map; 2015 m = op->map;
1827 2016
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2018
1830 if (mflags & P_OUT_OF_MAP) { 2019 if (mflags & P_OUT_OF_MAP)
2020 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2022 return 0;
1833 } 2023 }
1834 2024
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2025 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2028 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2030 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head)
1839 if(target->head) target = target->head; 2032 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2033 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2034 return 1; /* one success only! */
1842 } 2035 }
1843 } 2036 }
1844 2037
1845 /* no live target, perhaps a wall is in the way? */ 2038 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 2042 return 0;
1849 } 2043 }
1850 2044
1851 /* ok, looks groovy to just insert a new light on the map */ 2045 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 2046 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2047 if (!tmp)
2048 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2050 return 0;
1856 } 2051 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2053 if (tmp->glow_radius)
2054 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2055 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; 2056 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 2058 }
1862 tmp->x=x; 2059 tmp->x = x;
1863 tmp->y=y; 2060 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2061 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2062 return 1;
1866} 2063}
1867 2064
1868 2065
1869 2066
1870 2067
1873 * op is the player/monster, caster is the object, dir is the direction 2070 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 2071 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2072 * perhaps this should actually be in disease.c?
1876 */ 2073 */
1877 2074
2075int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2076cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{
1879 sint16 x,y; 2078 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2079 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2080 object *walk;
1882 mapstruct *m; 2081 maptile *m;
1883 2082
1884 x = op->x; 2083 x = op->x;
1885 y = op->y; 2084 y = op->y;
1886 2085
1887 /* If casting from a scroll, no direction will be available, so refer to the 2086 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2087 * direction the player is pointing.
1889 */ 2088 */
2089 if (!dir)
1890 if (!dir) dir=op->facing; 2090 dir = op->facing;
2091 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2092 return 0; /* won't find anything if casting on ourself, so just return */
1892 2093
1893 /* Calculate these once here */ 2094 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2095 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2096 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2097 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2098
1898 /* search in a line for a victim */ 2099 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2100 for (i = 1; i < range; i++)
2101 {
1900 x = op->x + i * freearr_x[dir]; 2102 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2103 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2104 m = op->map;
1903 2105
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2107
1906 if (mflags & P_OUT_OF_MAP) return 0; 2108 if (mflags & P_OUT_OF_MAP)
2109 return 0;
1907 2110
1908 /* don't go through walls - presume diseases are airborne */ 2111 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2112 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2113 return 0;
1910 2114
1911 /* Only bother looking on this space if there is something living here */ 2115 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2116 if (mflags & P_IS_ALIVE)
2117 {
1913 /* search this square for a victim */ 2118 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2119 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2120 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2121 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2122 object *disease = arch_to_object (spell->other_arch);
1917 2123
1918 set_owner(disease,op); 2124 disease->set_owner (op);
1919 set_spell_skill(op, caster, spell, disease); 2125 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2126 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2127 disease->level = caster_level (caster, spell);
1922 2128
1923 /* do level adjustments */ 2129 /* do level adjustments */
1924 if(disease->stats.wc) 2130 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2131 disease->stats.wc += dur_mod / 2;
1926 2132
1927 if(disease->magic> 0) 2133 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2134 disease->magic += dur_mod / 4;
1929 2135
1930 if(disease->stats.maxhp>0) 2136 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2137 disease->stats.maxhp += dur_mod;
1932 2138
1933 if(disease->stats.maxgrace>0) 2139 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2140 disease->stats.maxgrace += dur_mod;
1935 2141
1936 if(disease->stats.dam) { 2142 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 2143 {
1953 if(disease->stats.ac) 2144 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2145 disease->stats.dam += dam_mod;
1955 2146 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2147 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 } 2148 }
1978 free_object(disease); 2149
2150 if (disease->last_sp)
2151 {
2152 disease->last_sp -= 2 * dam_mod;
2153 if (disease->last_sp < 1)
2154 disease->last_sp = 1;
1979 } 2155 }
2156
2157 if (disease->stats.maxsp)
2158 {
2159 if (disease->stats.maxsp > 0)
2160 disease->stats.maxsp += dam_mod;
2161 else
2162 disease->stats.maxsp -= dam_mod;
2163 }
2164
2165 if (disease->stats.ac)
2166 disease->stats.ac += dam_mod;
2167
2168 if (disease->last_eat)
2169 disease->last_eat -= dam_mod;
2170
2171 if (disease->stats.hp)
2172 disease->stats.hp -= dam_mod;
2173
2174 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod;
2176
2177 if (infect_object (walk, disease, 1))
2178 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182
2183 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1;
2190 }
2191
2192 disease->destroy ();
2193 }
1980 } /* if living creature */ 2194 } /* if living creature */
1981 } /* for range of spaces */ 2195 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2197 return 1;
1984} 2198}

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