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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 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 139 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = object::create ();
142 copy_object(tmp,new_bolt); 146 tmp->copy_to (new_bolt);
143 147
144 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
150 new_bolt->duration++; 154 new_bolt->duration++;
151 new_bolt->x=sx; 155 new_bolt->x = sx;
152 new_bolt->y=sy; 156 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 160 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
159} 163}
160 164
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
163 */ 167 */
164 168
169void
165void move_bolt(object *op) { 170move_bolt (object *op)
171{
166 object *tmp; 172 object *tmp;
167 int mflags; 173 int mflags;
168 sint16 x, y; 174 sint16 x, y;
169 mapstruct *m; 175 maptile *m;
170 176
171 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
172 remove_ob(op); 178 {
173 free_object(op); 179 op->destroy ();
180 return;
181 }
182
183 hit_map (op, 0, op->attacktype, 1);
184
185 if (!op->direction)
186 return;
187
188 if (--op->range < 0)
189 {
190 op->range = 0;
191 }
192 else
193 {
194 x = op->x + DIRX (op);
195 y = op->y + DIRY (op);
196 m = op->map;
197 mflags = get_map_flags (m, &m, x, y, &x, &y);
198
199 if (mflags & P_OUT_OF_MAP)
174 return; 200 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 201
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 */ 202 /* 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 203 /* 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 204 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 205 * will be useful.
195 */ 206 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 207 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))) { 208 {
198 209
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 210 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 211 return;
201 212
202 /* Since walls don't run diagonal, if the bolt is in 213 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 214 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 215 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 216 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 217 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 218 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 219 * to the southwest.
209 */ 220 */
210 if(op->direction&1) 221 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 222 op->direction = absdir (op->direction + 4);
212 else { 223 else
224 {
213 int left, right; 225 int left, right;
214 int mflags; 226 int mflags;
215 227
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 228 /* 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 229 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 230 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 231 * op->direction-1 or op->direction+1 does not exist.
220 */ 232 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 233 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); 234 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 235
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 236 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 237
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 238 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); 239 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)); 240 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 241
230 if(left==right) 242 if (left == right)
231 op->direction=absdir(op->direction+4); 243 op->direction = absdir (op->direction + 4);
232 else if(left) 244 else if (left)
233 op->direction=absdir(op->direction+2); 245 op->direction = absdir (op->direction + 2);
234 else if(right) 246 else if (right)
235 op->direction=absdir(op->direction-2); 247 op->direction = absdir (op->direction - 2);
236 } 248 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 250 return;
239 } 251 }
252 else
240 else { /* Create a copy of this object and put it ahead */ 253 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 254 tmp = object::create ();
242 copy_object(op,tmp); 255 op->copy_to (tmp);
243 tmp->speed_left= -0.1; 256 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 259 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 260 tmp->duration++;
248 261
249 /* New forking code. Possibly create forks of this object 262 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 263 * going off in other directions.
251 */ 264 */
252 265
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 266 if (rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 268 forklightning (op, tmp);
255 } 269 }
256 /* In this way, the object left behind sticks on the space, but 270 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 271 * doesn't create any bolts that continue to move onward.
258 */ 272 */
259 op->range = 0; 273 op->range = 0;
260 } /* copy object and move it along */ 274 } /* copy object and move it along */
261 } /* if move bolt along */ 275 } /* if move bolt along */
262} 276}
263 277
264/* fire_bolt 278/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 279 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 280 * spob is the spell object for the bolt.
268 * spob->attacktype. 282 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 283 * This function sets up the appropriate owner and skill
270 * pointers. 284 * pointers.
271 */ 285 */
272 286
287int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{
274 object *tmp=NULL; 290 object *tmp = NULL;
275 int mflags; 291 int mflags;
276 292
277 if (!spob->other_arch) 293 if (!spob->other_arch)
278 return 0; 294 return 0;
279 295
280 tmp=arch_to_object(spob->other_arch); 296 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 297 if (tmp == NULL)
282 return 0; 298 return 0;
283 299
284 /* peterm: level dependency for bolts */ 300 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 301 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 302 tmp->attacktype = spob->attacktype;
303 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 304 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 305 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 307 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 308 tmp->stats.Con = spob->stats.Con;
292 309
293 tmp->direction=dir; 310 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 312 SET_ANIMATION (tmp, dir);
296 313
297 set_owner(tmp,op); 314 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 315 set_spell_skill (op, caster, spob, tmp);
299 316
300 tmp->x=op->x + DIRX(tmp); 317 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 318 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 319 tmp->map = op->map;
303 320
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 322 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 323 {
324 tmp->destroy ();
307 return 0; 325 return 0;
308 } 326 }
327
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 331 {
332 tmp->destroy ();
312 return 0; 333 return 0;
313 } 334 }
335
314 tmp->x=op->x; 336 tmp->x = op->x;
315 tmp->y=op->y; 337 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 338 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 339 tmp->map = op->map;
318 } 340 }
341
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 343 move_bolt (tmp);
344
321 return 1; 345 return 1;
322} 346}
323 347
324 348
325 349
326/*************************************************************************** 350/***************************************************************************
331 355
332/* expands an explosion. op is a piece of the 356/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 357 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 358 * At least that is what I think this does.
335 */ 359 */
360void
336void explosion(object *op) { 361explosion (object *op)
362{
337 object *tmp; 363 object *tmp;
338 mapstruct *m=op->map; 364 maptile *m = op->map;
339 int i; 365 int i;
340 366
341 if(--(op->duration)<0) { 367 if (--(op->duration) < 0)
342 remove_ob(op); 368 {
343 free_object(op); 369 op->destroy ();
344 return; 370 return;
345 } 371 }
372
346 hit_map(op,0,op->attacktype,0); 373 hit_map (op, 0, op->attacktype, 0);
347 374
348 if(op->range>0) { 375 if (op->range > 0)
376 {
349 for(i=1;i<9;i++) { 377 for (i = 1; i < 9; i++)
378 {
350 sint16 dx,dy; 379 sint16 dx, dy;
351 380
352 dx=op->x+freearr_x[i]; 381 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 382 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 383 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 384 * out of map, etc.
356 */ 385 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 {
358 tmp=get_object(); 388 tmp = object::create ();
359 copy_object(op,tmp); 389 op->copy_to (tmp);
360 tmp->state=0; 390 tmp->state = 0;
361 tmp->speed_left= -0.21; 391 tmp->speed_left = -0.21;
362 tmp->range--; 392 tmp->range--;
363 tmp->value=0; 393 tmp->value = 0;
364 tmp->x=dx; 394 tmp->x = dx;
365 tmp->y=dy; 395 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 396 insert_ob_in_map (tmp, m, op, 0);
367 } 397 }
368 } 398 }
369 } 399 }
370} 400}
371 401
372 402
373/* Causes an object to explode, eg, a firebullet, 403/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 404 * poison cloud ball, etc. op is the object to
375 * explode. 405 * explode.
376 */ 406 */
407void
377void explode_bullet(object *op) 408explode_bullet (object *op)
378{ 409{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 410 object *tmp, *owner;
381 411
382 if (op->other_arch == NULL) { 412 if (op->other_arch == NULL)
413 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 415 op->destroy ();
385 free_object (op); 416 return;
417 }
418
419 if (op->env)
420 {
421 object *env;
422
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 op->remove ();
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 }
436 else if (out_of_map (op->map, op->x, op->y))
437 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy ();
440 return;
441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 {
448 op->destroy ();
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
386 return; 456 return;
387 } 457 }
388 458
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
428 461
429 copy_owner (tmp, op); 462 copy_owner (tmp, op);
430 tmp->skill = op->skill; 463 tmp->skill = op->skill;
431 464
432 owner = get_owner(op); 465 owner = get_owner (op);
466
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 468 {
435 remove_ob (op); 469 op->destroy ();
436 free_object (op);
437 return; 470 return;
438 } 471 }
472
439 tmp->x = op->x; 473 tmp->x = op->x;
440 tmp->y = op->y; 474 tmp->y = op->y;
441 475
442 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
444 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 480 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 482 tmp->duration = op->duration;
448 } else { 483 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 492 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 493 * the count of the parent should work fine.
456 */ 494 */
457 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
458 } 496 }
459 497
460 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
463 501
464 /* Prevent recursion */ 502 /* Prevent recursion */
465 op->move_on = 0; 503 op->move_on = 0;
466 504
467 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 506 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
470 remove_ob (op); 508 {
471 free_object (op); 509 op->destroy ();
472 } 510 }
473} 511}
474 512
475 513
476 514
477/* checks to see what op should do, given the space it is on 515/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
479 */ 517 */
480 518
519void
481void check_bullet(object *op) 520check_bullet (object *op)
482{ 521{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 522 object *tmp;
485 int dam, mflags; 523 int dam, mflags;
486 mapstruct *m; 524 maptile *m;
487 sint16 sx, sy; 525 sint16 sx, sy;
488 526
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 527 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 528
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 529 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 530 return;
493 531
494 if (op->other_arch) { 532 if (op->other_arch)
533 {
495 /* explode object will also remove op */ 534 /* explode object will also remove op */
496 explode_bullet (op); 535 explode_bullet (op);
497 return; 536 return;
498 } 537 }
499 538
500 /* If nothing alive on this space, no reason to do anything further */ 539 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
502 542
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 544 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 546 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 549 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 551 {
513 free_object(op); 552 op->destroy ();
514 return; 553 return;
515 } 554 }
516 } 555 }
517 } 556 }
518 } 557 }
519} 558}
523 * call check_bullet. 562 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 563 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 564 * fired arches (eg, bolts).
526 */ 565 */
527 566
567void
528void move_bullet(object *op) 568move_bullet (object *op)
529{ 569{
530 sint16 new_x, new_y; 570 sint16 new_x, new_y;
531 int mflags; 571 int mflags;
532 mapstruct *m; 572 maptile *m;
533 573
534#if 0 574#if 0
535 /* We need a better general purpose way to do this */ 575 /* We need a better general purpose way to do this */
536 576
537 /* peterm: added to make comet leave a trail of burnouts 577 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 578 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 579 if (op->stats.sp == SP_METEOR)
580 {
540 replace_insert_ob_in_map("fire_trail",op); 581 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 582 if (op->destroyed ())
542 return; 583 return;
543 } /* end addition. */ 584 } /* end addition. */
544#endif 585#endif
545 586
546 /* Reached the end of its life - remove it */ 587 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 588 if (--op->range <= 0)
589 {
548 if (op->other_arch) { 590 if (op->other_arch)
549 explode_bullet (op); 591 explode_bullet (op);
550 } else { 592 else
551 remove_ob (op); 593 op->destroy ();
552 free_object (op); 594
553 }
554 return; 595 return;
555 } 596 }
556 597
557 new_x = op->x + DIRX(op); 598 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 599 new_y = op->y + DIRY (op);
559 m = op->map; 600 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 601 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 602
562 if (mflags & P_OUT_OF_MAP) { 603 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 604 {
564 free_object (op); 605 op->destroy ();
565 return; 606 return;
566 } 607 }
567 608
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 609 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
610 {
569 if (op->other_arch) { 611 if (op->other_arch)
570 explode_bullet (op); 612 explode_bullet (op);
571 } else { 613 else
572 remove_ob (op); 614 op->destroy ();
573 free_object (op); 615
574 }
575 return; 616 return;
576 } 617 }
577 618
578 remove_ob (op); 619 op->remove ();
579 op->x = new_x; 620 op->x = new_x;
580 op->y = new_y; 621 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 623 return;
583 624
584 if (reflwall (op->map, op->x, op->y, op)) { 625 if (reflwall (op->map, op->x, op->y, op))
626 {
585 op->direction = absdir (op->direction + 4); 627 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 628 update_turn_face (op);
587 } else { 629 }
630 else
631 {
588 check_bullet (op); 632 check_bullet (op);
589 } 633 }
590} 634}
591 635
592 636
593 637
599 * spob->attacktype. 643 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 644 * This function sets up the appropriate owner and skill
601 * pointers. 645 * pointers.
602 */ 646 */
603 647
648int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 649fire_bullet (object *op, object *caster, int dir, object *spob)
650{
605 object *tmp=NULL; 651 object *tmp = NULL;
606 int mflags; 652 int mflags;
607 653
608 if (!spob->other_arch) 654 if (!spob->other_arch)
609 return 0; 655 return 0;
610 656
611 tmp=arch_to_object(spob->other_arch); 657 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 658 if (tmp == NULL)
613 return 0; 659 return 0;
614 660
615 /* peterm: level dependency for bolts */ 661 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 662 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 663 tmp->attacktype = spob->attacktype;
664 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 665 tmp->slaying = spob->slaying;
619 666
620 tmp->range = 50; 667 tmp->range = 50;
621 668
622 /* Need to store duration/range for the ball to use */ 669 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 670 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 671 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 672 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 673
627 tmp->direction=dir; 674 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 676 SET_ANIMATION (tmp, dir);
630 677
631 set_owner(tmp,op); 678 set_owner (tmp, op);
632 set_spell_skill(op, caster, spob, tmp); 679 set_spell_skill (op, caster, spob, tmp);
633 680
634 tmp->x=op->x + freearr_x[dir]; 681 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 682 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 683 tmp->map = op->map;
637 684
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 686 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 687 {
688 tmp->destroy ();
641 return 0; 689 return 0;
642 } 690 }
691
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 695 {
696 tmp->destroy ();
646 return 0; 697 return 0;
647 } 698 }
699
648 tmp->x=op->x; 700 tmp->x = op->x;
649 tmp->y=op->y; 701 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 702 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 703 tmp->map = op->map;
652 } 704 }
705
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
654 check_bullet (tmp); 707 check_bullet (tmp);
655 } 708
656 return 1; 709 return 1;
657} 710}
658 711
659 712
660 713
661 714
665 * 718 *
666 *****************************************************************************/ 719 *****************************************************************************/
667 720
668 721
669/* drops an object based on what is in the cone's "other_arch" */ 722/* drops an object based on what is in the cone's "other_arch" */
723void
670void cone_drop(object *op) { 724cone_drop (object *op)
725{
671 object *new_ob = arch_to_object(op->other_arch); 726 object *new_ob = arch_to_object (op->other_arch);
672 727
673 new_ob->x = op->x; 728 new_ob->x = op->x;
674 new_ob->y = op->y; 729 new_ob->y = op->y;
675 new_ob->level = op->level; 730 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 731 set_owner (new_ob, op->owner);
677 732
678 /* preserve skill ownership */ 733 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 734 if (op->skill && op->skill != new_ob->skill)
735 {
680 new_ob->skill = op->skill; 736 new_ob->skill = op->skill;
681 } 737 }
682 insert_ob_in_map(new_ob,op->map,op,0); 738 insert_ob_in_map (new_ob, op->map, op, 0);
683 739
684} 740}
685 741
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 742/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 743
744void
688void move_cone(object *op) { 745move_cone (object *op)
746{
689 int i; 747 int i;
690 tag_t tag;
691 748
692 /* if no map then hit_map will crash so just ignore object */ 749 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 750 if (!op->map)
751 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 753 op->speed = 0;
697 update_ob_speed (op); 754 update_ob_speed (op);
698 return; 755 return;
699 } 756 }
700 757
701 /* lava saves it's life, but not yours :) */ 758 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 759 if (QUERY_FLAG (op, FLAG_LIFESAVE))
760 {
703 hit_map(op,0,op->attacktype,0); 761 hit_map (op, 0, op->attacktype, 0);
704 return; 762 return;
705 } 763 }
706 764
707#if 0 765#if 0
708 /* Disable this - enabling it makes monsters easier, as 766 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 767 * when their cone dies when they die.
710 */ 768 */
711 /* If no owner left, the spell dies out. */ 769 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 770 if (get_owner (op) == NULL)
713 remove_ob(op); 771 {
714 free_object(op); 772 op->destroy ();
715 return; 773 return;
716 } 774 }
717#endif 775#endif
718 776
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 777 hit_map (op, 0, op->attacktype, 0);
721 778
722 /* Check to see if we should push anything. 779 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 780 * Spell objects with weight push whatever they encounter to some
724 * degree. 781 * degree.
725 */ 782 */
783 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 784 check_spell_knockback (op);
727 785
728 if (was_destroyed (op, tag)) 786 if (op->destroyed ())
787 return;
788
789 if ((op->duration--) < 0)
790 {
791 op->destroy ();
729 return; 792 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 793 }
736 /* Object has hit maximum range, so don't have it move 794 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 795 * any further. When the duration above expires,
738 * then the object will get removed. 796 * then the object will get removed.
739 */ 797 */
740 if (--op->range < 0) { 798 if (--op->range < 0)
799 {
741 op->range=0; /* just so it doesn't wrap */ 800 op->range = 0; /* just so it doesn't wrap */
742 return; 801 return;
743 } 802 }
744 803
745 for(i= -1;i<2;i++) { 804 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 805 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 807
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 808 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 {
750 object *tmp=get_object(); 810 object *tmp = object::create ();
751 copy_object(op, tmp); 811
812 op->copy_to (tmp);
752 tmp->x=x; 813 tmp->x = x;
753 tmp->y=y; 814 tmp->y = y;
754 815
755 tmp->duration = op->duration + 1; 816 tmp->duration = op->duration + 1;
756 817
757 /* Use for spell tracking - see ok_to_put_more() */ 818 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 819 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 820 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 821 if (tmp->other_arch)
822 cone_drop (tmp);
761 } 823 }
762 } 824 }
763} 825}
764 826
765/* cast_cone: casts a cone spell. 827/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 830 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 831 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 832 * to fire.
771 * returns 0 on failure, 1 on success. 833 * returns 0 on failure, 1 on success.
772 */ 834 */
835int
773int cast_cone(object *op, object *caster,int dir, object *spell) 836cast_cone (object *op, object *caster, int dir, object *spell)
774{ 837{
775 object *tmp; 838 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 839 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 840 maptile *m;
778 sint16 sx, sy; 841 sint16 sx, sy;
779 MoveType movetype; 842 MoveType movetype;
780 843
781 if (!spell->other_arch) return 0; 844 if (!spell->other_arch)
845 return 0;
782 846
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 847 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 848 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 849 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 850 return 0;
788 } 851 }
789 852
790 if(!dir) { 853 if (!dir)
854 {
791 range_min= 0; 855 range_min = 0;
792 range_max=8; 856 range_max = 8;
793 } 857 }
794 858
795 /* Need to know what the movetype of the object we are about 859 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 860 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 861 * insert it into is blocked.
798 */ 862 */
799 movetype = spell->other_arch->clone.move_type; 863 movetype = spell->other_arch->clone.move_type;
800 864
801 for(i=range_min;i<=range_max;i++) { 865 for (i = range_min; i <= range_max; i++)
866 {
802 sint16 x,y, d; 867 sint16 x, y, d;
803 868
804 /* We can't use absdir here, because it never returns 869 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 870 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 871 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 872 * to hit that person.
808 */ 873 */
809 d = dir + i; 874 d = dir + i;
810 while (d < 0) d+=8; 875 while (d < 0)
876 d += 8;
811 while (d > 8) d-=8; 877 while (d > 8)
878 d -= 8;
812 879
813 /* If it's not a rune, we don't want to blast the caster. 880 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 881 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 882 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 883 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 884 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 885 * for the rune code.
819 */ 886 */
820 if (caster->type != RUNE && d==0) { 887 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 888 {
824 889 if (dir != 0)
825 x = op->x+freearr_x[d]; 890 d = 8;
826 y = op->y+freearr_y[d]; 891 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 892 continue;
893 }
830 894
895 x = op->x + freearr_x[d];
896 y = op->y + freearr_y[d];
897
898 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
899 continue;
900
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 902 continue;
833 903
834 success=1; 904 success = 1;
835 tmp=arch_to_object(spell->other_arch); 905 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 906 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 907 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 908 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 909 tmp->x = sx;
840 tmp->y = sy; 910 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 911 tmp->attacktype = spell->attacktype;
842 912
843 /* holy word stuff */ 913 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 915 if (!tailor_god_spell (tmp, op))
846 } 916 return 0;
847 917
848 if(dir) 918 if (dir)
849 tmp->stats.sp=dir; 919 tmp->stats.sp = dir;
850 else 920 else
851 tmp->stats.sp=i; 921 tmp->stats.sp = i;
852 922
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 923 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 924
855 /* If casting it in all directions, it doesn't go as far */ 925 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 926 if (dir == 0)
927 {
857 tmp->range /= 4; 928 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 929 if (tmp->range < 2 && spell->range >= 2)
930 tmp->range = 2;
859 } 931 }
932
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 933 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 934 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 935
863 /* Special bonus for fear attacks */ 936 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 937 if (tmp->attacktype & AT_FEAR)
938 {
939 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 940 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 941 else
867 tmp->duration += caster->level/3; 942 tmp->duration += caster->level / 3;
868 } 943 }
944
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 945 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
946 {
947 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 948 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 949 else
872 tmp->duration += caster->level/3; 950 tmp->duration += caster->level / 3;
873 } 951 }
874 952
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 953 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 955
880 if (!tmp->move_on && tmp->stats.dam) { 956 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 957 {
958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
959 }
960
885 insert_ob_in_map(tmp,m,op,0); 961 insert_ob_in_map (tmp, m, op, 0);
886 962
887 /* This is used for tracking spells so that one effect doesn't hit 963 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 964 * a single space too many times.
889 */ 965 */
890 tmp->stats.maxhp = tmp->count; 966 tmp->stats.maxhp = tmp->count;
891 967
892 if(tmp->other_arch) cone_drop(tmp); 968 if (tmp->other_arch)
969 cone_drop (tmp);
893 } 970 }
971
894 return success; 972 return success;
895} 973}
896 974
897/**************************************************************************** 975/****************************************************************************
898 * 976 *
899 * BOMB related code 977 * BOMB related code
902 980
903 981
904/* This handles an exploding bomb. 982/* This handles an exploding bomb.
905 * op is the original bomb object. 983 * op is the original bomb object.
906 */ 984 */
985void
907void animate_bomb(object *op) { 986animate_bomb (object *op)
987{
908 int i; 988 int i;
909 object *env, *tmp; 989 object *env, *tmp;
910 archetype *at; 990 archetype *at;
911 991
912 if(op->state!=NUM_ANIMATIONS(op)-1) 992 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return;
994
995 env = object_get_env_recursive (op);
996
997 if (op->env)
998 {
999 if (env->map == NULL)
913 return; 1000 return;
914 1001
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 1002 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1003 esrv_del_item (env->contr, op->count);
924 1004
925 remove_ob(op); 1005 op->remove ();
926 op->x = env->x; 1006 op->x = env->x;
927 op->y = env->y; 1007 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1009 return;
940 } 1010 }
941 1011
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary
1014 // as bombs can be carried.
1015 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1016 {
1017 op->destroy ();
1018 return;
1019 }
1020
942 /* This copies a lot of the code from the fire bullet, 1021 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1022 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1023 * so just set up the appropriate values.
945 */ 1024 */
946 at = find_archetype(SPLINT); 1025 at = archetype::find (SPLINT);
947 if (at) { 1026 if (at)
1027 {
948 for(i=1;i<9;i++) { 1028 for (i = 1; i < 9; i++)
1029 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 1031 continue;
951 tmp = arch_to_object(at); 1032 tmp = arch_to_object (at);
952 tmp->direction = i; 1033 tmp->direction = i;
953 tmp->range = op->range; 1034 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1035 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1036 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1037 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1038 copy_owner (tmp, op);
958 if(op->skill && op->skill != tmp->skill) { 1039 if (op->skill && op->skill != tmp->skill)
1040 {
959 tmp->skill = op->skill; 1041 tmp->skill = op->skill;
960 } 1042 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1044 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1045 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1046 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1047 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1048 move_bullet (tmp);
967 } 1049 }
968 } 1050 }
969 1051
970 explode_bullet(op); 1052 explode_bullet (op);
971} 1053}
972 1054
1055int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1056create_bomb (object *op, object *caster, int dir, object *spell)
1057{
974 1058
975 object *tmp; 1059 object *tmp;
976 int mflags; 1060 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1062 maptile *m;
979 1063
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1064 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1068 return 0;
984 } 1069 }
985 tmp=arch_to_object(spell->other_arch); 1070 tmp = arch_to_object (spell->other_arch);
986 1071
987 /* level dependencies for bomb */ 1072 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1076 tmp->attacktype = spell->attacktype;
992 1077
993 set_owner(tmp,op); 1078 set_owner (tmp, op);
994 set_spell_skill(op, caster, spell, tmp); 1079 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1080 tmp->x = dx;
996 tmp->y=dy; 1081 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1082 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1083 return 1;
999} 1084}
1000 1085
1001/**************************************************************************** 1086/****************************************************************************
1002 * 1087 *
1003 * smite related spell code. 1088 * smite related spell code.
1011 * dir is the direction to look in. 1096 * dir is the direction to look in.
1012 * range is how far out to look. 1097 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1099 * this info is used for blocked magic/unholy spaces.
1015 */ 1100 */
1016 1101
1102object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1103get_pointed_target (object *op, int dir, int range, int type)
1104{
1018 object *target; 1105 object *target;
1019 sint16 x,y; 1106 sint16 x, y;
1020 int dist, mflags; 1107 int dist, mflags;
1021 mapstruct *mp; 1108 maptile *mp;
1022 1109
1023 if (dir==0) return NULL; 1110 if (dir == 0)
1111 return NULL;
1024 1112
1025 for (dist=1; dist<range; dist++) { 1113 for (dist = 1; dist < range; dist++)
1114 {
1026 x = op->x + freearr_x[dir] * dist; 1115 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1116 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1117 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1118 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1119
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1120 if (mflags & P_OUT_OF_MAP)
1121 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1122 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1123 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1124 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1125 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL;
1035 1128
1036 if (mflags & P_IS_ALIVE) { 1129 if (mflags & P_IS_ALIVE)
1130 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1131 for (target = get_map_ob (mp, x, y); target; target = target->above)
1132 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1039 return target; 1135 return target;
1040 } 1136 }
1041 } 1137 }
1042 } 1138 }
1043 } 1139 }
1044 return NULL; 1140 return NULL;
1045} 1141}
1046 1142
1047 1143
1048/* cast_smite_arch() - the priest points to a creature and causes 1144/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1145 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1148 * caster = object casting the spell.
1053 * dir = direction being cast 1149 * dir = direction being cast
1054 * spell = spell object 1150 * spell = spell object
1055 */ 1151 */
1056 1152
1153int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1154cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{
1058 object *effect, *target; 1156 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1157 object *god = find_god (determine_god (op));
1060 int range; 1158 int range;
1061 1159
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1160 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1161 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1162
1065 /* Bunch of conditions for casting this spell. Note that only 1163 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1164 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1165 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1166 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1167 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1168 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1169 * can't be friendly to your god.
1072 */ 1170 */
1073 1171
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1173 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1174 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1175 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1177 return 0;
1080 } 1178 }
1081 1179
1082 if (spell->other_arch) 1180 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1181 effect = arch_to_object (spell->other_arch);
1084 else 1182 else
1085 return 0; 1183 return 0;
1086 1184
1087 /* tailor the effect by priest level and worshipped God */ 1185 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1186 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1187 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 {
1091 if(tailor_god_spell(effect,op)) 1190 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1192 else
1193 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1195 return 0;
1097 } 1196 }
1098 } 1197 }
1099 1198
1100 /* size of the area of destruction */ 1199 /* size of the area of destruction */
1101 effect->range=spell->range + 1200 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1201 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1202
1106 if (effect->attacktype & AT_DEATH) { 1203 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1204 {
1108 SP_level_dam_adjust(caster,spell); 1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1206
1110 /* casting death spells at undead isn't a good thing */ 1207 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1209 (target, FLAG_UNDEAD)
1210 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1211 if (random_roll (0, 2, op, PREFER_LOW))
1212 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1214 effect->x = op->x;
1115 effect->y=op->y; 1215 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1220 target->stats.hp = target->stats.maxhp * 2;
1221 effect->destroy ();
1222 return 0;
1123 } 1223 }
1124 } else { 1224 }
1225 }
1226 else
1227 {
1125 /* how much woe to inflict :) */ 1228 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1230 }
1129 1231
1130 set_owner(effect,op); 1232 set_owner (effect, op);
1131 set_spell_skill(op, caster, spell, effect); 1233 set_spell_skill (op, caster, spell, effect);
1132 1234
1133 /* ok, tell it where to be, and insert! */ 1235 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1236 effect->x = target->x;
1135 effect->y=target->y; 1237 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1238 insert_ob_in_map (effect, target->map, op, 0);
1137 1239
1138 return 1; 1240 return 1;
1139} 1241}
1140 1242
1141 1243
1142/**************************************************************************** 1244/****************************************************************************
1143 * 1245 *
1145 * note that the fire_bullet is used to fire the missile. The 1247 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1248 * code here is just to move the missile.
1147 ****************************************************************************/ 1249 ****************************************************************************/
1148 1250
1149/* op is a missile that needs to be moved */ 1251/* op is a missile that needs to be moved */
1252void
1150void move_missile(object *op) { 1253move_missile (object *op)
1254{
1151 int i, mflags; 1255 int i, mflags;
1152 object *owner; 1256 object *owner;
1153 sint16 new_x, new_y; 1257 sint16 new_x, new_y;
1154 mapstruct *m; 1258 maptile *m;
1155 1259
1156 if (op->range-- <=0) { 1260 if (op->range-- <= 0)
1157 remove_ob(op); 1261 {
1158 free_object(op); 1262 op->destroy ();
1159 return; 1263 return;
1160 } 1264 }
1161 1265
1162 owner = get_owner(op); 1266 owner = get_owner (op);
1163#if 0 1267#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1268 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1269 * monster that are then killed would continue to survive
1166 */ 1270 */
1167 if (owner == NULL) { 1271 if (owner == NULL)
1168 remove_ob(op); 1272 {
1169 free_object(op); 1273 op->destroy ();
1170 return; 1274 return;
1171 } 1275 }
1172#endif 1276#endif
1173 1277
1174 new_x = op->x + DIRX(op); 1278 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1279 new_y = op->y + DIRY (op);
1176 1280
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1282
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1284 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1285 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1286 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1287 * we need to remove it if someone hasn't already done so.
1185 */ 1288 */
1186 if ( ! was_destroyed (op, tag)) { 1289 if (!op->destroyed ())
1187 remove_ob (op); 1290 op->destroy ();
1188 free_object(op); 1291
1189 }
1190 return; 1292 return;
1191 } 1293 }
1192 1294
1193 remove_ob(op); 1295 op->remove ();
1296
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1298 {
1299 op->destroy ();
1196 return; 1300 return;
1197 } 1301 }
1302
1198 op->x = new_x; 1303 op->x = new_x;
1199 op->y = new_y; 1304 op->y = new_y;
1200 op->map = m; 1305 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1202 if(i > 0 && i != op->direction){ 1307 if (i > 0 && i != op->direction)
1308 {
1203 op->direction=i; 1309 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1310 SET_ANIMATION (op, op->direction);
1205 } 1311 }
1312
1206 insert_ob_in_map(op,op->map,op,0); 1313 insert_ob_in_map (op, op->map, op, 0);
1207} 1314}
1208 1315
1209/**************************************************************************** 1316/****************************************************************************
1210 * Destruction 1317 * Destruction
1211 ****************************************************************************/ 1318 ****************************************************************************/
1319
1212/* make_object_glow() - currently only makes living objects glow. 1320/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1321 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1322 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1323 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1324 * give them the capability to have an inventory. b.t.
1217 */ 1325 */
1218 1326
1327int
1219int make_object_glow(object *op, int radius, int time) { 1328make_object_glow (object *op, int radius, int time)
1329{
1220 object *tmp; 1330 object *tmp;
1221 1331
1222 /* some things are unaffected... */ 1332 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1333 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1334 return 0;
1225 1335
1226 tmp=get_archetype(FORCE_NAME); 1336 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1337 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1338 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1339 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1340 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1342 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1343
1234 tmp->x=op->x; 1344 tmp->x = op->x;
1235 tmp->y=op->y; 1345 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1348 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1349 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1350 op->glow_radius = tmp->glow_radius;
1240 1351
1241 if(!tmp->env||op!=tmp->env) { 1352 if (!tmp->env || op != tmp->env)
1353 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1355 return 0;
1245 } 1356 }
1246 return 1; 1357 return 1;
1247} 1358}
1248 1359
1249 1360
1250
1251 1361
1362
1363int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1364cast_destruction (object *op, object *caster, object *spell_ob)
1365{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1366 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1367 sint16 sx, sy;
1255 mapstruct *m; 1368 maptile *m;
1256 object *tmp; 1369 object *tmp;
1257 const char *skill; 1370 const char *skill;
1258 1371
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1373 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1376 friendly = 1;
1263 1377
1264 /* destruction doesn't use another spell object, so we need 1378 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1379 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1380 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1381 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1382 * the full share string/free_string route.
1269 */ 1383 */
1270 skill = op->skill; 1384 skill = op->skill;
1385 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1386 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1387 else if (caster->skill)
1388 op->skill = caster->skill;
1389 else
1273 else op->skill = NULL; 1390 op->skill = NULL;
1274 1391
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1392 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1393
1277 for(i= -range; i<range; i++) { 1394 for (i = -range; i < range; i++)
1395 {
1278 for(j=-range; j<range ; j++) { 1396 for (j = -range; j < range; j++)
1397 {
1279 m = op->map; 1398 m = op->map;
1280 sx = op->x + i; 1399 sx = op->x + i;
1281 sy = op->y + j; 1400 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1284 if (mflags & P_IS_ALIVE) { 1404 if (mflags & P_IS_ALIVE)
1405 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break;
1287 } 1410 }
1288 if (tmp) { 1411 if (tmp)
1412 {
1413 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1414 tmp = tmp->head;
1290 1415
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1418 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1419 if (spell_ob->subtype == SP_DESTRUCTION)
1420 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1422 if (spell_ob->other_arch)
1423 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1424 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1425 tmp->x = sx;
1298 tmp->y = sy; 1426 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1427 insert_ob_in_map (tmp, m, op, 0);
1300 } 1428 }
1301 } 1429 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1431 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1434 object *effect = arch_to_object (spell_ob->other_arch);
1435
1306 effect->x = sx; 1436 effect->x = sx;
1307 effect->y = sy; 1437 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1438 insert_ob_in_map (effect, m, op, 0);
1309 } 1439 }
1310 } 1440 }
1311 } 1441 }
1312 } 1442 }
1313 } 1443 }
1314 } 1444 }
1315 } 1445 }
1316 op->skill = skill; 1446 op->skill = skill;
1317 return 1; 1447 return 1;
1318} 1448}
1319 1449
1320/*************************************************************************** 1450/***************************************************************************
1321 * 1451 *
1322 * CURSE 1452 * CURSE
1323 * 1453 *
1324 ***************************************************************************/ 1454 ***************************************************************************/
1325 1455
1456int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1457cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{
1327 object *god = find_god(determine_god(op)); 1459 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1460 object *tmp, *force;
1329 1461
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1462 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1463 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1464 {
1334 "There is no one in that direction to curse."); 1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1466 return 0;
1336 } 1467 }
1337 1468
1338 /* If we've already got a force of this type, don't add a new one. */ 1469 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1470 for (force = tmp->inv; force != NULL; force = force->below)
1471 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 {
1341 if (force->name == spell_ob->name) { 1474 if (force->name == spell_ob->name)
1475 {
1342 break; 1476 break;
1343 } 1477 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1478 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1479 {
1346 "You can not cast %s while %s is in effect", 1480 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1481 return 0;
1349 } 1482 }
1350 } 1483 }
1351 } 1484 }
1352 1485
1353 if(force==NULL) { 1486 if (force == NULL)
1487 {
1354 force=get_archetype(FORCE_NAME); 1488 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1489 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1490 if (spell_ob->race)
1357 force->name = spell_ob->race; 1491 force->name = spell_ob->race;
1358 else 1492 else
1359 force->name = spell_ob->name; 1493 force->name = spell_ob->name;
1360 1494
1361 force->name_pl = spell_ob->name; 1495 force->name_pl = spell_ob->name;
1362 1496
1363 } else { 1497 }
1498 else
1499 {
1364 int duration; 1500 int duration;
1365 1501
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1502 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1368 force->duration = duration; 1505 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 }
1370 } else { 1508 else
1509 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1511 }
1373 return 1; 1512 return 1;
1374 } 1513 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1515 force->speed = 1.0;
1377 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1379 1518
1380 if(god) { 1519 if (god)
1520 {
1381 if (spell_ob->last_grace) 1521 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1522 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1523 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1524 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1525 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1526 }
1387 } else 1527 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1528 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1529
1390 1530
1391 if(tmp!=op && op->type==PLAYER) 1531 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1532 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1533
1394 force->stats.ac = spell_ob->stats.ac; 1534 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1535 force->stats.wc = spell_ob->stats.wc;
1396 1536
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1537 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1538 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1539 fix_player (tmp);
1400 return 1; 1540 return 1;
1401 1541
1402} 1542}
1403 1543
1404 1544
1405/********************************************************************** 1545/**********************************************************************
1409 ***********************************************************************/ 1549 ***********************************************************************/
1410 1550
1411/* This covers the various spells that change the moods of monsters - 1551/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1552 * makes them angry, peacful, friendly, etc.
1413 */ 1553 */
1554int
1414int mood_change(object *op, object *caster, object *spell) { 1555mood_change (object *op, object *caster, object *spell)
1556{
1415 object *tmp, *god, *head; 1557 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1558 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1559 sint16 x, y, nx, ny;
1418 mapstruct *m; 1560 maptile *m;
1419 const char *race; 1561 const char *race;
1420 1562
1421 /* We precompute some values here so that we don't have to keep 1563 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1564 * doing it over and over again.
1423 */ 1565 */
1424 god=find_god(determine_god(op)); 1566 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1567 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1568 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1569
1428 /* On the bright side, no monster should ever have a race of GOD_... 1570 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1571 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1572 * won't ever match anything.
1431 */ 1573 */
1432 if (!spell->race) race=NULL; 1574 if (!spell->race)
1575 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1576 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1577 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1578 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race;
1580 else
1435 else race = spell->race; 1581 race = spell->race;
1436
1437 1582
1583
1438 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1440 1587
1441 done_one=0; 1588 done_one = 0;
1442 m = op->map; 1589 m = op->map;
1443 nx = x; 1590 nx = x;
1444 ny = y; 1591 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1447 1595
1448 /* If there is nothing living on this space, no need to go further */ 1596 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1597 if (!(mflags & P_IS_ALIVE))
1598 continue;
1450 1599
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1601 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break;
1453 1603
1454 /* There can be living objects that are not monsters */ 1604 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1605 if (!tmp || tmp->type == PLAYER)
1606 continue;
1456 1607
1457 /* Only the head has meaningful data, so resolve to that */ 1608 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1609 if (tmp->head)
1610 head = tmp->head;
1611 else
1459 else head=tmp; 1612 head = tmp;
1460 1613
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1615 if (race && head->race && !strstr (race, head->race))
1616 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue;
1464 1619
1465 /* Now do a bunch of stuff related to saving throws */ 1620 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1621 best_at = -1;
1467 if (spell->attacktype) { 1622 if (spell->attacktype)
1623 {
1468 for (at=0; at < NROFATTACKS; at++) 1624 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1625 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1626 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1627 best_at = at;
1471 1628
1472 if (best_at == -1) at=0; 1629 if (best_at == -1)
1630 at = 0;
1631 else
1632 {
1633 if (head->resist[best_at] == 100)
1634 continue;
1473 else { 1635 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1636 at = head->resist[best_at] / 5;
1476 } 1637 }
1477 at -= level / 5; 1638 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1639 if (did_make_save (head, head->level, at))
1640 continue;
1479 } 1641 }
1480 else /* spell->attacktype */ 1642 else /* spell->attacktype */
1481 /* 1643 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1645 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1647
1486 The chance will then be in the range [20-70] percent, not too bad. 1648 The chance will then be in the range [20-70] percent, not too bad.
1487 1649
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1651 charm a level 125 monster...
1490 1652
1491 Ryo, august 14th 1653 Ryo, august 14th
1492 */ 1654 */
1493 { 1655 {
1494 if ( head->level > level ) continue; 1656 if (head->level > level)
1657 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1659 /* Failed, no effect */
1497 continue; 1660 continue;
1498 } 1661 }
1499 1662
1500 /* Done with saving throw. Now start effecting the monster */ 1663 /* Done with saving throw. Now start effecting the monster */
1501 1664
1502 /* aggravation */ 1665 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1666 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1668 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1670 remove_friendly_object (head);
1507 1671
1508 done_one = 1; 1672 done_one = 1;
1509 head->enemy = op; 1673 head->enemy = op;
1510 } 1674 }
1511 1675
1512 /* calm monsters */ 1676 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1679 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1680 head->enemy = NULL;
1516 done_one = 1; 1681 done_one = 1;
1517 } 1682 }
1518 1683
1519 /* berserk monsters */ 1684 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 {
1521 SET_FLAG(head, FLAG_BERSERK); 1687 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1688 done_one = 1;
1523 } 1689 }
1524 /* charm */ 1690 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1693 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1694 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1695 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1697 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1698 set_owner (head, op);
1532 set_spell_skill(op, caster, spell, head); 1699 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1700 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1701 head->attack_movement = PETMOVE;
1535 done_one = 1; 1702 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1704 head->stats.exp = 0;
1538 } 1705 }
1539 1706
1540 /* If a monster was effected, put an effect in */ 1707 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1708 if (done_one && spell->other_arch)
1709 {
1542 tmp = arch_to_object(spell->other_arch); 1710 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1711 tmp->x = nx;
1544 tmp->y = ny; 1712 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1713 insert_ob_in_map (tmp, m, op, 0);
1546 } 1714 }
1547 } /* for y */ 1715 } /* for y */
1548 1716
1549 return 1; 1717 return 1;
1550} 1718}
1551 1719
1552 1720
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1721/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1722 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1723 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1724 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1725 * note that duration is handled by process_object() in time.c
1558 */ 1726 */
1559 1727
1728void
1560void move_ball_spell(object *op) { 1729move_ball_spell (object *op)
1730{
1561 int i,j,dam_save,dir, mflags; 1731 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1732 sint16 nx, ny, hx, hy;
1563 object *owner; 1733 object *owner;
1564 mapstruct *m; 1734 maptile *m;
1565 1735
1566 owner = get_owner(op); 1736 owner = get_owner (op);
1567 1737
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1738 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1739 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1740 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1741 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1742 * deviations.
1573 */ 1743 */
1574 1744
1575 dir = 0; 1745 dir = 0;
1576 if(!(rndm(0, 3))) 1746 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1747 j = rndm (0, 1);
1578 else j=0; 1748 else
1749 j = 0;
1579 1750
1580 for(i = 1; i < 9; i++) { 1751 for (i = 1; i < 9; i++)
1752 {
1581 /* i bit 0: alters sign of offset 1753 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1754 * other bits (i / 2): absolute value of offset
1583 */ 1755 */
1584 1756
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1758 int tmpdir = absdir (op->direction + offset);
1587 1759
1588 nx = op->x + freearr_x[tmpdir]; 1760 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1761 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1762 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1763 {
1592 dir = tmpdir; 1764 dir = tmpdir;
1593 break; 1765 break;
1594 } 1766 }
1595 } 1767 }
1596 if (dir == 0) { 1768 if (dir == 0)
1769 {
1597 nx = op->x; 1770 nx = op->x;
1598 ny = op->y; 1771 ny = op->y;
1599 m = op->map; 1772 m = op->map;
1600 } 1773 }
1601 1774
1602 remove_ob(op); 1775 op->remove ();
1603 op->y=ny; 1776 op->y = ny;
1604 op->x=nx; 1777 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1778 insert_ob_in_map (op, m, op, 0);
1606 1779
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1781 surrounding squares */
1609 1782
1610 /* loop over current square and neighbors to hit. 1783 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1784 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1785 * the surround spaces.
1613 */ 1786 */
1614 for(j=0;j<9;j++) { 1787 for (j = 0; j < 9; j++)
1788 {
1615 object *new_ob; 1789 object *new_ob;
1616 1790
1617 hx = nx+freearr_x[j]; 1791 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1792 hy = ny + freearr_y[j];
1619 1793
1620 m = op->map; 1794 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1796
1623 if (mflags & P_OUT_OF_MAP) continue; 1797 if (mflags & P_OUT_OF_MAP)
1798 continue;
1624 1799
1625 /* first, don't ever, ever hit the owner. Don't hit out 1800 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1801 * of the map either.
1627 */ 1802 */
1628 1803
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1804 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1805 {
1806 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1807 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1808 hit_map (op, j, op->attacktype, 1);
1632 1809
1633 } 1810 }
1634 1811
1635 /* insert the other arch */ 1812 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 {
1637 new_ob = arch_to_object(op->other_arch); 1815 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1816 new_ob->x = hx;
1639 new_ob->y = hy; 1817 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1818 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1819 }
1642 } 1820 }
1643 1821
1644 /* restore to the center location and damage*/ 1822 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1823 op->stats.dam = dam_save;
1646 1824
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1648 1826
1649 if(i>=0) { /* we have a preferred direction! */ 1827 if (i >= 0)
1828 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1829 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1834 }
1655 op->direction=i; 1835 op->direction = i;
1656 } 1836 }
1657} 1837}
1658 1838
1659 1839
1660/* move_swarm_spell: peterm 1840/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1843 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1844 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1845 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1846 */
1667 1847
1848void
1668void move_swarm_spell(object *op) 1849move_swarm_spell (object *op)
1669{ 1850{
1670#if 0 1851#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1852 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1853 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1854 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1855 int adjustdir;
1675 mapstruct *m; 1856 maptile *m;
1676#endif 1857#endif
1677 int basedir; 1858 int basedir;
1678 object *owner; 1859 object *owner;
1679 1860
1680 owner = get_owner(op); 1861 owner = get_owner (op);
1681 if(op->duration == 0 || owner == NULL) { 1862 if (op->duration == 0 || owner == NULL)
1682 remove_ob(op); 1863 {
1683 free_object(op); 1864 op->destroy ();
1684 return; 1865 return;
1685 } 1866 }
1867
1686 op->duration--; 1868 op->duration--;
1687 1869
1688 basedir = op->direction; 1870 basedir = op->direction;
1689 if(basedir == 0) { 1871 if (basedir == 0)
1872 {
1690 /* spray in all directions! 8) */ 1873 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1874 basedir = rndm (1, 8);
1692 } 1875 }
1693 1876
1694#if 0 1877#if 0
1695 // this is bogus: it causes wrong places to be checked below 1878 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1879 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1881 // space.
1699 // should be fixed later, but correctness before featurs... 1882 // should be fixed later, but correctness before featurs...
1700 // (schmorp) 1883 // (schmorp)
1701 1884
1702 /* new offset calculation to make swarm element distribution 1885 /* new offset calculation to make swarm element distribution
1703 * more uniform 1886 * more uniform
1704 */ 1887 */
1705 if(op->duration) { 1888 if (op->duration)
1889 {
1706 if(basedir & 1) { 1890 if (basedir & 1)
1891 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1892 adjustdir = cardinal_adjust[rndm (0, 8)];
1893 }
1708 } else { 1894 else
1895 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1896 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1897 }
1711 } else { 1898 }
1899 else
1900 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1901 adjustdir = 0; /* fire the last one from forward. */
1713 } 1902 }
1714 1903
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1904 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1905 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1906
1718 /* back up one space so we can hit point-blank targets, but this 1907 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1908 * necessitates extra out_of_map check below
1720 */ 1909 */
1721 origin_x = target_x - freearr_x[basedir]; 1910 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1911 origin_y = target_y - freearr_y[basedir];
1723 1912
1724 1913
1725 /* spell pointer is set up for the spell this casts. Since this 1914 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1915 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1916 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1917 * do some sanity checking anyways.
1729 */ 1918 */
1730 1919
1731 if (op->spell && op->spell->type == SPELL && 1920 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1921 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1922 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1923 {
1734 1924
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1925 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1926 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1927 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1928 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1929 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1930 }
1741#endif 1931#endif
1742 1932
1743 /* spell pointer is set up for the spell this casts. Since this 1933 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1934 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1935 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1936 * do some sanity checking anyways.
1747 */ 1937 */
1748 1938
1749 if (op->spell && op->spell->type == SPELL) 1939 if (op->spell && op->spell->type == SPELL)
1750 { 1940 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1941 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1942 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1943 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1944 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 } 1946 }
1757} 1947}
1758 1948
1759 1949
1760 1950
1761 1951
1769 * dir: the direction everything will be fired in 1959 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1960 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1961 * n: the number to be fired.
1772 */ 1962 */
1773 1963
1964int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1965fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1966{
1776 object *tmp; 1967 object *tmp;
1777 int i; 1968 int i;
1778 1969
1779 if (!spell->other_arch) return 0; 1970 if (!spell->other_arch)
1971 return 0;
1780 1972
1781 tmp=get_archetype(SWARM_SPELL); 1973 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x; 1974 tmp->x = op->x;
1783 tmp->y=op->y; 1975 tmp->y = op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1785 set_spell_skill(op, caster, spell, tmp); 1977 set_spell_skill (op, caster, spell, tmp);
1786 1978
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1980 tmp->spell = arch_to_object (spell->other_arch);
1789 1981
1790 tmp->attacktype = tmp->spell->attacktype; 1982 tmp->attacktype = tmp->spell->attacktype;
1791 1983
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1793 if ( ! tailor_god_spell (tmp, op)) 1986 if (!tailor_god_spell (tmp, op))
1794 return 1; 1987 return 1;
1795 } 1988 }
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1989 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1990 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1992
1800 tmp->direction=dir; 1993 tmp->direction = dir;
1801 tmp->invisible=1; 1994 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1995 insert_ob_in_map (tmp, op->map, op, 0);
1803 return 1; 1996 return 1;
1804} 1997}
1805 1998
1806 1999
1807/* See the spells documentation file for why this is its own 2000/* See the spells documentation file for why this is its own
1808 * function. 2001 * function.
1809 */ 2002 */
2003int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 2004cast_light (object *op, object *caster, object *spell, int dir)
2005{
1811 object *target=NULL,*tmp=NULL; 2006 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 2007 sint16 x, y;
1813 int dam, mflags; 2008 int dam, mflags;
1814 mapstruct *m; 2009 maptile *m;
1815 2010
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 2012
1818 if(!dir) { 2013 if (!dir)
2014 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 2016 return 0;
1821 } 2017 }
1822 2018
1823 x=op->x+freearr_x[dir]; 2019 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 2020 y = op->y + freearr_y[dir];
1825 m = op->map; 2021 m = op->map;
1826 2022
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 2023 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 2024
1829 if (mflags & P_OUT_OF_MAP) { 2025 if (mflags & P_OUT_OF_MAP)
2026 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 2028 return 0;
1832 } 2029 }
1833 2030
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 2031 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 2033 for (target = get_map_ob (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2034 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 2036 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head)
1838 if(target->head) target = target->head; 2038 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 2039 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 2040 return 1; /* one success only! */
1841 } 2041 }
1842 } 2042 }
1843 2043
1844 /* no live target, perhaps a wall is in the way? */ 2044 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2045 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2046 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 2048 return 0;
1848 } 2049 }
1849 2050
1850 /* ok, looks groovy to just insert a new light on the map */ 2051 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 2052 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 2053 if (!tmp)
2054 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 2056 return 0;
1855 } 2057 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 2059 if (tmp->glow_radius)
2060 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2062 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII;
1860 } 2064 }
1861 tmp->x=x; 2065 tmp->x = x;
1862 tmp->y=y; 2066 tmp->y = y;
1863 insert_ob_in_map(tmp,m,op,0); 2067 insert_ob_in_map (tmp, m, op, 0);
1864 return 1; 2068 return 1;
1865} 2069}
1866 2070
1867 2071
1868 2072
1869 2073
1872 * op is the player/monster, caster is the object, dir is the direction 2076 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 2077 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 2078 * perhaps this should actually be in disease.c?
1875 */ 2079 */
1876 2080
2081int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2082cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{
1878 sint16 x,y; 2084 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 2085 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 2086 object *walk;
1881 mapstruct *m; 2087 maptile *m;
1882 2088
1883 x = op->x; 2089 x = op->x;
1884 y = op->y; 2090 y = op->y;
1885 2091
1886 /* If casting from a scroll, no direction will be available, so refer to the 2092 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 2093 * direction the player is pointing.
1888 */ 2094 */
2095 if (!dir)
1889 if (!dir) dir=op->facing; 2096 dir = op->facing;
2097 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2098 return 0; /* won't find anything if casting on ourself, so just return */
1891 2099
1892 /* Calculate these once here */ 2100 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 2101 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 2102 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 2103 dur_mod = SP_level_duration_adjust (caster, spell);
1896 2104
1897 /* search in a line for a victim */ 2105 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 2106 for (i = 1; i < range; i++)
2107 {
1899 x = op->x + i * freearr_x[dir]; 2108 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2109 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2110 m = op->map;
1902 2111
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2113
1905 if (mflags & P_OUT_OF_MAP) return 0; 2114 if (mflags & P_OUT_OF_MAP)
2115 return 0;
1906 2116
1907 /* don't go through walls - presume diseases are airborne */ 2117 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2118 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2119 return 0;
1909 2120
1910 /* Only bother looking on this space if there is something living here */ 2121 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 2122 if (mflags & P_IS_ALIVE)
2123 {
1912 /* search this square for a victim */ 2124 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 2128 object *disease = arch_to_object (spell->other_arch);
1916 2129
1917 set_owner(disease,op); 2130 set_owner (disease, op);
1918 set_spell_skill(op, caster, spell, disease); 2131 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2132 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2133 disease->level = caster_level (caster, spell);
1921 2134
1922 /* do level adjustments */ 2135 /* do level adjustments */
1923 if(disease->stats.wc) 2136 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2137 disease->stats.wc += dur_mod / 2;
1925 2138
1926 if(disease->magic> 0) 2139 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2140 disease->magic += dur_mod / 4;
1928 2141
1929 if(disease->stats.maxhp>0) 2142 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2143 disease->stats.maxhp += dur_mod;
1931 2144
1932 if(disease->stats.maxgrace>0) 2145 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2146 disease->stats.maxgrace += dur_mod;
1934 2147
1935 if(disease->stats.dam) { 2148 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2149 {
1952 if(disease->stats.ac) 2150 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2151 disease->stats.dam += dam_mod;
1954 2152 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2153 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2154 }
1977 free_object(disease); 2155
2156 if (disease->last_sp)
2157 {
2158 disease->last_sp -= 2 * dam_mod;
2159 if (disease->last_sp < 1)
2160 disease->last_sp = 1;
1978 } 2161 }
2162
2163 if (disease->stats.maxsp)
2164 {
2165 if (disease->stats.maxsp > 0)
2166 disease->stats.maxsp += dam_mod;
2167 else
2168 disease->stats.maxsp -= dam_mod;
2169 }
2170
2171 if (disease->stats.ac)
2172 disease->stats.ac += dam_mod;
2173
2174 if (disease->last_eat)
2175 disease->last_eat -= dam_mod;
2176
2177 if (disease->stats.hp)
2178 disease->stats.hp -= dam_mod;
2179
2180 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod;
2182
2183 if (infect_object (walk, disease, 1))
2184 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188
2189 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1;
2196 }
2197
2198 disease->destroy ();
2199 }
1979 } /* if living creature */ 2200 } /* if living creature */
1980 } /* for range of spaces */ 2201 } /* for range of spaces */
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2203 return 1;
1983} 2204}

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