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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 1.19 by root, Wed Dec 13 03:28:42 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 = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 146
144 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
150 new_bolt->duration++; 153 new_bolt->duration++;
151 new_bolt->x=sx; 154 new_bolt->x = sx;
152 new_bolt->y=sy; 155 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 159 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
159} 162}
160 163
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
163 */ 166 */
164 167
168void
165void move_bolt(object *op) { 169move_bolt (object *op)
170{
166 object *tmp; 171 object *tmp;
167 int mflags; 172 int mflags;
168 sint16 x, y; 173 sint16 x, y;
169 mapstruct *m; 174 maptile *m;
170 175
171 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
172 remove_ob(op); 177 {
173 free_object(op); 178 op->destroy ();
179 return;
180 }
181
182 hit_map (op, 0, op->attacktype, 1);
183
184 if (!op->direction)
185 return;
186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
174 return; 199 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 200
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 201 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 202 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 203 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 204 * will be useful.
195 */ 205 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 207 {
198 208
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 210 return;
201 211
202 /* Since walls don't run diagonal, if the bolt is in 212 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 213 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 214 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 215 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 216 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 217 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 218 * to the southwest.
209 */ 219 */
210 if(op->direction&1) 220 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 221 op->direction = absdir (op->direction + 4);
212 else { 222 else
223 {
213 int left, right; 224 int left, right;
214 int mflags; 225 int mflags;
215 226
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 228 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 229 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 230 * op->direction-1 or op->direction+1 does not exist.
220 */ 231 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 234
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 236
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 240
230 if(left==right) 241 if (left == right)
231 op->direction=absdir(op->direction+4); 242 op->direction = absdir (op->direction + 4);
232 else if(left) 243 else if (left)
233 op->direction=absdir(op->direction+2); 244 op->direction = absdir (op->direction + 2);
234 else if(right) 245 else if (right)
235 op->direction=absdir(op->direction-2); 246 op->direction = absdir (op->direction - 2);
236 } 247 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 249 return;
239 } 250 }
251 else
240 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 253 tmp = op->clone ();
242 copy_object(op,tmp); 254
243 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 258 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 259 tmp->duration++;
248 260
249 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 262 * going off in other directions.
251 */ 263 */
252 264
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 267 forklightning (op, tmp);
255 } 268 }
256 /* In this way, the object left behind sticks on the space, but 269 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
258 */ 271 */
259 op->range = 0; 272 op->range = 0;
260 } /* copy object and move it along */ 273 } /* copy object and move it along */
261 } /* if move bolt along */ 274 } /* if move bolt along */
262} 275}
263 276
264/* fire_bolt 277/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
268 * spob->attacktype. 281 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 282 * This function sets up the appropriate owner and skill
270 * pointers. 283 * pointers.
271 */ 284 */
272 285
286int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{
274 object *tmp=NULL; 289 object *tmp = NULL;
275 int mflags; 290 int mflags;
276 291
277 if (!spob->other_arch) 292 if (!spob->other_arch)
278 return 0; 293 return 0;
279 294
280 tmp=arch_to_object(spob->other_arch); 295 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 296 if (tmp == NULL)
282 return 0; 297 return 0;
283 298
284 /* peterm: level dependency for bolts */ 299 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 301 tmp->attacktype = spob->attacktype;
302 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 303 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 306 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 307 tmp->stats.Con = spob->stats.Con;
292 308
293 tmp->direction=dir; 309 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 311 SET_ANIMATION (tmp, dir);
296 312
297 set_owner(tmp,op); 313 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 314 set_spell_skill (op, caster, spob, tmp);
299 315
300 tmp->x=op->x + DIRX(tmp); 316 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 317 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 318 tmp->map = op->map;
303 319
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 321 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 322 {
323 tmp->destroy ();
307 return 0; 324 return 0;
308 } 325 }
326
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 330 {
331 tmp->destroy ();
312 return 0; 332 return 0;
313 } 333 }
334
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
340
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 342 move_bolt (tmp);
343
321 return 1; 344 return 1;
322} 345}
323 346
324 347
325 348
326/*************************************************************************** 349/***************************************************************************
331 354
332/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 357 * At least that is what I think this does.
335 */ 358 */
359void
336void explosion(object *op) { 360explosion (object *op)
361{
337 object *tmp; 362 object *tmp;
338 mapstruct *m=op->map; 363 maptile *m = op->map;
339 int i; 364 int i;
340 365
341 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
342 remove_ob(op); 367 {
343 free_object(op); 368 op->destroy ();
344 return; 369 return;
345 } 370 }
371
346 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
347 373
348 if(op->range>0) { 374 if (op->range > 0)
375 {
349 for(i=1;i<9;i++) { 376 for (i = 1; i < 9; i++)
377 {
350 sint16 dx,dy; 378 sint16 dx, dy;
351 379
352 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 383 * out of map, etc.
356 */ 384 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 386 {
359 copy_object(op,tmp); 387 tmp = op->clone ();
360 tmp->state=0; 388 tmp->state = 0;
361 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
362 tmp->range--; 390 tmp->range--;
363 tmp->value=0; 391 tmp->value = 0;
364 tmp->x=dx; 392 tmp->x = dx;
365 tmp->y=dy; 393 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
367 } 395 }
368 } 396 }
369 } 397 }
370} 398}
371 399
372 400
373/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
375 * explode. 403 * explode.
376 */ 404 */
405void
377void explode_bullet(object *op) 406explode_bullet (object *op)
378{ 407{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 408 object *tmp, *owner;
381 409
382 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 413 op->destroy ();
385 free_object (op); 414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy ();
426 return;
427 }
428
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy ();
438 return;
439 }
440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 {
446 op->destroy ();
447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
386 return; 454 return;
387 } 455 }
388 456
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
428 459
429 copy_owner (tmp, op); 460 tmp->set_owner (op);
430 tmp->skill = op->skill; 461 tmp->skill = op->skill;
431 462
432 owner = get_owner(op); 463 owner = op->owner;
464
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 466 {
435 remove_ob (op); 467 op->destroy ();
436 free_object (op);
437 return; 468 return;
438 } 469 }
470
439 tmp->x = op->x; 471 tmp->x = op->x;
440 tmp->y = op->y; 472 tmp->y = op->y;
441 473
442 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
444 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 478 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 480 tmp->duration = op->duration;
448 } else { 481 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 490 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 491 * the count of the parent should work fine.
456 */ 492 */
457 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
458 } 494 }
459 495
460 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
463 499
464 /* Prevent recursion */ 500 /* Prevent recursion */
465 op->move_on = 0; 501 op->move_on = 0;
466 502
467 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 504 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
470 remove_ob (op); 506 {
471 free_object (op); 507 op->destroy ();
472 } 508 }
473} 509}
474 510
475 511
476 512
477/* checks to see what op should do, given the space it is on 513/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
479 */ 515 */
480 516
517void
481void check_bullet(object *op) 518check_bullet (object *op)
482{ 519{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 520 object *tmp;
485 int dam, mflags; 521 int dam, mflags;
486 mapstruct *m; 522 maptile *m;
487 sint16 sx, sy; 523 sint16 sx, sy;
488 524
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 526
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 528 return;
493 529
494 if (op->other_arch) { 530 if (op->other_arch)
531 {
495 /* explode object will also remove op */ 532 /* explode object will also remove op */
496 explode_bullet (op); 533 explode_bullet (op);
497 return; 534 return;
498 } 535 }
499 536
500 /* If nothing alive on this space, no reason to do anything further */ 537 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
502 540
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 542 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 544 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 547 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 549 {
513 free_object(op); 550 op->destroy ();
514 return; 551 return;
515 } 552 }
516 } 553 }
517 } 554 }
518 } 555 }
519} 556}
523 * call check_bullet. 560 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
526 */ 563 */
527 564
565void
528void move_bullet(object *op) 566move_bullet (object *op)
529{ 567{
530 sint16 new_x, new_y; 568 sint16 new_x, new_y;
531 int mflags; 569 int mflags;
532 mapstruct *m; 570 maptile *m;
533 571
534#if 0 572#if 0
535 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
536 574
537 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
540 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
542 return; 581 return;
543 } /* end addition. */ 582 } /* end addition. */
544#endif 583#endif
545 584
546 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
548 if (op->other_arch) { 588 if (op->other_arch)
549 explode_bullet (op); 589 explode_bullet (op);
550 } else { 590 else
551 remove_ob (op); 591 op->destroy ();
552 free_object (op); 592
553 }
554 return; 593 return;
555 } 594 }
556 595
557 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
559 m = op->map; 598 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 600
562 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 602 {
564 free_object (op); 603 op->destroy ();
565 return; 604 return;
566 } 605 }
567 606
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 {
569 if (op->other_arch) { 609 if (op->other_arch)
570 explode_bullet (op); 610 explode_bullet (op);
571 } else { 611 else
572 remove_ob (op); 612 op->destroy ();
573 free_object (op); 613
574 }
575 return; 614 return;
576 } 615 }
577 616
578 remove_ob (op); 617 op->remove ();
579 op->x = new_x; 618 op->x = new_x;
580 op->y = new_y; 619 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 621 return;
583 622
584 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
585 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 626 update_turn_face (op);
587 } else { 627 }
628 else
629 {
588 check_bullet (op); 630 check_bullet (op);
589 } 631 }
590} 632}
591 633
592 634
593 635
599 * spob->attacktype. 641 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
601 * pointers. 643 * pointers.
602 */ 644 */
603 645
646int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
605 object *tmp=NULL; 649 object *tmp = NULL;
606 int mflags; 650 int mflags;
607 651
608 if (!spob->other_arch) 652 if (!spob->other_arch)
609 return 0; 653 return 0;
610 654
611 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 656 if (tmp == NULL)
613 return 0; 657 return 0;
614 658
615 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
662 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 663 tmp->slaying = spob->slaying;
619 664
620 tmp->range = 50; 665 tmp->range = 50;
621 666
622 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 671
627 tmp->direction=dir; 672 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
630 675
631 set_owner(tmp,op); 676 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
633 678
634 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 681 tmp->map = op->map;
637 682
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 685 {
686 tmp->destroy ();
641 return 0; 687 return 0;
642 } 688 }
689
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 693 {
694 tmp->destroy ();
646 return 0; 695 return 0;
647 } 696 }
697
648 tmp->x=op->x; 698 tmp->x = op->x;
649 tmp->y=op->y; 699 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 701 tmp->map = op->map;
652 } 702 }
703
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
654 check_bullet (tmp); 705 check_bullet (tmp);
655 } 706
656 return 1; 707 return 1;
657} 708}
658 709
659 710
660 711
661 712
665 * 716 *
666 *****************************************************************************/ 717 *****************************************************************************/
667 718
668 719
669/* drops an object based on what is in the cone's "other_arch" */ 720/* drops an object based on what is in the cone's "other_arch" */
721void
670void cone_drop(object *op) { 722cone_drop (object *op)
723{
671 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
672 725
673 new_ob->x = op->x; 726 new_ob->x = op->x;
674 new_ob->y = op->y; 727 new_ob->y = op->y;
675 new_ob->level = op->level; 728 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
677 730
678 /* preserve skill ownership */ 731 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
733 {
680 new_ob->skill = op->skill; 734 new_ob->skill = op->skill;
681 } 735 }
682 insert_ob_in_map(new_ob,op->map,op,0); 736 insert_ob_in_map (new_ob, op->map, op, 0);
683 737
684} 738}
685 739
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 740/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 741
742void
688void move_cone(object *op) { 743move_cone (object *op)
744{
689 int i; 745 int i;
690 tag_t tag;
691 746
692 /* if no map then hit_map will crash so just ignore object */ 747 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 748 if (!op->map)
749 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 751 op->speed = 0;
697 update_ob_speed (op); 752 update_ob_speed (op);
698 return; 753 return;
699 } 754 }
700 755
701 /* lava saves it's life, but not yours :) */ 756 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
703 hit_map(op,0,op->attacktype,0); 759 hit_map (op, 0, op->attacktype, 0);
704 return; 760 return;
705 } 761 }
706 762
707#if 0 763#if 0
708 /* Disable this - enabling it makes monsters easier, as 764 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 765 * when their cone dies when they die.
710 */ 766 */
711 /* If no owner left, the spell dies out. */ 767 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 768 if (op->owner == NULL)
713 remove_ob(op); 769 {
714 free_object(op); 770 op->destroy ();
715 return; 771 return;
716 } 772 }
717#endif 773#endif
718 774
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
721 776
722 /* Check to see if we should push anything. 777 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 778 * Spell objects with weight push whatever they encounter to some
724 * degree. 779 * degree.
725 */ 780 */
781 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 782 check_spell_knockback (op);
727 783
728 if (was_destroyed (op, tag)) 784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
729 return; 790 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 791 }
736 /* Object has hit maximum range, so don't have it move 792 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 793 * any further. When the duration above expires,
738 * then the object will get removed. 794 * then the object will get removed.
739 */ 795 */
740 if (--op->range < 0) { 796 if (--op->range < 0)
797 {
741 op->range=0; /* just so it doesn't wrap */ 798 op->range = 0; /* just so it doesn't wrap */
742 return; 799 return;
743 } 800 }
744 801
745 for(i= -1;i<2;i++) { 802 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 803 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 805
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 806 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 807 {
751 copy_object(op, tmp); 808 object *tmp = op->clone ();
809
752 tmp->x=x; 810 tmp->x = x;
753 tmp->y=y; 811 tmp->y = y;
754 812
755 tmp->duration = op->duration + 1; 813 tmp->duration = op->duration + 1;
756 814
757 /* Use for spell tracking - see ok_to_put_more() */ 815 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 816 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 818 if (tmp->other_arch)
819 cone_drop (tmp);
761 } 820 }
762 } 821 }
763} 822}
764 823
765/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 827 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 828 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 829 * to fire.
771 * returns 0 on failure, 1 on success. 830 * returns 0 on failure, 1 on success.
772 */ 831 */
832int
773int cast_cone(object *op, object *caster,int dir, object *spell) 833cast_cone (object *op, object *caster, int dir, object *spell)
774{ 834{
775 object *tmp; 835 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 836 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 837 maptile *m;
778 sint16 sx, sy; 838 sint16 sx, sy;
779 MoveType movetype; 839 MoveType movetype;
780 840
781 if (!spell->other_arch) return 0; 841 if (!spell->other_arch)
842 return 0;
782 843
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 845 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 847 return 0;
788 } 848 }
789 849
790 if(!dir) { 850 if (!dir)
851 {
791 range_min= 0; 852 range_min = 0;
792 range_max=8; 853 range_max = 8;
793 } 854 }
794 855
795 /* Need to know what the movetype of the object we are about 856 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 857 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 858 * insert it into is blocked.
798 */ 859 */
799 movetype = spell->other_arch->clone.move_type; 860 movetype = spell->other_arch->clone.move_type;
800 861
801 for(i=range_min;i<=range_max;i++) { 862 for (i = range_min; i <= range_max; i++)
863 {
802 sint16 x,y, d; 864 sint16 x, y, d;
803 865
804 /* We can't use absdir here, because it never returns 866 /* 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 867 * 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 868 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 869 * to hit that person.
808 */ 870 */
809 d = dir + i; 871 d = dir + i;
810 while (d < 0) d+=8; 872 while (d < 0)
873 d += 8;
811 while (d > 8) d-=8; 874 while (d > 8)
875 d -= 8;
812 876
813 /* If it's not a rune, we don't want to blast the caster. 877 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 878 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 879 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 880 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 881 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 882 * for the rune code.
819 */ 883 */
820 if (caster->type != RUNE && d==0) { 884 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 885 {
824 886 if (dir != 0)
825 x = op->x+freearr_x[d]; 887 d = 8;
826 y = op->y+freearr_y[d]; 888 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 889 continue;
890 }
830 891
892 x = op->x + freearr_x[d];
893 y = op->y + freearr_y[d];
894
895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
896 continue;
897
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 899 continue;
833 900
834 success=1; 901 success = 1;
835 tmp=arch_to_object(spell->other_arch); 902 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 903 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 904 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 905 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 906 tmp->x = sx;
840 tmp->y = sy; 907 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 908 tmp->attacktype = spell->attacktype;
842 909
843 /* holy word stuff */ 910 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 912 if (!tailor_god_spell (tmp, op))
846 } 913 return 0;
847 914
848 if(dir) 915 if (dir)
849 tmp->stats.sp=dir; 916 tmp->stats.sp = dir;
850 else 917 else
851 tmp->stats.sp=i; 918 tmp->stats.sp = i;
852 919
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 921
855 /* If casting it in all directions, it doesn't go as far */ 922 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 923 if (dir == 0)
924 {
857 tmp->range /= 4; 925 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 926 if (tmp->range < 2 && spell->range >= 2)
927 tmp->range = 2;
859 } 928 }
929
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 930 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 932
863 /* Special bonus for fear attacks */ 933 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 934 if (tmp->attacktype & AT_FEAR)
935 {
936 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 937 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 938 else
867 tmp->duration += caster->level/3; 939 tmp->duration += caster->level / 3;
868 } 940 }
941
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
943 {
944 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 946 else
872 tmp->duration += caster->level/3; 947 tmp->duration += caster->level / 3;
873 } 948 }
874 949
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 950 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 952
880 if (!tmp->move_on && tmp->stats.dam) { 953 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 } 954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957
885 insert_ob_in_map(tmp,m,op,0); 958 insert_ob_in_map (tmp, m, op, 0);
886 959
887 /* This is used for tracking spells so that one effect doesn't hit 960 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 961 * a single space too many times.
889 */ 962 */
890 tmp->stats.maxhp = tmp->count; 963 tmp->stats.maxhp = tmp->count;
891 964
892 if(tmp->other_arch) cone_drop(tmp); 965 if (tmp->other_arch)
966 cone_drop (tmp);
893 } 967 }
968
894 return success; 969 return success;
895} 970}
896 971
897/**************************************************************************** 972/****************************************************************************
898 * 973 *
899 * BOMB related code 974 * BOMB related code
902 977
903 978
904/* This handles an exploding bomb. 979/* This handles an exploding bomb.
905 * op is the original bomb object. 980 * op is the original bomb object.
906 */ 981 */
982void
907void animate_bomb(object *op) { 983animate_bomb (object *op)
984{
908 int i; 985 int i;
909 object *env, *tmp; 986 object *env, *tmp;
910 archetype *at; 987 archetype *at;
911 988
912 if(op->state!=NUM_ANIMATIONS(op)-1) 989 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return;
991
992 env = object_get_env_recursive (op);
993
994 if (op->env)
995 {
996 if (env->map == NULL)
913 return; 997 return;
914 998
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) 999 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1000 esrv_del_item (env->contr, op->count);
924 1001
925 remove_ob(op); 1002 op->remove ();
926 op->x = env->x; 1003 op->x = env->x;
927 op->y = env->y; 1004 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
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; 1006 return;
940 } 1007 }
941 1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
1015 return;
1016 }
1017
942 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
945 */ 1021 */
946 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
947 if (at) { 1023 if (at)
1024 {
948 for(i=1;i<9;i++) { 1025 for (i = 1; i < 9; i++)
1026 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 1028 continue;
951 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
952 tmp->direction = i; 1030 tmp->direction = i;
953 tmp->range = op->range; 1031 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1035 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
1037 {
959 tmp->skill = op->skill; 1038 tmp->skill = op->skill;
960 } 1039 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1045 move_bullet (tmp);
967 } 1046 }
968 } 1047 }
969 1048
970 explode_bullet(op); 1049 explode_bullet (op);
971} 1050}
972 1051
1052int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
974 1055
975 object *tmp; 1056 object *tmp;
976 int mflags; 1057 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1059 maptile *m;
979 1060
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 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)) { 1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1065 return 0;
984 } 1066 }
985 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
986 1068
987 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
992 1074
993 set_owner(tmp,op); 1075 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1077 tmp->x = dx;
996 tmp->y=dy; 1078 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1080 return 1;
999} 1081}
1000 1082
1001/**************************************************************************** 1083/****************************************************************************
1002 * 1084 *
1003 * smite related spell code. 1085 * smite related spell code.
1011 * dir is the direction to look in. 1093 * dir is the direction to look in.
1012 * range is how far out to look. 1094 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
1015 */ 1097 */
1016 1098
1099object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1018 object *target; 1102 object *target;
1019 sint16 x,y; 1103 sint16 x, y;
1020 int dist, mflags; 1104 int dist, mflags;
1021 mapstruct *mp; 1105 maptile *mp;
1022 1106
1023 if (dir==0) return NULL; 1107 if (dir == 0)
1108 return NULL;
1024 1109
1025 for (dist=1; dist<range; dist++) { 1110 for (dist = 1; dist < range; dist++)
1111 {
1026 x = op->x + freearr_x[dir] * dist; 1112 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1113 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1114 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1116
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1035 1125
1036 if (mflags & P_IS_ALIVE) { 1126 if (mflags & P_IS_ALIVE)
1127 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1128 for (target = get_map_ob (mp, x, y); target; target = target->above)
1129 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1039 return target; 1132 return target;
1040 } 1133 }
1041 } 1134 }
1042 } 1135 }
1043 } 1136 }
1044 return NULL; 1137 return NULL;
1045} 1138}
1046 1139
1047 1140
1048/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1145 * caster = object casting the spell.
1053 * dir = direction being cast 1146 * dir = direction being cast
1054 * spell = spell object 1147 * spell = spell object
1055 */ 1148 */
1056 1149
1150int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1058 object *effect, *target; 1153 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1060 int range; 1155 int range;
1061 1156
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1158 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1159
1065 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1162 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1163 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1164 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1165 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1166 * can't be friendly to your god.
1072 */ 1167 */
1073 1168
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1174 return 0;
1080 } 1175 }
1081 1176
1082 if (spell->other_arch) 1177 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1084 else 1179 else
1085 return 0; 1180 return 0;
1086 1181
1087 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1091 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1188 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 { 1189 else
1190 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1192 return 0;
1097 } 1193 }
1098 } 1194 }
1099 1195
1100 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1101 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1199
1106 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1201 {
1108 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1203
1110 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1206 (target, FLAG_UNDEAD)
1207 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1211 effect->x = op->x;
1115 effect->y=op->y; 1212 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 } 1213 }
1214 else
1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1217 target->stats.hp = target->stats.maxhp * 2;
1218 effect->destroy ();
1219 return 0;
1123 } 1220 }
1124 } else { 1221 }
1222 }
1223 else
1224 {
1125 /* how much woe to inflict :) */ 1225 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1227 }
1129 1228
1130 set_owner(effect,op); 1229 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1230 set_spell_skill (op, caster, spell, effect);
1132 1231
1133 /* ok, tell it where to be, and insert! */ 1232 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1233 effect->x = target->x;
1135 effect->y=target->y; 1234 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1235 insert_ob_in_map (effect, target->map, op, 0);
1137 1236
1138 return 1; 1237 return 1;
1139} 1238}
1140 1239
1141 1240
1142/**************************************************************************** 1241/****************************************************************************
1143 * 1242 *
1145 * note that the fire_bullet is used to fire the missile. The 1244 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1245 * code here is just to move the missile.
1147 ****************************************************************************/ 1246 ****************************************************************************/
1148 1247
1149/* op is a missile that needs to be moved */ 1248/* op is a missile that needs to be moved */
1249void
1150void move_missile(object *op) { 1250move_missile (object *op)
1251{
1151 int i, mflags; 1252 int i, mflags;
1152 object *owner; 1253 object *owner;
1153 sint16 new_x, new_y; 1254 sint16 new_x, new_y;
1154 mapstruct *m; 1255 maptile *m;
1155 1256
1156 if (op->range-- <=0) { 1257 if (op->range-- <= 0)
1157 remove_ob(op); 1258 {
1158 free_object(op); 1259 op->destroy ();
1159 return; 1260 return;
1160 } 1261 }
1161 1262
1162 owner = get_owner(op); 1263 owner = op->owner;
1163#if 0 1264#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1265 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1266 * monster that are then killed would continue to survive
1166 */ 1267 */
1167 if (owner == NULL) { 1268 if (owner == NULL)
1168 remove_ob(op); 1269 {
1169 free_object(op); 1270 op->destroy ();
1170 return; 1271 return;
1171 } 1272 }
1172#endif 1273#endif
1173 1274
1174 new_x = op->x + DIRX(op); 1275 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1276 new_y = op->y + DIRY (op);
1176 1277
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1279
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)))) { 1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1281 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1282 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1283 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1284 * we need to remove it if someone hasn't already done so.
1185 */ 1285 */
1186 if ( ! was_destroyed (op, tag)) { 1286 if (!op->destroyed ())
1187 remove_ob (op); 1287 op->destroy ();
1188 free_object(op); 1288
1189 }
1190 return; 1289 return;
1191 } 1290 }
1192 1291
1193 remove_ob(op); 1292 op->remove ();
1293
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1295 {
1296 op->destroy ();
1196 return; 1297 return;
1197 } 1298 }
1299
1198 op->x = new_x; 1300 op->x = new_x;
1199 op->y = new_y; 1301 op->y = new_y;
1200 op->map = m; 1302 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1303 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1202 if(i > 0 && i != op->direction){ 1304 if (i > 0 && i != op->direction)
1305 {
1203 op->direction=i; 1306 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1307 SET_ANIMATION (op, op->direction);
1205 } 1308 }
1309
1206 insert_ob_in_map(op,op->map,op,0); 1310 insert_ob_in_map (op, op->map, op, 0);
1207} 1311}
1208 1312
1209/**************************************************************************** 1313/****************************************************************************
1210 * Destruction 1314 * Destruction
1211 ****************************************************************************/ 1315 ****************************************************************************/
1316
1212/* make_object_glow() - currently only makes living objects glow. 1317/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1318 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1319 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1320 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1321 * give them the capability to have an inventory. b.t.
1217 */ 1322 */
1218 1323
1324int
1219int make_object_glow(object *op, int radius, int time) { 1325make_object_glow (object *op, int radius, int time)
1326{
1220 object *tmp; 1327 object *tmp;
1221 1328
1222 /* some things are unaffected... */ 1329 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1330 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1331 return 0;
1225 1332
1226 tmp=get_archetype(FORCE_NAME); 1333 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1334 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1335 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1337 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1339 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1340
1234 tmp->x=op->x; 1341 tmp->x = op->x;
1235 tmp->y=op->y; 1342 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1345 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1346 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1347 op->glow_radius = tmp->glow_radius;
1240 1348
1241 if(!tmp->env||op!=tmp->env) { 1349 if (!tmp->env || op != tmp->env)
1350 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1352 return 0;
1245 } 1353 }
1246 return 1; 1354 return 1;
1247} 1355}
1248 1356
1249 1357
1250
1251 1358
1359
1360int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1361cast_destruction (object *op, object *caster, object *spell_ob)
1362{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1363 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1364 sint16 sx, sy;
1255 mapstruct *m; 1365 maptile *m;
1256 object *tmp; 1366 object *tmp;
1257 const char *skill; 1367 const char *skill;
1258 1368
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1263 1374
1264 /* destruction doesn't use another spell object, so we need 1375 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1376 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1377 * 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 1378 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1379 * the full share string/free_string route.
1269 */ 1380 */
1270 skill = op->skill; 1381 skill = op->skill;
1382 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1383 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1273 else op->skill = NULL; 1387 op->skill = NULL;
1274 1388
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1390
1277 for(i= -range; i<range; i++) { 1391 for (i = -range; i < range; i++)
1392 {
1278 for(j=-range; j<range ; j++) { 1393 for (j = -range; j < range; j++)
1394 {
1279 m = op->map; 1395 m = op->map;
1280 sx = op->x + i; 1396 sx = op->x + i;
1281 sy = op->y + j; 1397 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1284 if (mflags & P_IS_ALIVE) { 1401 if (mflags & P_IS_ALIVE)
1402 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break;
1287 } 1407 }
1288 if (tmp) { 1408 if (tmp)
1409 {
1410 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1411 tmp = tmp->head;
1290 1412
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1419 if (spell_ob->other_arch)
1420 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1421 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1422 tmp->x = sx;
1298 tmp->y = sy; 1423 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1424 insert_ob_in_map (tmp, m, op, 0);
1300 } 1425 }
1301 } 1426 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1428 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1431 object *effect = arch_to_object (spell_ob->other_arch);
1432
1306 effect->x = sx; 1433 effect->x = sx;
1307 effect->y = sy; 1434 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1435 insert_ob_in_map (effect, m, op, 0);
1309 } 1436 }
1310 } 1437 }
1311 } 1438 }
1312 } 1439 }
1313 } 1440 }
1314 } 1441 }
1315 } 1442 }
1316 op->skill = skill; 1443 op->skill = skill;
1317 return 1; 1444 return 1;
1318} 1445}
1319 1446
1320/*************************************************************************** 1447/***************************************************************************
1321 * 1448 *
1322 * CURSE 1449 * CURSE
1323 * 1450 *
1324 ***************************************************************************/ 1451 ***************************************************************************/
1325 1452
1453int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1454cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{
1327 object *god = find_god(determine_god(op)); 1456 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1457 object *tmp, *force;
1329 1458
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1459 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1460 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1461 {
1334 "There is no one in that direction to curse."); 1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1463 return 0;
1336 } 1464 }
1337 1465
1338 /* If we've already got a force of this type, don't add a new one. */ 1466 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1341 if (force->name == spell_ob->name) { 1471 if (force->name == spell_ob->name)
1472 {
1342 break; 1473 break;
1343 } 1474 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1475 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1476 {
1346 "You can not cast %s while %s is in effect", 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1478 return 0;
1349 } 1479 }
1350 } 1480 }
1351 } 1481 }
1352 1482
1353 if(force==NULL) { 1483 if (force == NULL)
1484 {
1354 force=get_archetype(FORCE_NAME); 1485 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1486 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1487 if (spell_ob->race)
1357 force->name = spell_ob->race; 1488 force->name = spell_ob->race;
1358 else 1489 else
1359 force->name = spell_ob->name; 1490 force->name = spell_ob->name;
1360 1491
1361 force->name_pl = spell_ob->name; 1492 force->name_pl = spell_ob->name;
1362 1493
1363 } else { 1494 }
1495 else
1496 {
1364 int duration; 1497 int duration;
1365 1498
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1499 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1500 if (duration > force->duration)
1501 {
1368 force->duration = duration; 1502 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 }
1370 } else { 1505 else
1506 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1508 }
1373 return 1; 1509 return 1;
1374 } 1510 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1512 force->speed = 1.0;
1377 force->speed_left = -1.0; 1513 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1514 SET_FLAG (force, FLAG_APPLIED);
1379 1515
1380 if(god) { 1516 if (god)
1517 {
1381 if (spell_ob->last_grace) 1518 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1519 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1520 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1521 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1522 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1523 }
1387 } else 1524 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1526
1390 1527
1391 if(tmp!=op && op->type==PLAYER) 1528 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1529 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1530
1394 force->stats.ac = spell_ob->stats.ac; 1531 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1532 force->stats.wc = spell_ob->stats.wc;
1396 1533
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1536 fix_player (tmp);
1400 return 1; 1537 return 1;
1401 1538
1402} 1539}
1403 1540
1404 1541
1405/********************************************************************** 1542/**********************************************************************
1409 ***********************************************************************/ 1546 ***********************************************************************/
1410 1547
1411/* This covers the various spells that change the moods of monsters - 1548/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1549 * makes them angry, peacful, friendly, etc.
1413 */ 1550 */
1551int
1414int mood_change(object *op, object *caster, object *spell) { 1552mood_change (object *op, object *caster, object *spell)
1553{
1415 object *tmp, *god, *head; 1554 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1555 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1556 sint16 x, y, nx, ny;
1418 mapstruct *m; 1557 maptile *m;
1419 const char *race; 1558 const char *race;
1420 1559
1421 /* We precompute some values here so that we don't have to keep 1560 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1561 * doing it over and over again.
1423 */ 1562 */
1424 god=find_god(determine_god(op)); 1563 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1564 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1565 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1566
1428 /* On the bright side, no monster should ever have a race of GOD_... 1567 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1568 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1569 * won't ever match anything.
1431 */ 1570 */
1432 if (!spell->race) race=NULL; 1571 if (!spell->race)
1572 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1575 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race;
1577 else
1435 else race = spell->race; 1578 race = spell->race;
1436
1437 1579
1580
1438 for (x = op->x - range; x <= op->x + range; x++) 1581 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1440 1584
1441 done_one=0; 1585 done_one = 0;
1442 m = op->map; 1586 m = op->map;
1443 nx = x; 1587 nx = x;
1444 ny = y; 1588 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1447 1592
1448 /* If there is nothing living on this space, no need to go further */ 1593 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1450 1596
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1453 1600
1454 /* There can be living objects that are not monsters */ 1601 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1456 1604
1457 /* Only the head has meaningful data, so resolve to that */ 1605 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1606 if (tmp->head)
1607 head = tmp->head;
1608 else
1459 else head=tmp; 1609 head = tmp;
1460 1610
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue;
1464 1616
1465 /* Now do a bunch of stuff related to saving throws */ 1617 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1618 best_at = -1;
1467 if (spell->attacktype) { 1619 if (spell->attacktype)
1620 {
1468 for (at=0; at < NROFATTACKS; at++) 1621 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1622 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1623 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at;
1471 1625
1472 if (best_at == -1) at=0; 1626 if (best_at == -1)
1627 at = 0;
1628 else
1629 {
1630 if (head->resist[best_at] == 100)
1631 continue;
1473 else { 1632 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1633 at = head->resist[best_at] / 5;
1476 } 1634 }
1477 at -= level / 5; 1635 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1636 if (did_make_save (head, head->level, at))
1637 continue;
1479 } 1638 }
1480 else /* spell->attacktype */ 1639 else /* spell->attacktype */
1481 /* 1640 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1642 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1644
1486 The chance will then be in the range [20-70] percent, not too bad. 1645 The chance will then be in the range [20-70] percent, not too bad.
1487 1646
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1648 charm a level 125 monster...
1490 1649
1491 Ryo, august 14th 1650 Ryo, august 14th
1492 */ 1651 */
1493 { 1652 {
1494 if ( head->level > level ) continue; 1653 if (head->level > level)
1654 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1656 /* Failed, no effect */
1497 continue; 1657 continue;
1498 } 1658 }
1499 1659
1500 /* Done with saving throw. Now start effecting the monster */ 1660 /* Done with saving throw. Now start effecting the monster */
1501 1661
1502 /* aggravation */ 1662 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1665 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1667 remove_friendly_object (head);
1507 1668
1508 done_one = 1; 1669 done_one = 1;
1509 head->enemy = op; 1670 head->enemy = op;
1510 } 1671 }
1511 1672
1512 /* calm monsters */ 1673 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1677 head->enemy = NULL;
1516 done_one = 1; 1678 done_one = 1;
1517 } 1679 }
1518 1680
1519 /* berserk monsters */ 1681 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1521 SET_FLAG(head, FLAG_BERSERK); 1684 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1685 done_one = 1;
1523 } 1686 }
1524 /* charm */ 1687 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1690 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1692 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1695 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1696 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1697 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1698 head->attack_movement = PETMOVE;
1535 done_one = 1; 1699 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1701 head->stats.exp = 0;
1538 } 1702 }
1539 1703
1540 /* If a monster was effected, put an effect in */ 1704 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1705 if (done_one && spell->other_arch)
1706 {
1542 tmp = arch_to_object(spell->other_arch); 1707 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1708 tmp->x = nx;
1544 tmp->y = ny; 1709 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1710 insert_ob_in_map (tmp, m, op, 0);
1546 } 1711 }
1547 } /* for y */ 1712 } /* for y */
1548 1713
1549 return 1; 1714 return 1;
1550} 1715}
1551 1716
1552 1717
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1718/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1719 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1720 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1721 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1722 * note that duration is handled by process_object() in time.c
1558 */ 1723 */
1559 1724
1725void
1560void move_ball_spell(object *op) { 1726move_ball_spell (object *op)
1727{
1561 int i,j,dam_save,dir, mflags; 1728 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1729 sint16 nx, ny, hx, hy;
1563 object *owner; 1730 object *owner;
1564 mapstruct *m; 1731 maptile *m;
1565 1732
1566 owner = get_owner(op); 1733 owner = op->owner;
1567 1734
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1735 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1736 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1737 * 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 1738 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1739 * deviations.
1573 */ 1740 */
1574 1741
1575 dir = 0; 1742 dir = 0;
1576 if(!(rndm(0, 3))) 1743 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1744 j = rndm (0, 1);
1578 else j=0; 1745 else
1746 j = 0;
1579 1747
1580 for(i = 1; i < 9; i++) { 1748 for (i = 1; i < 9; i++)
1749 {
1581 /* i bit 0: alters sign of offset 1750 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1751 * other bits (i / 2): absolute value of offset
1583 */ 1752 */
1584 1753
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1755 int tmpdir = absdir (op->direction + offset);
1587 1756
1588 nx = op->x + freearr_x[tmpdir]; 1757 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1758 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1759 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1760 {
1592 dir = tmpdir; 1761 dir = tmpdir;
1593 break; 1762 break;
1594 } 1763 }
1595 } 1764 }
1596 if (dir == 0) { 1765 if (dir == 0)
1766 {
1597 nx = op->x; 1767 nx = op->x;
1598 ny = op->y; 1768 ny = op->y;
1599 m = op->map; 1769 m = op->map;
1600 } 1770 }
1601 1771
1602 remove_ob(op); 1772 op->remove ();
1603 op->y=ny; 1773 op->y = ny;
1604 op->x=nx; 1774 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1775 insert_ob_in_map (op, m, op, 0);
1606 1776
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1778 surrounding squares */
1609 1779
1610 /* loop over current square and neighbors to hit. 1780 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1781 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1782 * the surround spaces.
1613 */ 1783 */
1614 for(j=0;j<9;j++) { 1784 for (j = 0; j < 9; j++)
1785 {
1615 object *new_ob; 1786 object *new_ob;
1616 1787
1617 hx = nx+freearr_x[j]; 1788 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1789 hy = ny + freearr_y[j];
1619 1790
1620 m = op->map; 1791 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1793
1623 if (mflags & P_OUT_OF_MAP) continue; 1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1624 1796
1625 /* first, don't ever, ever hit the owner. Don't hit out 1797 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1798 * of the map either.
1627 */ 1799 */
1628 1800
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 {
1803 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1804 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1805 hit_map (op, j, op->attacktype, 1);
1632 1806
1633 } 1807 }
1634 1808
1635 /* insert the other arch */ 1809 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 {
1637 new_ob = arch_to_object(op->other_arch); 1812 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1813 new_ob->x = hx;
1639 new_ob->y = hy; 1814 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1815 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1816 }
1642 } 1817 }
1643 1818
1644 /* restore to the center location and damage*/ 1819 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1820 op->stats.dam = dam_save;
1646 1821
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1822 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1823
1649 if(i>=0) { /* we have a preferred direction! */ 1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1826 /* 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 || 1827 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))) { 1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1831 }
1655 op->direction=i; 1832 op->direction = i;
1656 } 1833 }
1657} 1834}
1658 1835
1659 1836
1660/* move_swarm_spell: peterm 1837/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1840 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1841 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1842 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1843 */
1667 1844
1845void
1668void move_swarm_spell(object *op) 1846move_swarm_spell (object *op)
1669{ 1847{
1670#if 0 1848#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1849 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 }; 1850 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; 1851 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1852 int adjustdir;
1675 mapstruct *m; 1853 maptile *m;
1676#endif 1854#endif
1677 int basedir; 1855 int basedir;
1678 object *owner; 1856 object *owner;
1679 1857
1680 owner = get_owner(op); 1858 owner = op->owner;
1681 if(op->duration == 0 || owner == NULL) { 1859 if (op->duration == 0 || owner == NULL)
1682 remove_ob(op); 1860 {
1683 free_object(op); 1861 op->destroy ();
1684 return; 1862 return;
1685 } 1863 }
1864
1686 op->duration--; 1865 op->duration--;
1687 1866
1688 basedir = op->direction; 1867 basedir = op->direction;
1689 if(basedir == 0) { 1868 if (basedir == 0)
1869 {
1690 /* spray in all directions! 8) */ 1870 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1871 basedir = rndm (1, 8);
1692 } 1872 }
1693 1873
1694#if 0 1874#if 0
1695 // this is bogus: it causes wrong places to be checked below 1875 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1876 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1878 // space.
1699 // should be fixed later, but correctness before featurs... 1879 // should be fixed later, but correctness before featurs...
1700 // (schmorp) 1880 // (schmorp)
1701 1881
1702 /* new offset calculation to make swarm element distribution 1882 /* new offset calculation to make swarm element distribution
1703 * more uniform 1883 * more uniform
1704 */ 1884 */
1705 if(op->duration) { 1885 if (op->duration)
1886 {
1706 if(basedir & 1) { 1887 if (basedir & 1)
1888 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1889 adjustdir = cardinal_adjust[rndm (0, 8)];
1890 }
1708 } else { 1891 else
1892 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1893 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1894 }
1711 } else { 1895 }
1896 else
1897 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1898 adjustdir = 0; /* fire the last one from forward. */
1713 } 1899 }
1714 1900
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1903
1718 /* back up one space so we can hit point-blank targets, but this 1904 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1905 * necessitates extra out_of_map check below
1720 */ 1906 */
1721 origin_x = target_x - freearr_x[basedir]; 1907 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1908 origin_y = target_y - freearr_y[basedir];
1723 1909
1724 1910
1725 /* spell pointer is set up for the spell this casts. Since this 1911 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1912 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1913 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1914 * do some sanity checking anyways.
1729 */ 1915 */
1730 1916
1731 if (op->spell && op->spell->type == SPELL && 1917 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) && 1918 !(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)))) { 1919 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1920 {
1734 1921
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1922 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1923 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1924 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1925 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1926 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1927 }
1741#endif 1928#endif
1742 1929
1743 /* spell pointer is set up for the spell this casts. Since this 1930 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1931 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1932 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1933 * do some sanity checking anyways.
1747 */ 1934 */
1748 1935
1749 if (op->spell && op->spell->type == SPELL) 1936 if (op->spell && op->spell->type == SPELL)
1750 { 1937 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1938 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1939 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1940 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 } 1943 }
1757} 1944}
1758 1945
1759 1946
1760 1947
1761 1948
1769 * dir: the direction everything will be fired in 1956 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1957 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1958 * n: the number to be fired.
1772 */ 1959 */
1773 1960
1961int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1962fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1963{
1776 object *tmp; 1964 object *tmp;
1777 int i; 1965 int i;
1778 1966
1779 if (!spell->other_arch) return 0; 1967 if (!spell->other_arch)
1968 return 0;
1780 1969
1781 tmp=get_archetype(SWARM_SPELL); 1970 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x; 1971 tmp->x = op->x;
1783 tmp->y=op->y; 1972 tmp->y = op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1785 set_spell_skill(op, caster, spell, tmp); 1974 set_spell_skill (op, caster, spell, tmp);
1786 1975
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 1977 tmp->spell = arch_to_object (spell->other_arch);
1789 1978
1790 tmp->attacktype = tmp->spell->attacktype; 1979 tmp->attacktype = tmp->spell->attacktype;
1791 1980
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1793 if ( ! tailor_god_spell (tmp, op)) 1983 if (!tailor_god_spell (tmp, op))
1794 return 1; 1984 return 1;
1795 } 1985 }
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 1987 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 1989
1800 tmp->direction=dir; 1990 tmp->direction = dir;
1801 tmp->invisible=1; 1991 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 1992 insert_ob_in_map (tmp, op->map, op, 0);
1803 return 1; 1993 return 1;
1804} 1994}
1805 1995
1806 1996
1807/* See the spells documentation file for why this is its own 1997/* See the spells documentation file for why this is its own
1808 * function. 1998 * function.
1809 */ 1999 */
2000int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 2001cast_light (object *op, object *caster, object *spell, int dir)
2002{
1811 object *target=NULL,*tmp=NULL; 2003 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 2004 sint16 x, y;
1813 int dam, mflags; 2005 int dam, mflags;
1814 mapstruct *m; 2006 maptile *m;
1815 2007
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 2009
1818 if(!dir) { 2010 if (!dir)
2011 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 2013 return 0;
1821 } 2014 }
1822 2015
1823 x=op->x+freearr_x[dir]; 2016 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 2017 y = op->y + freearr_y[dir];
1825 m = op->map; 2018 m = op->map;
1826 2019
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 2021
1829 if (mflags & P_OUT_OF_MAP) { 2022 if (mflags & P_OUT_OF_MAP)
2023 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 2025 return 0;
1832 } 2026 }
1833 2027
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 2028 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 2030 for (target = get_map_ob (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 2033 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head)
1838 if(target->head) target = target->head; 2035 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 2037 return 1; /* one success only! */
1841 } 2038 }
1842 } 2039 }
1843 2040
1844 /* no live target, perhaps a wall is in the way? */ 2041 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 2045 return 0;
1848 } 2046 }
1849 2047
1850 /* ok, looks groovy to just insert a new light on the map */ 2048 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 2049 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 2050 if (!tmp)
2051 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 2053 return 0;
1855 } 2054 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 2056 if (tmp->glow_radius)
2057 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2058 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; 2059 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII;
1860 } 2061 }
1861 tmp->x=x; 2062 tmp->x = x;
1862 tmp->y=y; 2063 tmp->y = y;
1863 insert_ob_in_map(tmp,m,op,0); 2064 insert_ob_in_map (tmp, m, op, 0);
1864 return 1; 2065 return 1;
1865} 2066}
1866 2067
1867 2068
1868 2069
1869 2070
1872 * op is the player/monster, caster is the object, dir is the direction 2073 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 2074 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 2075 * perhaps this should actually be in disease.c?
1875 */ 2076 */
1876 2077
2078int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2079cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{
1878 sint16 x,y; 2081 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 2082 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 2083 object *walk;
1881 mapstruct *m; 2084 maptile *m;
1882 2085
1883 x = op->x; 2086 x = op->x;
1884 y = op->y; 2087 y = op->y;
1885 2088
1886 /* If casting from a scroll, no direction will be available, so refer to the 2089 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 2090 * direction the player is pointing.
1888 */ 2091 */
2092 if (!dir)
1889 if (!dir) dir=op->facing; 2093 dir = op->facing;
2094 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2095 return 0; /* won't find anything if casting on ourself, so just return */
1891 2096
1892 /* Calculate these once here */ 2097 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 2098 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 2099 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 2100 dur_mod = SP_level_duration_adjust (caster, spell);
1896 2101
1897 /* search in a line for a victim */ 2102 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 2103 for (i = 1; i < range; i++)
2104 {
1899 x = op->x + i * freearr_x[dir]; 2105 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2106 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2107 m = op->map;
1902 2108
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2110
1905 if (mflags & P_OUT_OF_MAP) return 0; 2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
1906 2113
1907 /* don't go through walls - presume diseases are airborne */ 2114 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2115 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2116 return 0;
1909 2117
1910 /* Only bother looking on this space if there is something living here */ 2118 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 2119 if (mflags & P_IS_ALIVE)
2120 {
1912 /* search this square for a victim */ 2121 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 2125 object *disease = arch_to_object (spell->other_arch);
1916 2126
1917 set_owner(disease,op); 2127 disease->set_owner (op);
1918 set_spell_skill(op, caster, spell, disease); 2128 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2129 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2130 disease->level = caster_level (caster, spell);
1921 2131
1922 /* do level adjustments */ 2132 /* do level adjustments */
1923 if(disease->stats.wc) 2133 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2134 disease->stats.wc += dur_mod / 2;
1925 2135
1926 if(disease->magic> 0) 2136 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2137 disease->magic += dur_mod / 4;
1928 2138
1929 if(disease->stats.maxhp>0) 2139 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2140 disease->stats.maxhp += dur_mod;
1931 2141
1932 if(disease->stats.maxgrace>0) 2142 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2143 disease->stats.maxgrace += dur_mod;
1934 2144
1935 if(disease->stats.dam) { 2145 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 2146 {
1952 if(disease->stats.ac) 2147 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2148 disease->stats.dam += dam_mod;
1954 2149 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2150 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 } 2151 }
1977 free_object(disease); 2152
2153 if (disease->last_sp)
2154 {
2155 disease->last_sp -= 2 * dam_mod;
2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
1978 } 2158 }
2159
2160 if (disease->stats.maxsp)
2161 {
2162 if (disease->stats.maxsp > 0)
2163 disease->stats.maxsp += dam_mod;
2164 else
2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
2168 if (disease->stats.ac)
2169 disease->stats.ac += dam_mod;
2170
2171 if (disease->last_eat)
2172 disease->last_eat -= dam_mod;
2173
2174 if (disease->stats.hp)
2175 disease->stats.hp -= dam_mod;
2176
2177 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod;
2179
2180 if (infect_object (walk, disease, 1))
2181 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185
2186 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1;
2193 }
2194
2195 disease->destroy ();
2196 }
1979 } /* if living creature */ 2197 } /* if living creature */
1980 } /* for range of spaces */ 2198 } /* for range of spaces */
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2200 return 1;
1983} 2201}

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