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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 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 1.1 2006/08/13 17:16:04 elmex 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
104/*************************************************************************** 107/***************************************************************************
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) 139 return;
135 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 ();
142 146
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
151 new_bolt->duration++; 153 new_bolt->duration++;
152 new_bolt->x=sx; 154 new_bolt->x = sx;
153 new_bolt->y=sy; 155 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 159 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
160} 162}
161 163
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
164 */ 166 */
165 167
168void
166void move_bolt(object *op) { 169move_bolt (object *op)
170{
167 object *tmp; 171 object *tmp;
168 int mflags; 172 int mflags;
169 sint16 x, y; 173 sint16 x, y;
170 mapstruct *m; 174 maptile *m;
171 175
172 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 177 {
178 op->destroy ();
179 return;
180 }
181
177 hit_map(op,0,op->attacktype,1); 182 hit_map (op, 0, op->attacktype, 1);
178 183
179 if(!op->direction) 184 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 185 return;
240 } 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)
199 return;
200
201 /* We are about to run into something - we may bounce */
202 /* Calling reflwall is pretty costly, as it has to look at all the objects
203 * on the space. So only call reflwall if we think the data it returns
204 * will be useful.
205 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return;
211
212 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling
215 * on the diagonal, it is trickier - eg, a bolt travelling
216 * northwest bounces different if it hits a north/south
217 * wall (bounces to northeast) vs an east/west (bounces
218 * to the southwest.
219 */
220 if (op->direction & 1)
221 op->direction = absdir (op->direction + 4);
222 else
223 {
224 int left, right;
225 int mflags;
226
227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
228 * over a corner in a tiled map, it is possible that
229 * op->direction is within an adjacent map but either
230 * op->direction-1 or op->direction+1 does not exist.
231 */
232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
234
235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
236
237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
240
241 if (left == right)
242 op->direction = absdir (op->direction + 4);
243 else if (left)
244 op->direction = absdir (op->direction + 2);
245 else if (right)
246 op->direction = absdir (op->direction - 2);
247 }
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return;
250 }
251 else
241 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 253 tmp = op->clone ();
243 copy_object(op,tmp); 254
244 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* 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 */
248 tmp->duration++; 259 tmp->duration++;
249 260
250 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 262 * going off in other directions.
252 */ 263 */
253 264
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 266 { /* stats.Dex % of forking */
256 } 267 forklightning (op, tmp);
268 }
257 /* 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
258 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
259 */ 271 */
260 op->range = 0; 272 op->range = 0;
261 } /* copy object and move it along */ 273 } /* copy object and move it along */
262 } /* if move bolt along */ 274 } /* if move bolt along */
263} 275}
264 276
265/* fire_bolt 277/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
269 * spob->attacktype. 281 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 282 * This function sets up the appropriate owner and skill
271 * pointers. 283 * pointers.
272 */ 284 */
273 285
286int
274int 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{
275 object *tmp=NULL; 289 object *tmp = NULL;
276 int mflags; 290 int mflags;
277 291
278 if (!spob->other_arch) 292 if (!spob->other_arch)
279 return 0; 293 return 0;
280 294
281 tmp=arch_to_object(spob->other_arch); 295 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 296 if (tmp == NULL)
283 return 0; 297 return 0;
284 298
285 /* peterm: level dependency for bolts */ 299 /* peterm: level dependency for bolts */
286 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);
287 tmp->attacktype = spob->attacktype; 301 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 302 if (spob->slaying)
303 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 306 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 307 tmp->stats.Con = spob->stats.Con;
293 308
294 tmp->direction=dir; 309 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 311 SET_ANIMATION (tmp, dir);
297 312
298 set_owner(tmp,op); 313 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 314 set_spell_skill (op, caster, spob, tmp);
300 315
301 tmp->x=op->x + DIRX(tmp); 316 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 317 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 318 tmp->map = op->map;
304 319
305 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);
306 if (mflags & P_OUT_OF_MAP) { 321 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 322 {
323 tmp->destroy ();
324 return 0;
325 }
326
310 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 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 330 {
331 tmp->destroy ();
313 return 0; 332 return 0;
314 } 333 }
315 tmp->x=op->x; 334
316 tmp->y=op->y; 335 tmp->x = op->x;
336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
340
320 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)
321 move_bolt (tmp); 342 move_bolt (tmp);
343
322 return 1; 344 return 1;
323} 345}
324 346
325 347
326 348
327/*************************************************************************** 349/***************************************************************************
332 354
333/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 357 * At least that is what I think this does.
336 */ 358 */
359void
337void explosion(object *op) { 360explosion (object *op)
361{
338 object *tmp; 362 object *tmp;
339 mapstruct *m=op->map; 363 maptile *m = op->map;
340 int i; 364 int i;
341 365
342 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 367 {
368 op->destroy ();
369 return;
370 }
371
347 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
348 373
349 if(op->range>0) { 374 if (op->range > 0)
350 for(i=1;i<9;i++) { 375 {
376 for (i = 1; i < 9; i++)
377 {
351 sint16 dx,dy; 378 sint16 dx, dy;
352 379
353 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 383 * out of map, etc.
357 */ 384 */
358 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))
359 tmp=get_object(); 386 {
360 copy_object(op,tmp); 387 tmp = op->clone ();
361 tmp->state=0; 388 tmp->state = 0;
362 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
363 tmp->range--; 390 tmp->range--;
364 tmp->value=0; 391 tmp->value = 0;
365 tmp->x=dx; 392 tmp->x = dx;
366 tmp->y=dy; 393 tmp->y = dy;
367 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
368 } 395 }
369 } 396 }
370 } 397 }
371} 398}
372 399
373 400
374/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
376 * explode. 403 * explode.
377 */ 404 */
405void
378void explode_bullet(object *op) 406explode_bullet (object *op)
379{ 407{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 op->destroy ();
386 free_object (op); 414 return;
387 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 425 op->destroy ();
397 free_object (op);
398 return; 426 return;
399 } 427 }
400 remove_ob (op); 428
429 op->remove ();
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 op->destroy ();
407 free_object (op); 438 return;
408 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)
409 } 445 {
446 op->destroy ();
447 return;
448 }
410 449
411 if (op->attacktype) { 450 if (op->attacktype)
451 {
412 hit_map (op, 0, op->attacktype, 1); 452 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 453 if (op->destroyed ())
414 return; 454 return;
415 } 455 }
416 456
417 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
419 459
420 copy_owner (tmp, op); 460 tmp->set_owner (op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 462
424 owner = get_owner(op); 463 owner = op->owner;
464
425 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))
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 } 466 {
467 op->destroy ();
468 return;
469 }
470
431 tmp->x = op->x; 471 tmp->x = op->x;
432 tmp->y = op->y; 472 tmp->y = op->y;
433 473
434 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
436 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 478 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 480 tmp->duration = op->duration;
440 } else { 481 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 491 * the count of the parent should work fine.
448 */ 492 */
449 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
450 } 494 }
451 495
452 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
455 499
456 /* Prevent recursion */ 500 /* Prevent recursion */
457 op->move_on = 0; 501 op->move_on = 0;
458 502
459 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 504 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
462 remove_ob (op); 506 {
463 free_object (op); 507 op->destroy ();
464 } 508 }
465} 509}
466 510
467 511
468 512
469/* 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
470 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
471 */ 515 */
472 516
517void
473void check_bullet(object *op) 518check_bullet (object *op)
474{ 519{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 520 object *tmp;
477 int dam, mflags; 521 int dam, mflags;
478 mapstruct *m; 522 maptile *m;
479 sint16 sx, sy; 523 sint16 sx, sy;
480 524
481 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);
482 526
483 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)))
484 return; 528 return;
485 529
486 if (op->other_arch) { 530 if (op->other_arch)
531 {
487 /* explode object will also remove op */ 532 /* explode object will also remove op */
488 explode_bullet (op); 533 explode_bullet (op);
489 return; 534 return;
490 } 535 }
491 536
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
494 540
495 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)
496 { 542 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 544 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 547 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 549 {
505 free_object(op); 550 op->destroy ();
506 return; 551 return;
507 } 552 }
508 } 553 }
509 } 554 }
510 } 555 }
511} 556}
512 557
515 * call check_bullet. 560 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
518 */ 563 */
519 564
565void
520void move_bullet(object *op) 566move_bullet (object *op)
521{ 567{
522 sint16 new_x, new_y; 568 sint16 new_x, new_y;
523 int mflags; 569 int mflags;
524 mapstruct *m; 570 maptile *m;
525 571
526#if 0 572#if 0
527 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
528 574
529 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
532 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
534 return; 581 return;
535 } /* end addition. */ 582 } /* end addition. */
536#endif 583#endif
537 584
538 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
540 if (op->other_arch) { 588 if (op->other_arch)
541 explode_bullet (op); 589 explode_bullet (op);
542 } else { 590 else
543 remove_ob (op); 591 op->destroy ();
544 free_object (op); 592
545 }
546 return; 593 return;
547 } 594 }
548 595
549 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
551 m = op->map; 598 m = op->map;
552 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);
553 600
554 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
555 remove_ob (op); 602 {
556 free_object (op); 603 op->destroy ();
557 return; 604 return;
558 } 605 }
559 606
560 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 {
561 if (op->other_arch) { 609 if (op->other_arch)
562 explode_bullet (op); 610 explode_bullet (op);
563 } else { 611 else
564 remove_ob (op); 612 op->destroy ();
565 free_object (op); 613
566 }
567 return; 614 return;
568 } 615 }
569 616
570 remove_ob (op); 617 op->remove ();
571 op->x = new_x; 618 op->x = new_x;
572 op->y = new_y; 619 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 621 return;
575 622
576 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
577 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 626 update_turn_face (op);
579 } else { 627 }
628 else
629 {
580 check_bullet (op); 630 check_bullet (op);
581 } 631 }
582} 632}
583 633
584 634
585 635
591 * spob->attacktype. 641 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
593 * pointers. 643 * pointers.
594 */ 644 */
595 645
646int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
597 object *tmp=NULL; 649 object *tmp = NULL;
598 int mflags; 650 int mflags;
599 651
600 if (!spob->other_arch) 652 if (!spob->other_arch)
601 return 0; 653 return 0;
602 654
603 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 656 if (tmp == NULL)
605 return 0; 657 return 0;
606 658
607 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 662 if (spob->slaying)
663 tmp->slaying = spob->slaying;
611 664
612 tmp->range = 50; 665 tmp->range = 50;
613 666
614 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 671
619 tmp->direction=dir; 672 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
622 675
623 set_owner(tmp,op); 676 tmp->set_owner (op);
624 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
625 678
626 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 681 tmp->map = op->map;
629 682
630 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);
631 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
632 free_object(tmp);
633 return 0;
634 } 685 {
686 tmp->destroy ();
687 return 0;
688 }
689
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
637 free_object(tmp); 693 {
694 tmp->destroy ();
638 return 0; 695 return 0;
639 } 696 }
640 tmp->x=op->x; 697
641 tmp->y=op->y; 698 tmp->x = op->x;
699 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 701 tmp->map = op->map;
644 } 702 }
703
645 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)
646 check_bullet (tmp); 705 check_bullet (tmp);
647 } 706
648 return 1; 707 return 1;
649} 708}
650 709
651 710
652 711
653 712
657 * 716 *
658 *****************************************************************************/ 717 *****************************************************************************/
659 718
660 719
661/* 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
662void cone_drop(object *op) { 722cone_drop (object *op)
723{
663 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
664 725
665 new_ob->x = op->x; 726 new_ob->x = op->x;
666 new_ob->y = op->y; 727 new_ob->y = op->y;
667 new_ob->level = op->level; 728 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
669 730
670 /* preserve skill ownership */ 731 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 } 733 {
734 new_ob->skill = op->skill;
735 }
675 insert_ob_in_map(new_ob,op->map,op,0); 736 insert_ob_in_map (new_ob, op->map, op, 0);
676 737
677} 738}
678 739
679/* 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 */
680 741
742void
681void move_cone(object *op) { 743move_cone (object *op)
744{
682 int i; 745 int i;
683 tag_t tag;
684 746
685 /* 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 */
686 if (! op->map) { 748 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 749 {
688 op->name ? op->name : "unknown"); 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 751 op->speed = 0;
690 update_ob_speed (op); 752 update_ob_speed (op);
691 return; 753 return;
692 } 754 }
693 755
694 /* lava saves it's life, but not yours :) */ 756 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
696 hit_map(op,0,op->attacktype,0); 759 hit_map (op, 0, op->attacktype, 0);
697 return; 760 return;
698 } 761 }
699 762
700#if 0 763#if 0
701 /* Disable this - enabling it makes monsters easier, as 764 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 765 * when their cone dies when they die.
703 */ 766 */
704 /* If no owner left, the spell dies out. */ 767 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 768 if (op->owner == NULL)
706 remove_ob(op); 769 {
707 free_object(op); 770 op->destroy ();
708 return; 771 return;
709 } 772 }
710#endif 773#endif
711 774
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
714 776
715 /* Check to see if we should push anything. 777 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 778 * Spell objects with weight push whatever they encounter to some
717 * degree. 779 * degree.
718 */ 780 */
781 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 782 check_spell_knockback (op);
720 783
721 if (was_destroyed (op, tag)) 784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
722 return; 790 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 791 }
729 /* Object has hit maximum range, so don't have it move 792 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 793 * any further. When the duration above expires,
731 * then the object will get removed. 794 * then the object will get removed.
732 */ 795 */
733 if (--op->range < 0) { 796 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 797 {
798 op->range = 0; /* just so it doesn't wrap */
799 return;
800 }
737 801
738 for(i= -1;i<2;i++) { 802 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 803 {
740 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)];
741 805
742 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))
743 object *tmp=get_object(); 807 {
744 copy_object(op, tmp); 808 object *tmp = op->clone ();
745 tmp->x=x;
746 tmp->y=y;
747 809
810 tmp->x = x;
811 tmp->y = y;
812
748 tmp->duration = op->duration + 1; 813 tmp->duration = op->duration + 1;
749 814
750 /* Use for spell tracking - see ok_to_put_more() */ 815 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 816 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 818 if (tmp->other_arch)
754 } 819 cone_drop (tmp);
820 }
755 } 821 }
756} 822}
757 823
758/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
759 * op: person firing the object. 825 * op: person firing the object.
761 * dir: direction to fire in. 827 * dir: direction to fire in.
762 * 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
763 * to fire. 829 * to fire.
764 * returns 0 on failure, 1 on success. 830 * returns 0 on failure, 1 on success.
765 */ 831 */
832int
766int cast_cone(object *op, object *caster,int dir, object *spell) 833cast_cone (object *op, object *caster, int dir, object *spell)
767{ 834{
768 object *tmp; 835 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 836 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 837 maptile *m;
771 sint16 sx, sy; 838 sint16 sx, sy;
772 MoveType movetype; 839 MoveType movetype;
773 840
774 if (!spell->other_arch) return 0; 841 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 842 return 0;
843
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 845 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
847 return 0;
848 }
782 849
783 if(!dir) { 850 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 851 {
852 range_min = 0;
853 range_max = 8;
854 }
787 855
788 /* 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
789 * 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
790 * insert it into is blocked. 858 * insert it into is blocked.
791 */ 859 */
792 movetype = spell->other_arch->clone.move_type; 860 movetype = spell->other_arch->clone.move_type;
793 861
794 for(i=range_min;i<=range_max;i++) { 862 for (i = range_min; i <= range_max; i++)
863 {
795 sint16 x,y, d; 864 sint16 x, y, d;
796 865
797 /* We can't use absdir here, because it never returns 866 /* We can't use absdir here, because it never returns
798 * 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
799 * 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
800 * to hit that person. 869 * to hit that person.
801 */ 870 */
802 d = dir + i; 871 d = dir + i;
803 while (d < 0) d+=8; 872 while (d < 0)
804 while (d > 8) d-=8; 873 d += 8;
874 while (d > 8)
875 d -= 8;
805 876
806 /* 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.
807 * In that case, we have to see - if dir is specified, 878 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 879 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 880 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 881 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 882 * for the rune code.
812 */ 883 */
813 if (caster->type != RUNE && d==0) { 884 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 885 {
815 else continue; 886 if (dir != 0)
816 } 887 d = 8;
888 else
889 continue;
890 }
817 891
818 x = op->x+freearr_x[d]; 892 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 893 y = op->y + freearr_y[d];
820 894
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 896 continue;
823 897
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 899 continue;
826 900
827 success=1; 901 success = 1;
828 tmp=arch_to_object(spell->other_arch); 902 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 903 tmp->set_owner (op);
830 set_spell_skill(op, caster, spell, tmp); 904 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 905 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 906 tmp->x = sx;
833 tmp->y = sy; 907 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 908 tmp->attacktype = spell->attacktype;
835 909
836 /* holy word stuff */ 910 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 912 if (!tailor_god_spell (tmp, op))
839 } 913 return 0;
840 914
841 if(dir) 915 if (dir)
842 tmp->stats.sp=dir; 916 tmp->stats.sp = dir;
843 else 917 else
844 tmp->stats.sp=i; 918 tmp->stats.sp = i;
845 919
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 921
848 /* 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 */
849 if (dir == 0) { 923 if (dir == 0)
924 {
850 tmp->range /= 4; 925 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 926 if (tmp->range < 2 && spell->range >= 2)
852 } 927 tmp->range = 2;
928 }
929
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 932
856 /* Special bonus for fear attacks */ 933 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 934 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 935 {
859 else 936 if (caster->type == PLAYER)
937 tmp->duration += fear_bonus[caster->stats.Cha];
938 else
860 tmp->duration += caster->level/3; 939 tmp->duration += caster->level / 3;
861 } 940 }
941
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 943 {
864 else 944 if (caster->type == PLAYER)
945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
946 else
865 tmp->duration += caster->level/3; 947 tmp->duration += caster->level / 3;
866 } 948 }
867 949
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 950 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 952
873 if (!tmp->move_on && tmp->stats.dam) { 953 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 954 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 956 }
877 } 957
878 insert_ob_in_map(tmp,m,op,0); 958 insert_ob_in_map (tmp, m, op, 0);
879 959
880 /* 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
881 * a single space too many times. 961 * a single space too many times.
882 */ 962 */
883 tmp->stats.maxhp = tmp->count; 963 tmp->stats.maxhp = tmp->count;
884 964
885 if(tmp->other_arch) cone_drop(tmp); 965 if (tmp->other_arch)
966 cone_drop (tmp);
886 } 967 }
968
887 return success; 969 return success;
888} 970}
889 971
890/**************************************************************************** 972/****************************************************************************
891 * 973 *
892 * BOMB related code 974 * BOMB related code
895 977
896 978
897/* This handles an exploding bomb. 979/* This handles an exploding bomb.
898 * op is the original bomb object. 980 * op is the original bomb object.
899 */ 981 */
982void
900void animate_bomb(object *op) { 983animate_bomb (object *op)
984{
901 int i; 985 int i;
902 object *env, *tmp; 986 object *env, *tmp;
903 archetype *at; 987 archetype *at;
904 988
905 if(op->state!=NUM_ANIMATIONS(op)-1) 989 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 990 return;
907 991
908 env = object_get_env_recursive(op); 992 env = object_get_env_recursive (op);
909 993
910 if (op->env) { 994 if (op->env)
995 {
911 if (env->map == NULL) 996 if (env->map == NULL)
912 return; 997 return;
913 998
914 if (env->type == PLAYER) 999 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1000 esrv_del_item (env->contr, op->count);
916 1001
917 remove_ob(op); 1002 op->remove ();
918 op->x = env->x; 1003 op->x = env->x;
919 op->y = env->y; 1004 op->y = env->y;
920 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)
1006 return;
1007 }
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 ();
921 return; 1015 return;
922 } 1016 }
923 1017
924 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
927 */ 1021 */
928 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
929 if (at) { 1023 if (at)
930 for(i=1;i<9;i++) { 1024 {
1025 for (i = 1; i < 9; i++)
1026 {
931 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]))
932 continue; 1028 continue;
933 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
934 tmp->direction = i; 1030 tmp->direction = i;
935 tmp->range = op->range; 1031 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1035 tmp->set_owner (op);
940 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1037 {
942 tmp->skill = add_refcount(op->skill); 1038 tmp->skill = op->skill;
943 } 1039 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1045 move_bullet (tmp);
950 } 1046 }
951 } 1047 }
952 1048
953 explode_bullet(op); 1049 explode_bullet (op);
954} 1050}
955 1051
1052int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
957 1055
958 object *tmp; 1056 object *tmp;
959 int mflags; 1057 int mflags;
960 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];
961 mapstruct *m; 1059 maptile *m;
962 1060
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 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 {
965 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.");
966 return 0; 1065 return 0;
967 } 1066 }
968 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
969 1068
970 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
975 1074
976 set_owner(tmp,op); 1075 tmp->set_owner (op);
977 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1077 tmp->x = dx;
979 tmp->y=dy; 1078 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1080 return 1;
982} 1081}
983 1082
984/**************************************************************************** 1083/****************************************************************************
985 * 1084 *
986 * smite related spell code. 1085 * smite related spell code.
994 * dir is the direction to look in. 1093 * dir is the direction to look in.
995 * range is how far out to look. 1094 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
998 */ 1097 */
999 1098
1099object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1001 object *target; 1102 object *target;
1002 sint16 x,y; 1103 sint16 x, y;
1003 int dist, mflags; 1104 int dist, mflags;
1004 mapstruct *mp; 1105 maptile *mp;
1005 1106
1006 if (dir==0) return NULL; 1107 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1108 return NULL;
1109
1110 for (dist = 1; dist < range; dist++)
1111 {
1112 x = op->x + freearr_x[dir] * dist;
1113 y = op->y + freearr_y[dir] * dist;
1114 mp = op->map;
1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1116
1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1125
1126 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above)
1129 {
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target;
1133 }
1134 }
1135 }
1136 }
1137 return NULL;
1028} 1138}
1029 1139
1030 1140
1031/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1145 * caster = object casting the spell.
1036 * dir = direction being cast 1146 * dir = direction being cast
1037 * spell = spell object 1147 * spell = spell object
1038 */ 1148 */
1039 1149
1150int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1041 object *effect, *target; 1153 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1043 int range; 1155 int range;
1044 1156
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1159
1048 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1164 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1166 * can't be friendly to your god.
1055 */ 1167 */
1056 1168
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1174 return 0;
1063 } 1175 }
1064 1176
1065 if (spell->other_arch) 1177 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1067 else 1179 else
1068 return 0; 1180 return 0;
1069 1181
1070 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1074 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1189 else
1190 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1192 return 0;
1080 } 1193 }
1081 } 1194 }
1082 1195
1083 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1084 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1199
1089 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1201 {
1091 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1203
1093 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD)
1207 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1211 effect->x = op->x;
1098 effect->y=op->y; 1212 effect->y = op->y;
1099 } else { 1213 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1214 else
1101 query_name(target)); 1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1217 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1218 effect->destroy ();
1104 return 0; 1219 return 0;
1220 }
1221 }
1105 } 1222 }
1106 } 1223 else
1107 } else { 1224 {
1108 /* how much woe to inflict :) */ 1225 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1227 }
1112 1228
1113 set_owner(effect,op); 1229 effect->set_owner (op);
1114 set_spell_skill(op, caster, spell, effect); 1230 set_spell_skill (op, caster, spell, effect);
1115 1231
1116 /* ok, tell it where to be, and insert! */ 1232 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1233 effect->x = target->x;
1118 effect->y=target->y; 1234 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1235 insert_ob_in_map (effect, target->map, op, 0);
1120 1236
1121 return 1; 1237 return 1;
1122} 1238}
1123 1239
1124 1240
1125/**************************************************************************** 1241/****************************************************************************
1126 * 1242 *
1128 * 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
1129 * code here is just to move the missile. 1245 * code here is just to move the missile.
1130 ****************************************************************************/ 1246 ****************************************************************************/
1131 1247
1132/* op is a missile that needs to be moved */ 1248/* op is a missile that needs to be moved */
1249void
1133void move_missile(object *op) { 1250move_missile (object *op)
1251{
1134 int i, mflags; 1252 int i, mflags;
1135 object *owner; 1253 object *owner;
1136 sint16 new_x, new_y; 1254 sint16 new_x, new_y;
1137 mapstruct *m; 1255 maptile *m;
1138 1256
1139 if (op->range-- <=0) { 1257 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1258 {
1259 op->destroy ();
1260 return;
1261 }
1144 1262
1145 owner = get_owner(op); 1263 owner = op->owner;
1146#if 0 1264#if 0
1147 /* 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
1148 * monster that are then killed would continue to survive 1266 * monster that are then killed would continue to survive
1149 */ 1267 */
1150 if (owner == NULL) { 1268 if (owner == NULL)
1151 remove_ob(op); 1269 {
1152 free_object(op); 1270 op->destroy ();
1153 return; 1271 return;
1154 } 1272 }
1155#endif 1273#endif
1156 1274
1157 new_x = op->x + DIRX(op); 1275 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1276 new_y = op->y + DIRY (op);
1159 1277
1160 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);
1161 1279
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((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))))
1164 tag_t tag = op->count; 1281 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1282 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1283 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1285 */
1169 if ( ! was_destroyed (op, tag)) { 1286 if (!op->destroyed ())
1170 remove_ob (op); 1287 op->destroy ();
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1288
1176 remove_ob(op); 1289 return;
1290 }
1291
1292 op->remove ();
1293
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1295 {
1296 op->destroy ();
1297 return;
1298 }
1299
1181 op->x = new_x; 1300 op->x = new_x;
1182 op->y = new_y; 1301 op->y = new_y;
1183 op->map = m; 1302 op->map = m;
1184 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);
1185 if(i > 0 && i != op->direction){ 1304 if (i > 0 && i != op->direction)
1305 {
1186 op->direction=i; 1306 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1307 SET_ANIMATION (op, op->direction);
1188 } 1308 }
1309
1189 insert_ob_in_map(op,op->map,op,0); 1310 insert_ob_in_map (op, op->map, op, 0);
1190} 1311}
1191 1312
1192/**************************************************************************** 1313/****************************************************************************
1193 * Destruction 1314 * Destruction
1194 ****************************************************************************/ 1315 ****************************************************************************/
1316
1195/* make_object_glow() - currently only makes living objects glow. 1317/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1319 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1320 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1321 * give them the capability to have an inventory. b.t.
1200 */ 1322 */
1201 1323
1324int
1202int make_object_glow(object *op, int radius, int time) { 1325make_object_glow (object *op, int radius, int time)
1326{
1203 object *tmp; 1327 object *tmp;
1204 1328
1205 /* some things are unaffected... */ 1329 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1330 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1331 return 0;
1208 1332
1209 tmp=get_archetype(FORCE_NAME); 1333 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1334 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1335 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1337 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1339 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1340
1217 tmp->x=op->x; 1341 tmp->x = op->x;
1218 tmp->y=op->y; 1342 tmp->y = op->y;
1219 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 */
1220 tmp=insert_ob_in_ob(tmp,op); 1345 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1346 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1347 op->glow_radius = tmp->glow_radius;
1223 1348
1224 if(!tmp->env||op!=tmp->env) { 1349 if (!tmp->env || op != tmp->env)
1350 {
1225 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);
1226 op->name); 1352 return 0;
1227 return 0;
1228 } 1353 }
1229 return 1; 1354 return 1;
1230} 1355}
1231 1356
1232 1357
1233
1234 1358
1359
1360int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1361cast_destruction (object *op, object *caster, object *spell_ob)
1362{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1363 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1364 sint16 sx, sy;
1238 mapstruct *m; 1365 maptile *m;
1239 object *tmp; 1366 object *tmp;
1240 const char *skill; 1367 const char *skill;
1241 1368
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1246 1374
1247 /* destruction doesn't use another spell object, so we need 1375 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1376 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1377 * We do some shortcuts here - since this is just temporary
1250 * 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
1251 * the full share string/free_string route. 1379 * the full share string/free_string route.
1252 */ 1380 */
1253 skill = op->skill; 1381 skill = op->skill;
1382 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1383 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1256 else op->skill = NULL; 1387 op->skill = NULL;
1257 1388
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1390
1260 for(i= -range; i<range; i++) { 1391 for (i = -range; i < range; i++)
1392 {
1261 for(j=-range; j<range ; j++) { 1393 for (j = -range; j < range; j++)
1394 {
1262 m = op->map; 1395 m = op->map;
1263 sx = op->x + i; 1396 sx = op->x + i;
1264 sy = op->y + j; 1397 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1267 if (mflags & P_IS_ALIVE) { 1401 if (mflags & P_IS_ALIVE)
1402 {
1268 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 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1406 break;
1271 if (tmp) { 1407 }
1272 if (tmp->head) tmp=tmp->head; 1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1273 1412
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1415 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1419 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1420 {
1280 tmp->x = sx; 1421 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1422 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1423 tmp->y = sy;
1283 } 1424 insert_ob_in_map (tmp, m, op, 0);
1284 } 1425 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1426 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1431 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1432
1290 effect->y = sy; 1433 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1434 effect->y = sy;
1292 } 1435 insert_ob_in_map (effect, m, op, 0);
1293 } 1436 }
1294 } 1437 }
1295 } 1438 }
1439 }
1440 }
1441 }
1296 } 1442 }
1297 }
1298 }
1299 op->skill = skill; 1443 op->skill = skill;
1300 return 1; 1444 return 1;
1301} 1445}
1302 1446
1303/*************************************************************************** 1447/***************************************************************************
1304 * 1448 *
1305 * CURSE 1449 * CURSE
1306 * 1450 *
1307 ***************************************************************************/ 1451 ***************************************************************************/
1308 1452
1453int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1454cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{
1310 object *god = find_god(determine_god(op)); 1456 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1457 object *tmp, *force;
1312 1458
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1460 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1461 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0;
1464 }
1320 1465
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1324 if (force->name == spell_ob->name) { 1471 if (force->name == spell_ob->name)
1325 break; 1472 {
1326 } 1473 break;
1474 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1475 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1476 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1478 return 0;
1331 return 0; 1479 }
1480 }
1332 } 1481 }
1333 }
1334 }
1335 1482
1336 if(force==NULL) { 1483 if (force == NULL)
1484 {
1337 force=get_archetype(FORCE_NAME); 1485 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1486 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1487 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1488 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1489 else
1490 force->name = spell_ob->name;
1491
1492 force->name_pl = spell_ob->name;
1493
1494 }
1495 else
1496 {
1348 int duration; 1497 int duration;
1349 1498
1350 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;
1351 if (duration > force->duration) { 1500 if (duration > force->duration)
1501 {
1352 force->duration = duration; 1502 force->duration = duration;
1353 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.");
1354 } else { 1504 }
1505 else
1506 {
1355 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.");
1356 } 1508 }
1357 return 1; 1509 return 1;
1358 } 1510 }
1359 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;
1360 force->speed = 1.0; 1512 force->speed = 1.0;
1361 force->speed_left = -1.0; 1513 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1514 SET_FLAG (force, FLAG_APPLIED);
1363 1515
1364 if(god) { 1516 if (god)
1517 {
1365 if (spell_ob->last_grace) 1518 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1519 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1520 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1521 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1523 }
1371 } else 1524 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1526
1374 1527
1375 if(tmp!=op && op->type==PLAYER) 1528 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1530
1378 force->stats.ac = spell_ob->stats.ac; 1531 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1532 force->stats.wc = spell_ob->stats.wc;
1380 1533
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1536 fix_player (tmp);
1384 return 1; 1537 return 1;
1385 1538
1386} 1539}
1387 1540
1388 1541
1389/********************************************************************** 1542/**********************************************************************
1393 ***********************************************************************/ 1546 ***********************************************************************/
1394 1547
1395/* This covers the various spells that change the moods of monsters - 1548/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1549 * makes them angry, peacful, friendly, etc.
1397 */ 1550 */
1551int
1398int mood_change(object *op, object *caster, object *spell) { 1552mood_change (object *op, object *caster, object *spell)
1553{
1399 object *tmp, *god, *head; 1554 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1555 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1556 sint16 x, y, nx, ny;
1402 mapstruct *m; 1557 maptile *m;
1403 const char *race; 1558 const char *race;
1404 1559
1405 /* 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
1406 * doing it over and over again. 1561 * doing it over and over again.
1407 */ 1562 */
1408 god=find_god(determine_god(op)); 1563 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1564 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1565 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1566
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1569 * won't ever match anything.
1415 */ 1570 */
1416 if (!spell->race) race=NULL; 1571 if (!spell->race)
1572 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1418 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
1419 else race = spell->race; 1578 race = spell->race;
1420
1421 1579
1580
1422 for (x = op->x - range; x <= op->x + range; x++) 1581 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1424 1584
1425 done_one=0; 1585 done_one = 0;
1426 m = op->map; 1586 m = op->map;
1427 nx = x; 1587 nx = x;
1428 ny = y; 1588 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1431 1592
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1434 1596
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1437 1600
1438 /* There can be living objects that are not monsters */ 1601 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1440 1604
1441 /* Only the head has meaningful data, so resolve to that */ 1605 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1606 if (tmp->head)
1443 else head=tmp; 1607 head = tmp->head;
1608 else
1609 head = tmp;
1444 1610
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1447 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;
1448 1616
1449 /* Now do a bunch of stuff related to saving throws */ 1617 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1618 best_at = -1;
1451 if (spell->attacktype) { 1619 if (spell->attacktype)
1620 {
1452 for (at=0; at < NROFATTACKS; at++) 1621 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1622 if (spell->attacktype & (1 << at))
1454 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;
1455 1625
1456 if (best_at == -1) at=0; 1626 if (best_at == -1)
1627 at = 0;
1457 else { 1628 else
1629 {
1458 if (head->resist[best_at] == 100) continue; 1630 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1631 continue;
1460 } 1632 else
1633 at = head->resist[best_at] / 5;
1634 }
1461 at -= level / 5; 1635 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1636 if (did_make_save (head, head->level, at))
1463 } 1637 continue;
1638 }
1464 else /* spell->attacktype */ 1639 else /* spell->attacktype */
1465 /* 1640 /*
1466 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:
1467 * if spell level < monster level, no go 1642 * if spell level < monster level, no go
1468 * 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 ) )
1469 1644
1470 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.
1471 1646
1472 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
1473 charm a level 125 monster... 1648 charm a level 125 monster...
1474 1649
1475 Ryo, august 14th 1650 Ryo, august 14th
1476 */ 1651 */
1477 { 1652 {
1478 if ( head->level > level ) continue; 1653 if (head->level > level)
1654 continue;
1479 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))))
1480 /* Failed, no effect */ 1656 /* Failed, no effect */
1481 continue; 1657 continue;
1482 } 1658 }
1483 1659
1484 /* Done with saving throw. Now start effecting the monster */ 1660 /* Done with saving throw. Now start effecting the monster */
1485 1661
1486 /* aggravation */ 1662 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1665 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1667 remove_friendly_object (head);
1491 1668
1492 done_one = 1; 1669 done_one = 1;
1493 head->enemy = op; 1670 head->enemy = op;
1494 } 1671 }
1495 1672
1496 /* calm monsters */ 1673 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1677 head->enemy = NULL;
1500 done_one = 1; 1678 done_one = 1;
1501 } 1679 }
1502 1680
1503 /* berserk monsters */ 1681 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1505 SET_FLAG(head, FLAG_BERSERK); 1684 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1685 done_one = 1;
1507 } 1686 }
1508 /* charm */ 1687 /* charm */
1509 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 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1690 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1695 head->set_owner (op);
1516 set_spell_skill(op, caster, spell, head); 1696 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1697 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1698 head->attack_movement = PETMOVE;
1519 done_one = 1; 1699 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1701 head->stats.exp = 0;
1522 } 1702 }
1523 1703
1524 /* If a monster was effected, put an effect in */ 1704 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1705 if (done_one && spell->other_arch)
1706 {
1526 tmp = arch_to_object(spell->other_arch); 1707 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1708 tmp->x = nx;
1528 tmp->y = ny; 1709 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1710 insert_ob_in_map (tmp, m, op, 0);
1530 } 1711 }
1531 } /* for y */ 1712 } /* for y */
1532 1713
1533 return 1; 1714 return 1;
1534} 1715}
1535 1716
1536 1717
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1720 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1721 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1722 * note that duration is handled by process_object() in time.c
1542 */ 1723 */
1543 1724
1725void
1544void move_ball_spell(object *op) { 1726move_ball_spell (object *op)
1727{
1545 int i,j,dam_save,dir, mflags; 1728 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1729 sint16 nx, ny, hx, hy;
1547 object *owner; 1730 object *owner;
1548 mapstruct *m; 1731 maptile *m;
1549 1732
1550 owner = get_owner(op); 1733 owner = op->owner;
1551 1734
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1737 * victim. The block immediately below more or less chooses a random
1555 * 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
1556 * deviations. 1739 * deviations.
1557 */ 1740 */
1558 1741
1559 dir = 0; 1742 dir = 0;
1560 if(!(rndm(0, 3))) 1743 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1744 j = rndm (0, 1);
1562 else j=0; 1745 else
1746 j = 0;
1563 1747
1564 for(i = 1; i < 9; i++) { 1748 for (i = 1; i < 9; i++)
1749 {
1565 /* i bit 0: alters sign of offset 1750 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1751 * other bits (i / 2): absolute value of offset
1567 */ 1752 */
1568 1753
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1755 int tmpdir = absdir (op->direction + offset);
1571 1756
1572 nx = op->x + freearr_x[tmpdir]; 1757 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1758 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1760 {
1576 dir = tmpdir; 1761 dir = tmpdir;
1577 break; 1762 break;
1578 } 1763 }
1579 } 1764 }
1580 if (dir == 0) { 1765 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1766 {
1767 nx = op->x;
1768 ny = op->y;
1769 m = op->map;
1770 }
1585 1771
1586 remove_ob(op); 1772 op->remove ();
1587 op->y=ny; 1773 op->y = ny;
1588 op->x=nx; 1774 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1775 insert_ob_in_map (op, m, op, 0);
1590 1776
1591 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
1592 surrounding squares */ 1778 surrounding squares */
1593 1779
1594 /* loop over current square and neighbors to hit. 1780 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1781 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1782 * the surround spaces.
1597 */ 1783 */
1598 for(j=0;j<9;j++) { 1784 for (j = 0; j < 9; j++)
1785 {
1599 object *new_ob; 1786 object *new_ob;
1600 1787
1601 hx = nx+freearr_x[j]; 1788 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1789 hy = ny + freearr_y[j];
1603 1790
1604 m = op->map; 1791 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1793
1607 if (mflags & P_OUT_OF_MAP) continue; 1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1608 1796
1609 /* 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
1610 * of the map either. 1798 * of the map either.
1611 */ 1799 */
1612 1800
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1802 {
1803 if (j)
1804 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1805 hit_map (op, j, op->attacktype, 1);
1616 1806
1617 } 1807 }
1618 1808
1619 /* insert the other arch */ 1809 /* insert the other arch */
1620 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 {
1621 new_ob = arch_to_object(op->other_arch); 1812 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1813 new_ob->x = hx;
1623 new_ob->y = hy; 1814 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1815 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1816 }
1626 } 1817 }
1627 1818
1628 /* restore to the center location and damage*/ 1819 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1820 op->stats.dam = dam_save;
1630 1821
1631 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);
1632 1823
1633 if(i>=0) { /* we have a preferred direction! */ 1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1826 /* pick another direction if the preferred dir is blocked. */
1635 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 ||
1636 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 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1831 }
1639 op->direction=i; 1832 op->direction = i;
1640 } 1833 }
1641} 1834}
1642 1835
1643 1836
1644/* move_swarm_spell: peterm 1837/* move_swarm_spell: peterm
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1843 */
1651 1844
1845void
1652void move_swarm_spell(object *op) 1846move_swarm_spell (object *op)
1653{ 1847{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1848#if 0
1676 // this is bogus: it causes wrong places to be checked below 1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1851 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1852 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1853 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1854#endif
1855 int basedir;
1856 object *owner;
1723 1857
1858 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL)
1860 {
1861 op->destroy ();
1862 return;
1863 }
1864
1865 op->duration--;
1866
1867 basedir = op->direction;
1868 if (basedir == 0)
1869 {
1870 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8);
1872 }
1873
1874#if 0
1875 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space.
1879 // should be fixed later, but correctness before featurs...
1880 // (schmorp)
1881
1882 /* new offset calculation to make swarm element distribution
1883 * more uniform
1884 */
1885 if (op->duration)
1886 {
1887 if (basedir & 1)
1888 {
1889 adjustdir = cardinal_adjust[rndm (0, 8)];
1890 }
1891 else
1892 {
1893 adjustdir = diagonal_adjust[rndm (0, 9)];
1894 }
1895 }
1896 else
1897 {
1898 adjustdir = 0; /* fire the last one from forward. */
1899 }
1900
1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1903
1904 /* back up one space so we can hit point-blank targets, but this
1905 * necessitates extra out_of_map check below
1906 */
1907 origin_x = target_x - freearr_x[basedir];
1908 origin_y = target_y - freearr_y[basedir];
1909
1910
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1912 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1914 * do some sanity checking anyways.
1728 */ 1915 */
1916
1917 if (op->spell && op->spell->type == SPELL &&
1918 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1919 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1920 {
1921
1922 /* Bullet spells have a bunch more customization that needs to be done */
1923 if (op->spell->subtype == SP_BULLET)
1924 fire_bullet (owner, op, basedir, op->spell);
1925 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1926 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1927 }
1928#endif
1929
1930 /* spell pointer is set up for the spell this casts. Since this
1931 * should just be a pointer to the spell in some inventory,
1932 * it is unlikely to disappear by the time we need it. However,
1933 * do some sanity checking anyways.
1934 */
1935
1730 if (op->spell && op->spell->type == SPELL) 1936 if (op->spell && op->spell->type == SPELL)
1731 { 1937 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1939 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1940 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1943 }
1738} 1944}
1739 1945
1740 1946
1741 1947
1742 1948
1750 * dir: the direction everything will be fired in 1956 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1957 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1958 * n: the number to be fired.
1753 */ 1959 */
1754 1960
1961int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1962fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1963{
1757 object *tmp; 1964 object *tmp;
1758 int i; 1965 int i;
1759 1966
1760 if (!spell->other_arch) return 0; 1967 if (!spell->other_arch)
1968 return 0;
1761 1969
1762 tmp=get_archetype(SWARM_SPELL); 1970 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1971 tmp->x = op->x;
1764 tmp->y=op->y; 1972 tmp->y = op->y;
1765 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. */
1766 set_spell_skill(op, caster, spell, tmp); 1974 set_spell_skill (op, caster, spell, tmp);
1767 1975
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1977 tmp->spell = arch_to_object (spell->other_arch);
1770 1978
1771 tmp->attacktype = tmp->spell->attacktype; 1979 tmp->attacktype = tmp->spell->attacktype;
1772 1980
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1774 if ( ! tailor_god_spell (tmp, op)) 1983 if (!tailor_god_spell (tmp, op))
1775 return 1; 1984 return 1;
1776 } 1985 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 1987 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 1989
1781 tmp->direction=dir; 1990 tmp->direction = dir;
1782 tmp->invisible=1; 1991 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 1992 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 1993 return 1;
1785} 1994}
1786 1995
1787 1996
1788/* See the spells documentation file for why this is its own 1997/* See the spells documentation file for why this is its own
1789 * function. 1998 * function.
1790 */ 1999 */
2000int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2001cast_light (object *op, object *caster, object *spell, int dir)
2002{
1792 object *target=NULL,*tmp=NULL; 2003 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2004 sint16 x, y;
1794 int dam, mflags; 2005 int dam, mflags;
1795 mapstruct *m; 2006 maptile *m;
1796 2007
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2009
1799 if(!dir) { 2010 if (!dir)
2011 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2013 return 0;
1802 } 2014 }
1803 2015
1804 x=op->x+freearr_x[dir]; 2016 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2017 y = op->y + freearr_y[dir];
1806 m = op->map; 2018 m = op->map;
1807 2019
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2021
1810 if (mflags & P_OUT_OF_MAP) { 2022 if (mflags & P_OUT_OF_MAP)
2023 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2025 return 0;
1813 } 2026 }
1814 2027
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2028 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 {
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2033 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2034 if (target->head)
2035 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2037 return 1; /* one success only! */
2038 }
1822 } 2039 }
1823 }
1824 2040
1825 /* no live target, perhaps a wall is in the way? */ 2041 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 2045 return 0;
1829 } 2046 }
1830 2047
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 2049 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2050 if (!tmp)
2051 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2053 return 0;
1836 } 2054 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2056 if (tmp->glow_radius)
2057 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 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;
1841 } 2061 }
1842 tmp->x=x; 2062 tmp->x = x;
1843 tmp->y=y; 2063 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2064 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2065 return 1;
1846} 2066}
1847 2067
1848 2068
1849 2069
1850 2070
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 2075 * perhaps this should actually be in disease.c?
1856 */ 2076 */
1857 2077
2078int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2079cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{
1859 sint16 x,y; 2081 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2082 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2083 object *walk;
1862 mapstruct *m; 2084 maptile *m;
1863 2085
1864 x = op->x; 2086 x = op->x;
1865 y = op->y; 2087 y = op->y;
1866 2088
1867 /* 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
1868 * direction the player is pointing. 2090 * direction the player is pointing.
1869 */ 2091 */
2092 if (!dir)
1870 if (!dir) dir=op->facing; 2093 dir = op->facing;
2094 if (!dir)
1871 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 */
1872 2096
1873 /* Calculate these once here */ 2097 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2098 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2099 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2100 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2101
1878 /* search in a line for a victim */ 2102 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2103 for (i = 1; i < range; i++)
2104 {
1880 x = op->x + i * freearr_x[dir]; 2105 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2106 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2107 m = op->map;
1883 2108
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2110
1886 if (mflags & P_OUT_OF_MAP) return 0; 2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
1887 2113
1888 /* don't go through walls - presume diseases are airborne */ 2114 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 2117
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 2119 if (mflags & P_IS_ALIVE)
2120 {
1893 /* search this square for a victim */ 2121 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2125 object *disease = arch_to_object (spell->other_arch);
1897 2126
1898 set_owner(disease,op); 2127 disease->set_owner (op);
1899 set_spell_skill(op, caster, spell, disease); 2128 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2129 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2130 disease->level = caster_level (caster, spell);
1902 2131
1903 /* do level adjustments */ 2132 /* do level adjustments */
1904 if(disease->stats.wc) 2133 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2134 disease->stats.wc += dur_mod / 2;
1906 2135
1907 if(disease->magic> 0) 2136 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2137 disease->magic += dur_mod / 4;
1909 2138
1910 if(disease->stats.maxhp>0) 2139 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2140 disease->stats.maxhp += dur_mod;
1912 2141
1913 if(disease->stats.maxgrace>0) 2142 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2143 disease->stats.maxgrace += dur_mod;
1915 2144
1916 if(disease->stats.dam) { 2145 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2146 {
1918 disease->stats.dam += dam_mod; 2147 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2148 disease->stats.dam += dam_mod;
1920 } 2149 else
2150 disease->stats.dam -= dam_mod;
2151 }
1921 2152
1922 if(disease->last_sp) { 2153 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2154 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2155 disease->last_sp -= 2 * dam_mod;
1925 } 2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
2158 }
1926 2159
1927 if(disease->stats.maxsp) { 2160 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2161 {
1929 disease->stats.maxsp += dam_mod; 2162 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2163 disease->stats.maxsp += dam_mod;
1931 } 2164 else
1932 2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
1933 if(disease->stats.ac) 2168 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2169 disease->stats.ac += dam_mod;
1935 2170
1936 if(disease->last_eat) 2171 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2172 disease->last_eat -= dam_mod;
1938 2173
1939 if(disease->stats.hp) 2174 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2175 disease->stats.hp -= dam_mod;
1941 2176
1942 if(disease->stats.sp) 2177 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2178 disease->stats.sp -= dam_mod;
1944 2179
1945 if(infect_object(walk,disease,1)) { 2180 if (infect_object (walk, disease, 1))
2181 {
1946 object *flash; /* visual effect for inflicting disease */ 2182 object *flash; /* visual effect for inflicting disease */
1947 2183
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2185
1950 free_object(disease); /* don't need this one anymore */ 2186 disease->destroy (); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2187 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2188 flash->x = x;
1953 flash->y = y; 2189 flash->y = y;
1954 flash->map = walk->map; 2190 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2191 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2192 return 1;
1957 } 2193 }
1958 free_object(disease); 2194
1959 } 2195 disease->destroy ();
1960 } /* if living creature */ 2196 }
1961 } /* for range of spaces */ 2197 } /* if living creature */
2198 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2200 return 1;
1964} 2201}

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