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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 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 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.
268 * we remove the magic flag - that can be derived from 280 * we remove the magic flag - that can be derived from
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 285int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 286fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
287{
275 object *tmp=NULL; 288 object *tmp = NULL;
276 int mflags; 289 int mflags;
277 290
278 if (!spob->other_arch) 291 if (!spob->other_arch)
279 return 0; 292 return 0;
280 293
281 tmp=arch_to_object(spob->other_arch); 294 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 295 if (tmp == NULL)
283 return 0; 296 return 0;
284 297
285 /* peterm: level dependency for bolts */ 298 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 299 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 300 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 301 if (spob->slaying)
302 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 303 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 305 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 306 tmp->stats.Con = spob->stats.Con;
293 307
294 tmp->direction=dir; 308 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 309 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 310 SET_ANIMATION (tmp, dir);
297 311
298 set_owner(tmp,op); 312 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 313 set_spell_skill (op, caster, spob, tmp);
300 314
301 tmp->x=op->x + DIRX(tmp); 315 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 316 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 317 tmp->map = op->map;
304 318
319 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
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
327 tmp->map = newmap;
328
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 329 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
330 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 332 {
333 tmp->destroy ();
313 return 0; 334 return 0;
314 } 335 }
315 tmp->x=op->x; 336
316 tmp->y=op->y; 337 tmp->x = op->x;
338 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 339 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 340 tmp->map = op->map;
319 } 341 }
342
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 344 move_bolt (tmp);
345
322 return 1; 346 return 1;
323} 347}
324 348
325 349
326 350
327/*************************************************************************** 351/***************************************************************************
332 356
333/* expands an explosion. op is a piece of the 357/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 358 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 359 * At least that is what I think this does.
336 */ 360 */
361void
337void explosion(object *op) { 362explosion (object *op)
363{
338 object *tmp; 364 object *tmp;
339 mapstruct *m=op->map; 365 maptile *m = op->map;
340 int i; 366 int i;
341 367
342 if(--(op->duration)<0) { 368 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 369 {
370 op->destroy ();
371 return;
372 }
373
347 hit_map(op,0,op->attacktype,0); 374 hit_map (op, 0, op->attacktype, 0);
348 375
349 if(op->range>0) { 376 if (op->range > 0)
350 for(i=1;i<9;i++) { 377 {
378 for (i = 1; i < 9; i++)
379 {
351 sint16 dx,dy; 380 sint16 dx, dy;
352 381
353 dx=op->x+freearr_x[i]; 382 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 383 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 384 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 385 * out of map, etc.
357 */ 386 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 388 {
360 copy_object(op,tmp); 389 tmp = op->clone ();
361 tmp->state=0; 390 tmp->state = 0;
362 tmp->speed_left= -0.21; 391 tmp->speed_left = -0.21;
363 tmp->range--; 392 tmp->range--;
364 tmp->value=0; 393 tmp->value = 0;
365 tmp->x=dx; 394 tmp->x = dx;
366 tmp->y=dy; 395 tmp->y = dy;
367 insert_ob_in_map(tmp,m,op,0); 396 insert_ob_in_map (tmp, m, op, 0);
368 } 397 }
369 } 398 }
370 } 399 }
371} 400}
372 401
373 402
374/* Causes an object to explode, eg, a firebullet, 403/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 404 * poison cloud ball, etc. op is the object to
376 * explode. 405 * explode.
377 */ 406 */
407void
378void explode_bullet(object *op) 408explode_bullet (object *op)
379{ 409{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 410 object *tmp, *owner;
382 411
383 if (op->other_arch == NULL) { 412 if (op->other_arch == NULL)
413 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 415 op->destroy ();
386 free_object (op); 416 return;
387 return;
388 } 417 }
389 418
390 if (op->env) { 419 if (op->env)
420 {
391 object *env; 421 object *env;
392 422
393 env = object_get_env_recursive(op); 423 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 424 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 427 op->destroy ();
397 free_object (op);
398 return; 428 return;
399 } 429 }
400 remove_ob (op); 430
431 op->remove ();
401 op->x = env->x; 432 op->x = env->x;
402 op->y = env->y; 433 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 436 else if (out_of_map (op->map, op->x, op->y))
437 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 439 op->destroy ();
407 free_object (op); 440 return;
408 return;
409 } 441 }
410 442
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 444 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 445 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 447 {
416 remove_ob (op); 448 op->destroy ();
417 free_object (op); 449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
418 return; 456 return;
419 } 457 }
420 458
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
429 461
430 copy_owner (tmp, op); 462 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 464
434 owner = get_owner(op); 465 owner = op->owner;
466
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 468 {
469 op->destroy ();
470 return;
471 }
472
441 tmp->x = op->x; 473 tmp->x = op->x;
442 tmp->y = op->y; 474 tmp->y = op->y;
443 475
444 /* special for bombs - it actually has sane values for these */ 476 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
446 tmp->attacktype = op->attacktype; 479 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 480 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 481 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 482 tmp->duration = op->duration;
450 } else { 483 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 488 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 489 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 490 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 491 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 492 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 493 * the count of the parent should work fine.
458 */ 494 */
459 tmp->stats.maxhp = op->count; 495 tmp->stats.maxhp = op->count;
460 } 496 }
461 497
462 /* Set direction of cone explosion */ 498 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 500 tmp->stats.sp = op->direction;
465 501
466 /* Prevent recursion */ 502 /* Prevent recursion */
467 op->move_on = 0; 503 op->move_on = 0;
468 504
469 insert_ob_in_map(tmp, op->map, op, 0); 505 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 506 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 507 if (!op->destroyed ())
472 remove_ob (op); 508 {
473 free_object (op); 509 op->destroy ();
474 } 510 }
475} 511}
476 512
477 513
478 514
479/* checks to see what op should do, given the space it is on 515/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 516 * (eg, explode, damage player, etc)
481 */ 517 */
482 518
519void
483void check_bullet(object *op) 520check_bullet (object *op)
484{ 521{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 522 object *tmp;
487 int dam, mflags; 523 int dam, mflags;
488 mapstruct *m; 524 maptile *m;
489 sint16 sx, sy; 525 sint16 sx, sy;
490 526
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 527 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 528
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 529 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 530 return;
495 531
496 if (op->other_arch) { 532 if (op->other_arch)
533 {
497 /* explode object will also remove op */ 534 /* explode object will also remove op */
498 explode_bullet (op); 535 explode_bullet (op);
499 return; 536 return;
500 } 537 }
501 538
502 /* If nothing alive on this space, no reason to do anything further */ 539 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 540 if (!(mflags & P_IS_ALIVE))
541 return;
504 542
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 544 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 546 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 549 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 550 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 551 {
515 free_object(op); 552 op->destroy ();
516 return; 553 return;
517 } 554 }
518 } 555 }
519 } 556 }
520 } 557 }
521} 558}
522
523 559
524/* Basically, we move 'op' one square, and if it hits something, 560/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 561 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 562 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 563 * fired arches (eg, bolts).
528 */ 564 */
529 565void
530void move_bullet(object *op) 566move_bullet (object *op)
531{ 567{
532 sint16 new_x, new_y; 568 sint16 new_x, new_y;
533 int mflags; 569 int mflags;
534 mapstruct *m; 570 maptile *m;
535 571
536#if 0 572#if 0
537 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
538 574
539 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
542 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
544 return; 581 return;
545 } /* end addition. */ 582 } /* end addition. */
546#endif 583#endif
547 584
548 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
550 if (op->other_arch) { 588 if (op->other_arch)
551 explode_bullet (op); 589 explode_bullet (op);
552 } else { 590 else
553 remove_ob (op); 591 op->destroy ();
554 free_object (op); 592
555 }
556 return; 593 return;
557 } 594 }
558 595
559 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
561 m = op->map; 598 m = op->map;
562 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);
563 600
564 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 602 {
566 free_object (op); 603 op->destroy ();
567 return; 604 return;
568 } 605 }
569 606
570 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 {
571 if (op->other_arch) { 609 if (op->other_arch)
572 explode_bullet (op); 610 explode_bullet (op);
573 } else { 611 else
574 remove_ob (op); 612 op->destroy ();
575 free_object (op); 613
576 }
577 return; 614 return;
578 } 615 }
579 616
580 remove_ob (op); 617 op->remove ();
581 op->x = new_x; 618 op->x = new_x;
582 op->y = new_y; 619 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 621 return;
585 622
586 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
587 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 626 update_turn_face (op);
589 } else { 627 }
628 else
590 check_bullet (op); 629 check_bullet (op);
591 }
592} 630}
593 631
594 632
595 633
596 634
601 * spob->attacktype. 639 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 640 * This function sets up the appropriate owner and skill
603 * pointers. 641 * pointers.
604 */ 642 */
605 643
644int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 645fire_bullet (object *op, object *caster, int dir, object *spob)
646{
607 object *tmp=NULL; 647 object *tmp = NULL;
608 int mflags; 648 int mflags;
609 649
610 if (!spob->other_arch) 650 if (!spob->other_arch)
611 return 0; 651 return 0;
612 652
613 tmp=arch_to_object(spob->other_arch); 653 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 654 if (tmp == NULL)
615 return 0; 655 return 0;
616 656
617 /* peterm: level dependency for bolts */ 657 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 659 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 660 if (spob->slaying)
661 tmp->slaying = spob->slaying;
621 662
622 tmp->range = 50; 663 tmp->range = 50;
623 664
624 /* Need to store duration/range for the ball to use */ 665 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 666 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 667 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 668 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 669
629 tmp->direction=dir; 670 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 671 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 672 SET_ANIMATION (tmp, dir);
632 673
633 set_owner(tmp,op); 674 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 675 set_spell_skill (op, caster, spob, tmp);
635 676
636 tmp->x=op->x + freearr_x[dir]; 677 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 678 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 679 tmp->map = op->map;
639 680
681 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 683 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 684 {
685 tmp->destroy ();
686 return 0;
687 }
688
689 tmp->map = newmap;
690
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 691 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
692 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 693 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 694 {
695 tmp->destroy ();
648 return 0; 696 return 0;
649 } 697 }
650 tmp->x=op->x; 698
651 tmp->y=op->y; 699 tmp->x = op->x;
700 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 701 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 702 tmp->map = op->map;
654 } 703 }
704
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
656 check_bullet (tmp); 706 check_bullet (tmp);
657 } 707
658 return 1; 708 return 1;
659} 709}
660 710
661 711
662 712
663 713
667 * 717 *
668 *****************************************************************************/ 718 *****************************************************************************/
669 719
670 720
671/* drops an object based on what is in the cone's "other_arch" */ 721/* drops an object based on what is in the cone's "other_arch" */
722void
672void cone_drop(object *op) { 723cone_drop (object *op)
724{
673 object *new_ob = arch_to_object(op->other_arch); 725 object *new_ob = arch_to_object (op->other_arch);
674 726
675 new_ob->x = op->x; 727 new_ob->x = op->x;
676 new_ob->y = op->y; 728 new_ob->y = op->y;
677 new_ob->level = op->level; 729 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 730 new_ob->set_owner (op->owner);
679 731
680 /* preserve skill ownership */ 732 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 733 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 734 {
735 new_ob->skill = op->skill;
736 }
685 insert_ob_in_map(new_ob,op->map,op,0); 737 insert_ob_in_map (new_ob, op->map, op, 0);
686 738
687} 739}
688 740
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 741/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 742
743void
691void move_cone(object *op) { 744move_cone (object *op)
745{
692 int i; 746 int i;
693 tag_t tag;
694 747
695 /* if no map then hit_map will crash so just ignore object */ 748 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 749 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 750 {
698 op->name ? op->name : "unknown"); 751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 752 op->speed = 0;
700 update_ob_speed (op); 753 update_ob_speed (op);
701 return; 754 return;
702 } 755 }
703 756
704 /* lava saves it's life, but not yours :) */ 757 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 758 if (QUERY_FLAG (op, FLAG_LIFESAVE))
759 {
706 hit_map(op,0,op->attacktype,0); 760 hit_map (op, 0, op->attacktype, 0);
707 return; 761 return;
708 } 762 }
709 763
710#if 0 764#if 0
711 /* Disable this - enabling it makes monsters easier, as 765 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 766 * when their cone dies when they die.
713 */ 767 */
714 /* If no owner left, the spell dies out. */ 768 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 769 if (op->owner == NULL)
716 remove_ob(op); 770 {
717 free_object(op); 771 op->destroy ();
718 return; 772 return;
719 } 773 }
720#endif 774#endif
721 775
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 776 hit_map (op, 0, op->attacktype, 0);
724 777
725 /* Check to see if we should push anything. 778 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 779 * Spell objects with weight push whatever they encounter to some
727 * degree. 780 * degree.
728 */ 781 */
782 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 783 check_spell_knockback (op);
730 784
731 if (was_destroyed (op, tag)) 785 if (op->destroyed ())
786 return;
787
788 if ((op->duration--) < 0)
789 {
790 op->destroy ();
732 return; 791 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 792 }
739 /* Object has hit maximum range, so don't have it move 793 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 794 * any further. When the duration above expires,
741 * then the object will get removed. 795 * then the object will get removed.
742 */ 796 */
743 if (--op->range < 0) { 797 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 798 {
799 op->range = 0; /* just so it doesn't wrap */
800 return;
801 }
747 802
748 for(i= -1;i<2;i++) { 803 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 804 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 805 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 806
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 807 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 808 {
754 copy_object(op, tmp); 809 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 810
811 tmp->x = x;
812 tmp->y = y;
813
758 tmp->duration = op->duration + 1; 814 tmp->duration = op->duration + 1;
759 815
760 /* Use for spell tracking - see ok_to_put_more() */ 816 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 817 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 818 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 819 if (tmp->other_arch)
764 } 820 cone_drop (tmp);
821 }
765 } 822 }
766} 823}
767 824
768/* cast_cone: casts a cone spell. 825/* cast_cone: casts a cone spell.
769 * op: person firing the object. 826 * op: person firing the object.
771 * dir: direction to fire in. 828 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 829 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 830 * to fire.
774 * returns 0 on failure, 1 on success. 831 * returns 0 on failure, 1 on success.
775 */ 832 */
833int
776int cast_cone(object *op, object *caster,int dir, object *spell) 834cast_cone (object *op, object *caster, int dir, object *spell)
777{ 835{
778 object *tmp; 836 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 837 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 838 maptile *m;
781 sint16 sx, sy; 839 sint16 sx, sy;
782 MoveType movetype; 840 MoveType movetype;
783 841
784 if (!spell->other_arch) return 0; 842 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 843 return 0;
844
845 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 846 {
847 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
848 return 0;
849 }
792 850
793 if(!dir) { 851 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 852 {
853 range_min = 0;
854 range_max = 8;
855 }
797 856
798 /* Need to know what the movetype of the object we are about 857 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 858 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 859 * insert it into is blocked.
801 */ 860 */
802 movetype = spell->other_arch->clone.move_type; 861 movetype = spell->other_arch->clone.move_type;
803 862
804 for(i=range_min;i<=range_max;i++) { 863 for (i = range_min; i <= range_max; i++)
864 {
805 sint16 x,y, d; 865 sint16 x, y, d;
806 866
807 /* We can't use absdir here, because it never returns 867 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 868 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 869 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 870 * to hit that person.
811 */ 871 */
812 d = dir + i; 872 d = dir + i;
813 while (d < 0) d+=8; 873 while (d < 0)
814 while (d > 8) d-=8; 874 d += 8;
875 while (d > 8)
876 d -= 8;
815 877
816 /* If it's not a rune, we don't want to blast the caster. 878 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 879 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 880 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 881 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 882 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 883 * for the rune code.
822 */ 884 */
823 if (caster->type != RUNE && d==0) { 885 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 886 {
825 else continue; 887 if (dir != 0)
826 } 888 d = 8;
889 else
890 continue;
891 }
827 892
828 x = op->x+freearr_x[d]; 893 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 894 y = op->y + freearr_y[d];
830 895
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 896 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 897 continue;
833 898
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 899 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 900 continue;
836 901
837 success=1; 902 success = 1;
838 tmp=arch_to_object(spell->other_arch); 903 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 904 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 905 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 906 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 907 tmp->x = sx;
843 tmp->y = sy; 908 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 909 tmp->attacktype = spell->attacktype;
845 910
846 /* holy word stuff */ 911 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 913 if (!tailor_god_spell (tmp, op))
849 } 914 return 0;
850 915
851 if(dir) 916 if (dir)
852 tmp->stats.sp=dir; 917 tmp->stats.sp = dir;
853 else 918 else
854 tmp->stats.sp=i; 919 tmp->stats.sp = i;
855 920
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 921 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 922
858 /* If casting it in all directions, it doesn't go as far */ 923 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 924 if (dir == 0)
925 {
860 tmp->range /= 4; 926 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 927 if (tmp->range < 2 && spell->range >= 2)
862 } 928 tmp->range = 2;
929 }
930
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 931 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 932 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 933
866 /* Special bonus for fear attacks */ 934 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 935 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 936 {
869 else 937 if (caster->type == PLAYER)
938 tmp->duration += fear_bonus[caster->stats.Cha];
939 else
870 tmp->duration += caster->level/3; 940 tmp->duration += caster->level / 3;
871 } 941 }
942
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 943 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 944 {
874 else 945 if (caster->type == PLAYER)
946 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
947 else
875 tmp->duration += caster->level/3; 948 tmp->duration += caster->level / 3;
876 } 949 }
877 950
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 951 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 953
883 if (!tmp->move_on && tmp->stats.dam) { 954 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 955 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 957 }
887 } 958
888 insert_ob_in_map(tmp,m,op,0); 959 insert_ob_in_map (tmp, m, op, 0);
889 960
890 /* This is used for tracking spells so that one effect doesn't hit 961 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 962 * a single space too many times.
892 */ 963 */
893 tmp->stats.maxhp = tmp->count; 964 tmp->stats.maxhp = tmp->count;
894 965
895 if(tmp->other_arch) cone_drop(tmp); 966 if (tmp->other_arch)
967 cone_drop (tmp);
896 } 968 }
969
897 return success; 970 return success;
898} 971}
899 972
900/**************************************************************************** 973/****************************************************************************
901 * 974 *
902 * BOMB related code 975 * BOMB related code
905 978
906 979
907/* This handles an exploding bomb. 980/* This handles an exploding bomb.
908 * op is the original bomb object. 981 * op is the original bomb object.
909 */ 982 */
983void
910void animate_bomb(object *op) { 984animate_bomb (object *op)
985{
911 int i; 986 int i;
912 object *env, *tmp; 987 object *env, *tmp;
913 archetype *at; 988 archetype *at;
914 989
915 if(op->state!=NUM_ANIMATIONS(op)-1) 990 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 991 return;
917 992
918
919 env = object_get_env_recursive(op); 993 env = object_get_env_recursive (op);
920 994
921 if (op->env) { 995 if (op->env)
996 {
922 if (env->map == NULL) 997 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 998 return;
999
1000 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return;
943 } 1008 }
944 1009
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary
1012 // as bombs can be carried.
1013 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1014 {
1015 op->destroy ();
1016 return;
1017 }
1018
945 /* This copies a lot of the code from the fire bullet, 1019 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1020 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1021 * so just set up the appropriate values.
948 */ 1022 */
949 at = find_archetype(SPLINT); 1023 at = archetype::find (SPLINT);
950 if (at) { 1024 if (at)
951 for(i=1;i<9;i++) { 1025 {
1026 for (i = 1; i < 9; i++)
1027 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1029 continue;
954 tmp = arch_to_object(at); 1030 tmp = arch_to_object (at);
955 tmp->direction = i; 1031 tmp->direction = i;
956 tmp->range = op->range; 1032 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1033 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1034 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1035 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1036 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 1037 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1038 {
963 tmp->skill = add_refcount(op->skill); 1039 tmp->skill = op->skill;
964 } 1040 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1042 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1043 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1044 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1045 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1046 move_bullet (tmp);
971 } 1047 }
972 } 1048 }
973 1049
974 explode_bullet(op); 1050 explode_bullet (op);
975} 1051}
976 1052
1053int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1054create_bomb (object *op, object *caster, int dir, object *spell)
1055{
978 1056
979 object *tmp; 1057 object *tmp;
980 int mflags; 1058 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1060 maptile *m;
983 1061
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1062 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1066 return 0;
988 } 1067 }
989 tmp=arch_to_object(spell->other_arch); 1068 tmp = arch_to_object (spell->other_arch);
990 1069
991 /* level dependencies for bomb */ 1070 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1074 tmp->attacktype = spell->attacktype;
996 1075
997 set_owner(tmp,op); 1076 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1077 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1078 tmp->x = dx;
1000 tmp->y=dy; 1079 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1080 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1081 return 1;
1003} 1082}
1004 1083
1005/**************************************************************************** 1084/****************************************************************************
1006 * 1085 *
1007 * smite related spell code. 1086 * smite related spell code.
1015 * dir is the direction to look in. 1094 * dir is the direction to look in.
1016 * range is how far out to look. 1095 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1097 * this info is used for blocked magic/unholy spaces.
1019 */ 1098 */
1020 1099
1100object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1101get_pointed_target (object *op, int dir, int range, int type)
1102{
1022 object *target; 1103 object *target;
1023 sint16 x,y; 1104 sint16 x, y;
1024 int dist, mflags; 1105 int dist, mflags;
1025 mapstruct *mp; 1106 maptile *mp;
1026 1107
1027 if (dir==0) return NULL; 1108 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1109 return NULL;
1110
1111 for (dist = 1; dist < range; dist++)
1112 {
1113 x = op->x + freearr_x[dir] * dist;
1114 y = op->y + freearr_y[dir] * dist;
1115 mp = op->map;
1116 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1117
1118 if (mflags & P_OUT_OF_MAP)
1119 return NULL;
1120 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1121 return NULL;
1122 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1123 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL;
1126
1127 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 {
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target;
1134 }
1135 }
1136 }
1137 }
1138 return NULL;
1049} 1139}
1050 1140
1051 1141
1052/* cast_smite_arch() - the priest points to a creature and causes 1142/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1143 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1146 * caster = object casting the spell.
1057 * dir = direction being cast 1147 * dir = direction being cast
1058 * spell = spell object 1148 * spell = spell object
1059 */ 1149 */
1060 1150
1151int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1152cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{
1062 object *effect, *target; 1154 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1155 object *god = find_god (determine_god (op));
1064 int range; 1156 int range;
1065 1157
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1158 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1159 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1160
1069 /* Bunch of conditions for casting this spell. Note that only 1161 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1162 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1163 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1164 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1165 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1166 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1167 * can't be friendly to your god.
1076 */ 1168 */
1077 1169
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1171 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1172 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1173 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1175 return 0;
1084 } 1176 }
1085 1177
1086 if (spell->other_arch) 1178 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1179 effect = arch_to_object (spell->other_arch);
1088 else 1180 else
1089 return 0; 1181 return 0;
1090 1182
1091 /* tailor the effect by priest level and worshipped God */ 1183 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1184 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1185 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 {
1095 if(tailor_god_spell(effect,op)) 1188 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1190 else
1191 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1193 return 0;
1101 } 1194 }
1102 } 1195 }
1103 1196
1104 /* size of the area of destruction */ 1197 /* size of the area of destruction */
1105 effect->range=spell->range + 1198 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1199 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1200
1110 if (effect->attacktype & AT_DEATH) { 1201 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1202 {
1112 SP_level_dam_adjust(caster,spell); 1203 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1204
1114 /* casting death spells at undead isn't a good thing */ 1205 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1206 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1211 effect->x = op->x;
1119 effect->y=op->y; 1212 effect->y = op->y;
1120 } else { 1213 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1214 else
1122 query_name(target)); 1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1217 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1218 effect->destroy ();
1125 return 0; 1219 return 0;
1220 }
1221 }
1126 } 1222 }
1127 } 1223 else
1128 } else { 1224 {
1129 /* how much woe to inflict :) */ 1225 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1227 }
1133 1228
1134 set_owner(effect,op); 1229 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1230 set_spell_skill (op, caster, spell, effect);
1136 1231
1137 /* ok, tell it where to be, and insert! */ 1232 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1233 effect->x = target->x;
1139 effect->y=target->y; 1234 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1235 insert_ob_in_map (effect, target->map, op, 0);
1141 1236
1142 return 1; 1237 return 1;
1143} 1238}
1144 1239
1145 1240
1146/**************************************************************************** 1241/****************************************************************************
1147 * 1242 *
1149 * 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
1150 * code here is just to move the missile. 1245 * code here is just to move the missile.
1151 ****************************************************************************/ 1246 ****************************************************************************/
1152 1247
1153/* op is a missile that needs to be moved */ 1248/* op is a missile that needs to be moved */
1249void
1154void move_missile(object *op) { 1250move_missile (object *op)
1251{
1155 int i, mflags; 1252 int i, mflags;
1156 object *owner; 1253 object *owner;
1157 sint16 new_x, new_y; 1254 sint16 new_x, new_y;
1158 mapstruct *m; 1255 maptile *m;
1159 1256
1160 if (op->range-- <=0) { 1257 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1258 {
1259 op->destroy ();
1260 return;
1261 }
1165 1262
1166 owner = get_owner(op); 1263 owner = op->owner;
1167#if 0 1264#if 0
1168 /* 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
1169 * monster that are then killed would continue to survive 1266 * monster that are then killed would continue to survive
1170 */ 1267 */
1171 if (owner == NULL) { 1268 if (owner == NULL)
1172 remove_ob(op); 1269 {
1173 free_object(op); 1270 op->destroy ();
1174 return; 1271 return;
1175 } 1272 }
1176#endif 1273#endif
1177 1274
1178 new_x = op->x + DIRX(op); 1275 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1276 new_y = op->y + DIRY (op);
1180 1277
1181 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);
1182 1279
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((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))))
1185 tag_t tag = op->count; 1281 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1282 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1283 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1285 */
1190 if ( ! was_destroyed (op, tag)) { 1286 if (!op->destroyed ())
1191 remove_ob (op); 1287 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1288
1197 remove_ob(op); 1289 return;
1290 }
1291
1292 op->remove ();
1293
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1295 {
1296 op->destroy ();
1297 return;
1298 }
1299
1202 op->x = new_x; 1300 op->x = new_x;
1203 op->y = new_y; 1301 op->y = new_y;
1204 op->map = m; 1302 op->map = m;
1205 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);
1206 if(i > 0 && i != op->direction){ 1304 if (i > 0 && i != op->direction)
1305 {
1207 op->direction=i; 1306 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1307 SET_ANIMATION (op, op->direction);
1209 } 1308 }
1309
1210 insert_ob_in_map(op,op->map,op,0); 1310 insert_ob_in_map (op, op->map, op, 0);
1211} 1311}
1212 1312
1213/**************************************************************************** 1313/****************************************************************************
1214 * Destruction 1314 * Destruction
1215 ****************************************************************************/ 1315 ****************************************************************************/
1316
1216/* make_object_glow() - currently only makes living objects glow. 1317/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1319 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1320 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1321 * give them the capability to have an inventory. b.t.
1221 */ 1322 */
1222 1323
1324int
1223int make_object_glow(object *op, int radius, int time) { 1325make_object_glow (object *op, int radius, int time)
1326{
1224 object *tmp; 1327 object *tmp;
1225 1328
1226 /* some things are unaffected... */ 1329 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1330 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1331 return 0;
1229 1332
1230 tmp=get_archetype(FORCE_NAME); 1333 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1334 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1335 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1337 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1339 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1340
1238 tmp->x=op->x; 1341 tmp->x = op->x;
1239 tmp->y=op->y; 1342 tmp->y = op->y;
1240 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 */
1241 tmp=insert_ob_in_ob(tmp,op); 1345 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1346 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1347 op->glow_radius = tmp->glow_radius;
1244 1348
1245 if(!tmp->env||op!=tmp->env) { 1349 if (!tmp->env || op != tmp->env)
1350 {
1246 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);
1247 op->name); 1352 return 0;
1248 return 0;
1249 } 1353 }
1250 return 1; 1354 return 1;
1251} 1355}
1252 1356
1253 1357
1254
1255 1358
1359
1360int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1361cast_destruction (object *op, object *caster, object *spell_ob)
1362{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1363 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1364 sint16 sx, sy;
1259 mapstruct *m; 1365 maptile *m;
1260 object *tmp; 1366 object *tmp;
1261 const char *skill; 1367 const char *skill;
1262 1368
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 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);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1267 1374
1268 /* destruction doesn't use another spell object, so we need 1375 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1376 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1377 * We do some shortcuts here - since this is just temporary
1271 * 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
1272 * the full share string/free_string route. 1379 * the full share string/free_string route.
1273 */ 1380 */
1274 skill = op->skill; 1381 skill = op->skill;
1382 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1383 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1277 else op->skill = NULL; 1387 op->skill = NULL;
1278 1388
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1390
1281 for(i= -range; i<range; i++) { 1391 for (i = -range; i < range; i++)
1392 {
1282 for(j=-range; j<range ; j++) { 1393 for (j = -range; j < range; j++)
1394 {
1283 m = op->map; 1395 m = op->map;
1284 sx = op->x + i; 1396 sx = op->x + i;
1285 sy = op->y + j; 1397 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1288 if (mflags & P_IS_ALIVE) { 1401 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1402 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1406 break;
1292 if (tmp) { 1407 }
1293 if (tmp->head) tmp=tmp->head; 1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1294 1412
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1415 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1419 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1420 {
1301 tmp->x = sx; 1421 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1422 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1423 tmp->y = sy;
1304 } 1424 insert_ob_in_map (tmp, m, op, 0);
1305 } 1425 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1426 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1431 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1432
1311 effect->y = sy; 1433 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1434 effect->y = sy;
1313 } 1435 insert_ob_in_map (effect, m, op, 0);
1314 } 1436 }
1315 } 1437 }
1316 } 1438 }
1439 }
1440 }
1441 }
1317 } 1442 }
1318 }
1319 }
1320 op->skill = skill; 1443 op->skill = skill;
1321 return 1; 1444 return 1;
1322} 1445}
1323 1446
1324/*************************************************************************** 1447/***************************************************************************
1325 * 1448 *
1326 * CURSE 1449 * CURSE
1327 * 1450 *
1328 ***************************************************************************/ 1451 ***************************************************************************/
1329 1452
1453int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1454cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{
1331 object *god = find_god(determine_god(op)); 1456 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1457 object *tmp, *force;
1333 1458
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1460 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1461 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0;
1464 }
1341 1465
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1345 if (force->name == spell_ob->name) { 1471 if (force->name == spell_ob->name)
1346 break; 1472 {
1347 } 1473 break;
1474 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1475 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1476 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1478 return 0;
1352 return 0; 1479 }
1480 }
1353 } 1481 }
1354 }
1355 }
1356 1482
1357 if(force==NULL) { 1483 if (force == NULL)
1484 {
1358 force=get_archetype(FORCE_NAME); 1485 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1486 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1487 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1488 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1489 else
1490 force->name = spell_ob->name;
1491
1492 force->name_pl = spell_ob->name;
1493
1494 }
1495 else
1496 {
1369 int duration; 1497 int duration;
1370 1498
1371 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;
1372 if (duration > force->duration) { 1500 if (duration > force->duration)
1501 {
1373 force->duration = duration; 1502 force->duration = duration;
1374 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.");
1375 } else { 1504 }
1505 else
1506 {
1376 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.");
1377 } 1508 }
1378 return 1; 1509 return 1;
1379 } 1510 }
1380 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;
1381 force->speed = 1.0; 1512 force->speed = 1.0;
1382 force->speed_left = -1.0; 1513 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1514 SET_FLAG (force, FLAG_APPLIED);
1384 1515
1385 if(god) { 1516 if (god)
1517 {
1386 if (spell_ob->last_grace) 1518 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1519 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1520 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1521 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1523 }
1392 } else 1524 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1526
1395 1527
1396 if(tmp!=op && op->type==PLAYER) 1528 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1530
1399 force->stats.ac = spell_ob->stats.ac; 1531 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1532 force->stats.wc = spell_ob->stats.wc;
1401 1533
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1536 tmp->update_stats ();
1405 return 1; 1537 return 1;
1406 1538
1407} 1539}
1408 1540
1409 1541
1410/********************************************************************** 1542/**********************************************************************
1414 ***********************************************************************/ 1546 ***********************************************************************/
1415 1547
1416/* This covers the various spells that change the moods of monsters - 1548/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1549 * makes them angry, peacful, friendly, etc.
1418 */ 1550 */
1551int
1419int mood_change(object *op, object *caster, object *spell) { 1552mood_change (object *op, object *caster, object *spell)
1553{
1420 object *tmp, *god, *head; 1554 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1555 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1556 sint16 x, y, nx, ny;
1423 mapstruct *m; 1557 maptile *m;
1424 const char *race; 1558 const char *race;
1425 1559
1426 /* 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
1427 * doing it over and over again. 1561 * doing it over and over again.
1428 */ 1562 */
1429 god=find_god(determine_god(op)); 1563 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1564 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1565 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1566
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1569 * won't ever match anything.
1436 */ 1570 */
1437 if (!spell->race) race=NULL; 1571 if (!spell->race)
1572 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1439 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
1440 else race = spell->race; 1578 race = spell->race;
1441
1442 1579
1580
1443 for (x = op->x - range; x <= op->x + range; x++) 1581 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1445 1584
1446 done_one=0; 1585 done_one = 0;
1447 m = op->map; 1586 m = op->map;
1448 nx = x; 1587 nx = x;
1449 ny = y; 1588 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1452 1592
1453 /* 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 */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1455 1596
1456 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)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1458 1600
1459 /* There can be living objects that are not monsters */ 1601 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1461 1604
1462 /* Only the head has meaningful data, so resolve to that */ 1605 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1606 if (tmp->head)
1464 else head=tmp; 1607 head = tmp->head;
1608 else
1609 head = tmp;
1465 1610
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1468 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;
1469 1616
1470 /* Now do a bunch of stuff related to saving throws */ 1617 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1618 best_at = -1;
1472 if (spell->attacktype) { 1619 if (spell->attacktype)
1620 {
1473 for (at=0; at < NROFATTACKS; at++) 1621 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1622 if (spell->attacktype & (1 << at))
1475 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;
1476 1625
1477 if (best_at == -1) at=0; 1626 if (best_at == -1)
1627 at = 0;
1478 else { 1628 else
1629 {
1479 if (head->resist[best_at] == 100) continue; 1630 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1631 continue;
1481 } 1632 else
1633 at = head->resist[best_at] / 5;
1634 }
1482 at -= level / 5; 1635 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1636 if (did_make_save (head, head->level, at))
1484 } 1637 continue;
1638 }
1485 else /* spell->attacktype */ 1639 else /* spell->attacktype */
1486 /* 1640 /*
1487 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:
1488 * if spell level < monster level, no go 1642 * if spell level < monster level, no go
1489 * 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 ) )
1490 1644
1491 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.
1492 1646
1493 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
1494 charm a level 125 monster... 1648 charm a level 125 monster...
1495 1649
1496 Ryo, august 14th 1650 Ryo, august 14th
1497 */ 1651 */
1498 { 1652 {
1499 if ( head->level > level ) continue; 1653 if (head->level > level)
1654 continue;
1500 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))))
1501 /* Failed, no effect */ 1656 /* Failed, no effect */
1502 continue; 1657 continue;
1503 } 1658 }
1504 1659
1505 /* Done with saving throw. Now start effecting the monster */ 1660 /* Done with saving throw. Now start effecting the monster */
1506 1661
1507 /* aggravation */ 1662 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1665 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1667 remove_friendly_object (head);
1512 1668
1513 done_one = 1; 1669 done_one = 1;
1514 head->enemy = op; 1670 head->enemy = op;
1515 } 1671 }
1516 1672
1517 /* calm monsters */ 1673 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1677 head->enemy = NULL;
1521 done_one = 1; 1678 done_one = 1;
1522 } 1679 }
1523 1680
1524 /* berserk monsters */ 1681 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1526 SET_FLAG(head, FLAG_BERSERK); 1684 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1685 done_one = 1;
1528 } 1686 }
1529 /* charm */ 1687 /* charm */
1530 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 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1690 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1695 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1696 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1697 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1698 head->attack_movement = PETMOVE;
1540 done_one = 1; 1699 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1701 head->stats.exp = 0;
1543 } 1702 }
1544 1703
1545 /* If a monster was effected, put an effect in */ 1704 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1705 if (done_one && spell->other_arch)
1706 {
1547 tmp = arch_to_object(spell->other_arch); 1707 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1708 tmp->x = nx;
1549 tmp->y = ny; 1709 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1710 insert_ob_in_map (tmp, m, op, 0);
1551 } 1711 }
1552 } /* for y */ 1712 } /* for y */
1553 1713
1554 return 1; 1714 return 1;
1555} 1715}
1556 1716
1557 1717
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1720 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1721 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1722 * note that duration is handled by process_object() in time.c
1563 */ 1723 */
1564 1724
1725void
1565void move_ball_spell(object *op) { 1726move_ball_spell (object *op)
1727{
1566 int i,j,dam_save,dir, mflags; 1728 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1729 sint16 nx, ny, hx, hy;
1568 object *owner; 1730 object *owner;
1569 mapstruct *m; 1731 maptile *m;
1570 1732
1571 owner = get_owner(op); 1733 owner = op->owner;
1572 1734
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1737 * victim. The block immediately below more or less chooses a random
1576 * 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
1577 * deviations. 1739 * deviations.
1578 */ 1740 */
1579 1741
1580 dir = 0; 1742 dir = 0;
1581 if(!(rndm(0, 3))) 1743 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1744 j = rndm (0, 1);
1583 else j=0; 1745 else
1746 j = 0;
1584 1747
1585 for(i = 1; i < 9; i++) { 1748 for (i = 1; i < 9; i++)
1749 {
1586 /* i bit 0: alters sign of offset 1750 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1751 * other bits (i / 2): absolute value of offset
1588 */ 1752 */
1589 1753
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1755 int tmpdir = absdir (op->direction + offset);
1592 1756
1593 nx = op->x + freearr_x[tmpdir]; 1757 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1758 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1760 {
1597 dir = tmpdir; 1761 dir = tmpdir;
1598 break; 1762 break;
1599 } 1763 }
1600 } 1764 }
1601 if (dir == 0) { 1765 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1766 {
1767 nx = op->x;
1768 ny = op->y;
1769 m = op->map;
1770 }
1606 1771
1607 remove_ob(op); 1772 op->remove ();
1608 op->y=ny; 1773 op->y = ny;
1609 op->x=nx; 1774 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1775 insert_ob_in_map (op, m, op, 0);
1611 1776
1612 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
1613 surrounding squares */ 1778 surrounding squares */
1614 1779
1615 /* loop over current square and neighbors to hit. 1780 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1781 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1782 * the surround spaces.
1618 */ 1783 */
1619 for(j=0;j<9;j++) { 1784 for (j = 0; j < 9; j++)
1785 {
1620 object *new_ob; 1786 object *new_ob;
1621 1787
1622 hx = nx+freearr_x[j]; 1788 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1789 hy = ny + freearr_y[j];
1624 1790
1625 m = op->map; 1791 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1793
1628 if (mflags & P_OUT_OF_MAP) continue; 1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1629 1796
1630 /* 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
1631 * of the map either. 1798 * of the map either.
1632 */ 1799 */
1633 1800
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1802 {
1803 if (j)
1804 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1805 hit_map (op, j, op->attacktype, 1);
1637 1806
1638 } 1807 }
1639 1808
1640 /* insert the other arch */ 1809 /* insert the other arch */
1641 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 {
1642 new_ob = arch_to_object(op->other_arch); 1812 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1813 new_ob->x = hx;
1644 new_ob->y = hy; 1814 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1815 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1816 }
1647 } 1817 }
1648 1818
1649 /* restore to the center location and damage*/ 1819 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1820 op->stats.dam = dam_save;
1651 1821
1652 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);
1653 1823
1654 if(i>=0) { /* we have a preferred direction! */ 1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1826 /* pick another direction if the preferred dir is blocked. */
1656 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 ||
1657 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 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1831 }
1660 op->direction=i; 1832 op->direction = i;
1661 } 1833 }
1662} 1834}
1663 1835
1664 1836
1665/* move_swarm_spell: peterm 1837/* move_swarm_spell: peterm
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1843 */
1672 1844
1845void
1673void move_swarm_spell(object *op) 1846move_swarm_spell (object *op)
1674{ 1847{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1848#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1851 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1852 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1853 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1854#endif
1855 int basedir;
1856 object *owner;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1912 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1914 * do some sanity checking anyways.
1749 */ 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))))
1750 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
1751 if (op->spell && op->spell->type == SPELL) 1936 if (op->spell && op->spell->type == SPELL)
1752 { 1937 {
1753 /* 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 */
1754 if (op->spell->subtype == SP_BULLET) 1939 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1940 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1943 }
1759} 1944}
1760 1945
1761 1946
1762 1947
1763 1948
1771 * dir: the direction everything will be fired in 1956 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1957 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1958 * n: the number to be fired.
1774 */ 1959 */
1775 1960
1961int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1962fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1963{
1778 object *tmp; 1964 object *tmp;
1779 int i; 1965 int i;
1780 1966
1781 if (!spell->other_arch) return 0; 1967 if (!spell->other_arch)
1968 return 0;
1782 1969
1783 tmp=get_archetype(SWARM_SPELL); 1970 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1971 tmp->x = op->x;
1785 tmp->y=op->y; 1972 tmp->y = op->y;
1786 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. */
1787 set_spell_skill(op, caster, spell, tmp); 1974 set_spell_skill (op, caster, spell, tmp);
1788 1975
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1977 tmp->spell = arch_to_object (spell->other_arch);
1791 1978
1792 tmp->attacktype = tmp->spell->attacktype; 1979 tmp->attacktype = tmp->spell->attacktype;
1793 1980
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1795 if ( ! tailor_god_spell (tmp, op)) 1983 if (!tailor_god_spell (tmp, op))
1796 return 1; 1984 return 1;
1797 } 1985 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1987 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1989
1802 tmp->direction=dir; 1990 tmp->direction = dir;
1803 tmp->invisible=1; 1991 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1992 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 1993 return 1;
1806} 1994}
1807 1995
1808 1996
1809/* See the spells documentation file for why this is its own 1997/* See the spells documentation file for why this is its own
1810 * function. 1998 * function.
1811 */ 1999 */
2000int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2001cast_light (object *op, object *caster, object *spell, int dir)
2002{
1813 object *target=NULL,*tmp=NULL; 2003 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2004 sint16 x, y;
1815 int dam, mflags; 2005 int dam, mflags;
1816 mapstruct *m; 2006 maptile *m;
1817 2007
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2009
1820 if(!dir) { 2010 if (!dir)
2011 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2013 return 0;
1823 } 2014 }
1824 2015
1825 x=op->x+freearr_x[dir]; 2016 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2017 y = op->y + freearr_y[dir];
1827 m = op->map; 2018 m = op->map;
1828 2019
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2021
1831 if (mflags & P_OUT_OF_MAP) { 2022 if (mflags & P_OUT_OF_MAP)
2023 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2025 return 0;
1834 } 2026 }
1835 2027
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2028 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2029 {
2030 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2033 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2034 if (target->head)
2035 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2037 return 1; /* one success only! */
2038 }
1843 } 2039 }
1844 }
1845 2040
1846 /* no live target, perhaps a wall is in the way? */ 2041 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 2045 return 0;
1850 } 2046 }
1851 2047
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 2049 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2050 if (!tmp)
2051 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2053 return 0;
1857 } 2054 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2056 if (tmp->glow_radius)
2057 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 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;
1862 } 2061 }
1863 tmp->x=x; 2062 tmp->x = x;
1864 tmp->y=y; 2063 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2064 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2065 return 1;
1867} 2066}
1868 2067
1869 2068
1870 2069
1871 2070
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 2075 * perhaps this should actually be in disease.c?
1877 */ 2076 */
1878 2077
2078int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2079cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{
1880 sint16 x,y; 2081 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2082 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2083 object *walk;
1883 mapstruct *m; 2084 maptile *m;
1884 2085
1885 x = op->x; 2086 x = op->x;
1886 y = op->y; 2087 y = op->y;
1887 2088
1888 /* 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
1889 * direction the player is pointing. 2090 * direction the player is pointing.
1890 */ 2091 */
2092 if (!dir)
1891 if (!dir) dir=op->facing; 2093 dir = op->facing;
2094 if (!dir)
1892 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 */
1893 2096
1894 /* Calculate these once here */ 2097 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2098 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2099 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2100 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2101
1899 /* search in a line for a victim */ 2102 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2103 for (i = 1; i < range; i++)
2104 {
1901 x = op->x + i * freearr_x[dir]; 2105 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2106 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2107 m = op->map;
1904 2108
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2110
1907 if (mflags & P_OUT_OF_MAP) return 0; 2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
1908 2113
1909 /* don't go through walls - presume diseases are airborne */ 2114 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 2117
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 2119 if (mflags & P_IS_ALIVE)
2120 {
1914 /* search this square for a victim */ 2121 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 2125 object *disease = arch_to_object (spell->other_arch);
1918 2126
1919 set_owner(disease,op); 2127 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2128 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2129 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2130 disease->level = caster_level (caster, spell);
1923 2131
1924 /* do level adjustments */ 2132 /* do level adjustments */
1925 if(disease->stats.wc) 2133 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2134 disease->stats.wc += dur_mod / 2;
1927 2135
1928 if(disease->magic> 0) 2136 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2137 disease->magic += dur_mod / 4;
1930 2138
1931 if(disease->stats.maxhp>0) 2139 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2140 disease->stats.maxhp += dur_mod;
1933 2141
1934 if(disease->stats.maxgrace>0) 2142 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2143 disease->stats.maxgrace += dur_mod;
1936 2144
1937 if(disease->stats.dam) { 2145 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2146 {
1939 disease->stats.dam += dam_mod; 2147 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2148 disease->stats.dam += dam_mod;
1941 } 2149 else
2150 disease->stats.dam -= dam_mod;
2151 }
1942 2152
1943 if(disease->last_sp) { 2153 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2154 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2155 disease->last_sp -= 2 * dam_mod;
1946 } 2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
2158 }
1947 2159
1948 if(disease->stats.maxsp) { 2160 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2161 {
1950 disease->stats.maxsp += dam_mod; 2162 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2163 disease->stats.maxsp += dam_mod;
1952 } 2164 else
1953 2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
1954 if(disease->stats.ac) 2168 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2169 disease->stats.ac += dam_mod;
1956 2170
1957 if(disease->last_eat) 2171 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2172 disease->last_eat -= dam_mod;
1959 2173
1960 if(disease->stats.hp) 2174 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2175 disease->stats.hp -= dam_mod;
1962 2176
1963 if(disease->stats.sp) 2177 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2178 disease->stats.sp -= dam_mod;
1965 2179
1966 if(infect_object(walk,disease,1)) { 2180 if (infect_object (walk, disease, 1))
2181 {
1967 object *flash; /* visual effect for inflicting disease */ 2182 object *flash; /* visual effect for inflicting disease */
1968 2183
1969 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);
1970 2185
1971 free_object(disease); /* don't need this one anymore */ 2186 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2187 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2188 flash->x = x;
1974 flash->y = y; 2189 flash->y = y;
1975 flash->map = walk->map; 2190 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2191 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2192 return 1;
1978 } 2193 }
1979 free_object(disease); 2194
1980 } 2195 disease->destroy ();
1981 } /* if living creature */ 2196 }
1982 } /* for range of spaces */ 2197 } /* if living creature */
2198 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2200 return 1;
1985} 2201}

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