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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 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.7 2006/09/03 00:18:42 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 139 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = tmp->clone ();
142 copy_object(tmp,new_bolt);
143 146
144 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
150 new_bolt->duration++; 153 new_bolt->duration++;
151 new_bolt->x=sx; 154 new_bolt->x = sx;
152 new_bolt->y=sy; 155 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 159 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
159} 162}
160 163
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
163 */ 166 */
164 167
168void
165void move_bolt(object *op) { 169move_bolt (object *op)
170{
166 object *tmp; 171 object *tmp;
167 int mflags; 172 int mflags;
168 sint16 x, y; 173 sint16 x, y;
169 mapstruct *m; 174 maptile *m;
170 175
171 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
172 remove_ob(op); 177 {
173 free_object(op); 178 op->destroy ();
179 return;
180 }
181
182 hit_map (op, 0, op->attacktype, 1);
183
184 if (!op->direction)
185 return;
186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
174 return; 199 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 200
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 201 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 202 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 203 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 204 * will be useful.
195 */ 205 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 207 {
198 208
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 210 return;
201 211
202 /* Since walls don't run diagonal, if the bolt is in 212 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 213 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 214 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 215 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 216 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 217 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 218 * to the southwest.
209 */ 219 */
210 if(op->direction&1) 220 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 221 op->direction = absdir (op->direction + 4);
212 else { 222 else
223 {
213 int left, right; 224 int left, right;
214 int mflags; 225 int mflags;
215 226
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 228 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 229 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 230 * op->direction-1 or op->direction+1 does not exist.
220 */ 231 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 234
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 236
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 240
230 if(left==right) 241 if (left == right)
231 op->direction=absdir(op->direction+4); 242 op->direction = absdir (op->direction + 4);
232 else if(left) 243 else if (left)
233 op->direction=absdir(op->direction+2); 244 op->direction = absdir (op->direction + 2);
234 else if(right) 245 else if (right)
235 op->direction=absdir(op->direction-2); 246 op->direction = absdir (op->direction - 2);
236 } 247 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 249 return;
239 } 250 }
251 else
240 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 253 tmp = op->clone ();
242 copy_object(op,tmp); 254
243 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 258 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 259 tmp->duration++;
248 260
249 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 262 * going off in other directions.
251 */ 263 */
252 264
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 267 forklightning (op, tmp);
255 } 268 }
256 /* In this way, the object left behind sticks on the space, but 269 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
258 */ 271 */
259 op->range = 0; 272 op->range = 0;
260 } /* copy object and move it along */ 273 } /* copy object and move it along */
261 } /* if move bolt along */ 274 } /* if move bolt along */
262} 275}
263 276
264/* fire_bolt 277/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
268 * spob->attacktype. 281 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 282 * This function sets up the appropriate owner and skill
270 * pointers. 283 * pointers.
271 */ 284 */
272 285
286int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{
274 object *tmp=NULL; 289 object *tmp = NULL;
275 int mflags; 290 int mflags;
276 291
277 if (!spob->other_arch) 292 if (!spob->other_arch)
278 return 0; 293 return 0;
279 294
280 tmp=arch_to_object(spob->other_arch); 295 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 296 if (tmp == NULL)
282 return 0; 297 return 0;
283 298
284 /* peterm: level dependency for bolts */ 299 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 301 tmp->attacktype = spob->attacktype;
302 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 303 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 306 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 307 tmp->stats.Con = spob->stats.Con;
292 308
293 tmp->direction=dir; 309 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 311 SET_ANIMATION (tmp, dir);
296 312
297 set_owner(tmp,op); 313 tmp->set_owner (op);
298 set_spell_skill(op, caster, spob, tmp); 314 set_spell_skill (op, caster, spob, tmp);
299 315
300 tmp->x=op->x + DIRX(tmp); 316 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 317 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 318 tmp->map = op->map;
303 319
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 321 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 322 {
323 tmp->destroy ();
307 return 0; 324 return 0;
308 } 325 }
326
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 330 {
331 tmp->destroy ();
312 return 0; 332 return 0;
313 } 333 }
334
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
340
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 342 move_bolt (tmp);
343
321 return 1; 344 return 1;
322} 345}
323 346
324 347
325 348
326/*************************************************************************** 349/***************************************************************************
331 354
332/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 357 * At least that is what I think this does.
335 */ 358 */
359void
336void explosion(object *op) { 360explosion (object *op)
361{
337 object *tmp; 362 object *tmp;
338 mapstruct *m=op->map; 363 maptile *m = op->map;
339 int i; 364 int i;
340 365
341 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
342 remove_ob(op); 367 {
343 free_object(op); 368 op->destroy ();
344 return; 369 return;
345 } 370 }
371
346 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
347 373
348 if(op->range>0) { 374 if (op->range > 0)
375 {
349 for(i=1;i<9;i++) { 376 for (i = 1; i < 9; i++)
377 {
350 sint16 dx,dy; 378 sint16 dx, dy;
351 379
352 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 383 * out of map, etc.
356 */ 384 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 386 {
359 copy_object(op,tmp); 387 tmp = op->clone ();
360 tmp->state=0; 388 tmp->state = 0;
361 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
362 tmp->range--; 390 tmp->range--;
363 tmp->value=0; 391 tmp->value = 0;
364 tmp->x=dx; 392 tmp->x = dx;
365 tmp->y=dy; 393 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
367 } 395 }
368 } 396 }
369 } 397 }
370} 398}
371 399
372 400
373/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
375 * explode. 403 * explode.
376 */ 404 */
405void
377void explode_bullet(object *op) 406explode_bullet (object *op)
378{ 407{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 408 object *tmp, *owner;
381 409
382 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 413 op->destroy ();
385 free_object (op); 414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy ();
426 return;
427 }
428
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy ();
438 return;
439 }
440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 {
446 op->destroy ();
447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
386 return; 454 return;
387 } 455 }
388 456
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
428 459
429 copy_owner (tmp, op); 460 tmp->set_owner (op);
430 tmp->skill = op->skill; 461 tmp->skill = op->skill;
431 462
432 owner = get_owner(op); 463 owner = op->owner;
464
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 466 {
435 remove_ob (op); 467 op->destroy ();
436 free_object (op);
437 return; 468 return;
438 } 469 }
470
439 tmp->x = op->x; 471 tmp->x = op->x;
440 tmp->y = op->y; 472 tmp->y = op->y;
441 473
442 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
444 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 478 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 480 tmp->duration = op->duration;
448 } else { 481 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 490 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 491 * the count of the parent should work fine.
456 */ 492 */
457 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
458 } 494 }
459 495
460 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
463 499
464 /* Prevent recursion */ 500 /* Prevent recursion */
465 op->move_on = 0; 501 op->move_on = 0;
466 502
467 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 504 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
470 remove_ob (op); 506 {
471 free_object (op); 507 op->destroy ();
472 } 508 }
473} 509}
474 510
475 511
476 512
477/* checks to see what op should do, given the space it is on 513/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
479 */ 515 */
480 516
517void
481void check_bullet(object *op) 518check_bullet (object *op)
482{ 519{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 520 object *tmp;
485 int dam, mflags; 521 int dam, mflags;
486 mapstruct *m; 522 maptile *m;
487 sint16 sx, sy; 523 sint16 sx, sy;
488 524
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 526
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 528 return;
493 529
494 if (op->other_arch) { 530 if (op->other_arch)
531 {
495 /* explode object will also remove op */ 532 /* explode object will also remove op */
496 explode_bullet (op); 533 explode_bullet (op);
497 return; 534 return;
498 } 535 }
499 536
500 /* If nothing alive on this space, no reason to do anything further */ 537 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
502 540
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 542 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 544 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 547 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
512 remove_ob (op); 549 {
513 free_object(op); 550 op->destroy ();
514 return; 551 return;
515 } 552 }
516 } 553 }
517 } 554 }
518 } 555 }
519} 556}
523 * call check_bullet. 560 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
526 */ 563 */
527 564
565void
528void move_bullet(object *op) 566move_bullet (object *op)
529{ 567{
530 sint16 new_x, new_y; 568 sint16 new_x, new_y;
531 int mflags; 569 int mflags;
532 mapstruct *m; 570 maptile *m;
533 571
534#if 0 572#if 0
535 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
536 574
537 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
540 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
542 return; 581 return;
543 } /* end addition. */ 582 } /* end addition. */
544#endif 583#endif
545 584
546 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
548 if (op->other_arch) { 588 if (op->other_arch)
549 explode_bullet (op); 589 explode_bullet (op);
550 } else { 590 else
551 remove_ob (op); 591 op->destroy ();
552 free_object (op); 592
553 }
554 return; 593 return;
555 } 594 }
556 595
557 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
559 m = op->map; 598 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 600
562 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 602 {
564 free_object (op); 603 op->destroy ();
565 return; 604 return;
566 } 605 }
567 606
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 {
569 if (op->other_arch) { 609 if (op->other_arch)
570 explode_bullet (op); 610 explode_bullet (op);
571 } else { 611 else
572 remove_ob (op); 612 op->destroy ();
573 free_object (op); 613
574 }
575 return; 614 return;
576 } 615 }
577 616
578 remove_ob (op); 617 op->remove ();
579 op->x = new_x; 618 op->x = new_x;
580 op->y = new_y; 619 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 621 return;
583 622
584 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
585 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 626 update_turn_face (op);
587 } else { 627 }
628 else
629 {
588 check_bullet (op); 630 check_bullet (op);
589 } 631 }
590} 632}
591 633
592 634
593 635
599 * spob->attacktype. 641 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
601 * pointers. 643 * pointers.
602 */ 644 */
603 645
646int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
605 object *tmp=NULL; 649 object *tmp = NULL;
606 int mflags; 650 int mflags;
607 651
608 if (!spob->other_arch) 652 if (!spob->other_arch)
609 return 0; 653 return 0;
610 654
611 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 656 if (tmp == NULL)
613 return 0; 657 return 0;
614 658
615 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
662 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 663 tmp->slaying = spob->slaying;
619 664
620 tmp->range = 50; 665 tmp->range = 50;
621 666
622 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 671
627 tmp->direction=dir; 672 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
630 675
631 set_owner(tmp,op); 676 tmp->set_owner (op);
632 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
633 678
634 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 681 tmp->map = op->map;
637 682
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 685 {
686 tmp->destroy ();
641 return 0; 687 return 0;
642 } 688 }
689
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 693 {
694 tmp->destroy ();
646 return 0; 695 return 0;
647 } 696 }
697
648 tmp->x=op->x; 698 tmp->x = op->x;
649 tmp->y=op->y; 699 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 701 tmp->map = op->map;
652 } 702 }
703
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
654 check_bullet (tmp); 705 check_bullet (tmp);
655 } 706
656 return 1; 707 return 1;
657} 708}
658 709
659 710
660 711
661 712
665 * 716 *
666 *****************************************************************************/ 717 *****************************************************************************/
667 718
668 719
669/* drops an object based on what is in the cone's "other_arch" */ 720/* drops an object based on what is in the cone's "other_arch" */
721void
670void cone_drop(object *op) { 722cone_drop (object *op)
723{
671 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
672 725
673 new_ob->x = op->x; 726 new_ob->x = op->x;
674 new_ob->y = op->y; 727 new_ob->y = op->y;
675 new_ob->level = op->level; 728 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
677 730
678 /* preserve skill ownership */ 731 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
733 {
680 new_ob->skill = op->skill; 734 new_ob->skill = op->skill;
681 } 735 }
682 insert_ob_in_map(new_ob,op->map,op,0); 736 insert_ob_in_map (new_ob, op->map, op, 0);
683 737
684} 738}
685 739
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 740/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 741
742void
688void move_cone(object *op) { 743move_cone (object *op)
744{
689 int i; 745 int i;
690 tag_t tag;
691 746
692 /* if no map then hit_map will crash so just ignore object */ 747 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 748 if (!op->map)
749 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 751 op->speed = 0;
697 update_ob_speed (op); 752 update_ob_speed (op);
698 return; 753 return;
699 } 754 }
700 755
701 /* lava saves it's life, but not yours :) */ 756 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
703 hit_map(op,0,op->attacktype,0); 759 hit_map (op, 0, op->attacktype, 0);
704 return; 760 return;
705 } 761 }
706 762
707#if 0 763#if 0
708 /* Disable this - enabling it makes monsters easier, as 764 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 765 * when their cone dies when they die.
710 */ 766 */
711 /* If no owner left, the spell dies out. */ 767 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 768 if (op->owner == NULL)
713 remove_ob(op); 769 {
714 free_object(op); 770 op->destroy ();
715 return; 771 return;
716 } 772 }
717#endif 773#endif
718 774
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
721 776
722 /* Check to see if we should push anything. 777 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 778 * Spell objects with weight push whatever they encounter to some
724 * degree. 779 * degree.
725 */ 780 */
781 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 782 check_spell_knockback (op);
727 783
728 if (was_destroyed (op, tag)) 784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
729 return; 790 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 791 }
736 /* Object has hit maximum range, so don't have it move 792 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 793 * any further. When the duration above expires,
738 * then the object will get removed. 794 * then the object will get removed.
739 */ 795 */
740 if (--op->range < 0) { 796 if (--op->range < 0)
797 {
741 op->range=0; /* just so it doesn't wrap */ 798 op->range = 0; /* just so it doesn't wrap */
742 return; 799 return;
743 } 800 }
744 801
745 for(i= -1;i<2;i++) { 802 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 803 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 805
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 806 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 807 {
751 copy_object(op, tmp); 808 object *tmp = op->clone ();
809
752 tmp->x=x; 810 tmp->x = x;
753 tmp->y=y; 811 tmp->y = y;
754 812
755 tmp->duration = op->duration + 1; 813 tmp->duration = op->duration + 1;
756 814
757 /* Use for spell tracking - see ok_to_put_more() */ 815 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 816 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 818 if (tmp->other_arch)
819 cone_drop (tmp);
761 } 820 }
762 } 821 }
763} 822}
764 823
765/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 827 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 828 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 829 * to fire.
771 * returns 0 on failure, 1 on success. 830 * returns 0 on failure, 1 on success.
772 */ 831 */
832int
773int cast_cone(object *op, object *caster,int dir, object *spell) 833cast_cone (object *op, object *caster, int dir, object *spell)
774{ 834{
775 object *tmp; 835 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 836 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 837 maptile *m;
778 sint16 sx, sy; 838 sint16 sx, sy;
779 MoveType movetype; 839 MoveType movetype;
780 840
781 if (!spell->other_arch) return 0; 841 if (!spell->other_arch)
842 return 0;
782 843
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 845 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 847 return 0;
788 } 848 }
789 849
790 if(!dir) { 850 if (!dir)
851 {
791 range_min= 0; 852 range_min = 0;
792 range_max=8; 853 range_max = 8;
793 } 854 }
794 855
795 /* Need to know what the movetype of the object we are about 856 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 857 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 858 * insert it into is blocked.
798 */ 859 */
799 movetype = spell->other_arch->clone.move_type; 860 movetype = spell->other_arch->clone.move_type;
800 861
801 for(i=range_min;i<=range_max;i++) { 862 for (i = range_min; i <= range_max; i++)
863 {
802 sint16 x,y, d; 864 sint16 x, y, d;
803 865
804 /* We can't use absdir here, because it never returns 866 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 867 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 868 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 869 * to hit that person.
808 */ 870 */
809 d = dir + i; 871 d = dir + i;
810 while (d < 0) d+=8; 872 while (d < 0)
873 d += 8;
811 while (d > 8) d-=8; 874 while (d > 8)
875 d -= 8;
812 876
813 /* If it's not a rune, we don't want to blast the caster. 877 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 878 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 879 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 880 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 881 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 882 * for the rune code.
819 */ 883 */
820 if (caster->type != RUNE && d==0) { 884 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 885 {
824 886 if (dir != 0)
825 x = op->x+freearr_x[d]; 887 d = 8;
826 y = op->y+freearr_y[d]; 888 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 889 continue;
890 }
830 891
892 x = op->x + freearr_x[d];
893 y = op->y + freearr_y[d];
894
895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
896 continue;
897
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 899 continue;
833 900
834 success=1; 901 success = 1;
835 tmp=arch_to_object(spell->other_arch); 902 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 903 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 904 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 905 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 906 tmp->x = sx;
840 tmp->y = sy; 907 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 908 tmp->attacktype = spell->attacktype;
842 909
843 /* holy word stuff */ 910 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 912 if (!tailor_god_spell (tmp, op))
846 } 913 return 0;
847 914
848 if(dir) 915 if (dir)
849 tmp->stats.sp=dir; 916 tmp->stats.sp = dir;
850 else 917 else
851 tmp->stats.sp=i; 918 tmp->stats.sp = i;
852 919
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 921
855 /* If casting it in all directions, it doesn't go as far */ 922 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 923 if (dir == 0)
924 {
857 tmp->range /= 4; 925 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 926 if (tmp->range < 2 && spell->range >= 2)
927 tmp->range = 2;
859 } 928 }
929
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 930 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 932
863 /* Special bonus for fear attacks */ 933 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 934 if (tmp->attacktype & AT_FEAR)
935 {
936 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 937 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 938 else
867 tmp->duration += caster->level/3; 939 tmp->duration += caster->level / 3;
868 } 940 }
941
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
943 {
944 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 946 else
872 tmp->duration += caster->level/3; 947 tmp->duration += caster->level / 3;
873 } 948 }
874 949
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 950 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 952
880 if (!tmp->move_on && tmp->stats.dam) { 953 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957
885 insert_ob_in_map(tmp,m,op,0); 958 insert_ob_in_map (tmp, m, op, 0);
886 959
887 /* This is used for tracking spells so that one effect doesn't hit 960 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 961 * a single space too many times.
889 */ 962 */
890 tmp->stats.maxhp = tmp->count; 963 tmp->stats.maxhp = tmp->count;
891 964
892 if(tmp->other_arch) cone_drop(tmp); 965 if (tmp->other_arch)
966 cone_drop (tmp);
893 } 967 }
968
894 return success; 969 return success;
895} 970}
896 971
897/**************************************************************************** 972/****************************************************************************
898 * 973 *
899 * BOMB related code 974 * BOMB related code
902 977
903 978
904/* This handles an exploding bomb. 979/* This handles an exploding bomb.
905 * op is the original bomb object. 980 * op is the original bomb object.
906 */ 981 */
982void
907void animate_bomb(object *op) { 983animate_bomb (object *op)
984{
908 int i; 985 int i;
909 object *env, *tmp; 986 object *env, *tmp;
910 archetype *at; 987 archetype *at;
911 988
912 if(op->state!=NUM_ANIMATIONS(op)-1) 989 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return;
991
992 env = object_get_env_recursive (op);
993
994 if (op->env)
995 {
996 if (env->map == NULL)
913 return; 997 return;
914 998
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 999 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1000 esrv_del_item (env->contr, op->count);
924 1001
925 remove_ob(op); 1002 op->remove ();
926 op->x = env->x; 1003 op->x = env->x;
927 op->y = env->y; 1004 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1006 return;
940 } 1007 }
941 1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
1015 return;
1016 }
1017
942 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
945 */ 1021 */
946 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
947 if (at) { 1023 if (at)
1024 {
948 for(i=1;i<9;i++) { 1025 for (i = 1; i < 9; i++)
1026 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 1028 continue;
951 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
952 tmp->direction = i; 1030 tmp->direction = i;
953 tmp->range = op->range; 1031 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1035 tmp->set_owner (op);
958 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
1037 {
959 tmp->skill = op->skill; 1038 tmp->skill = op->skill;
960 } 1039 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1045 move_bullet (tmp);
967 } 1046 }
968 } 1047 }
969 1048
970 explode_bullet(op); 1049 explode_bullet (op);
971} 1050}
972 1051
1052int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
974 1055
975 object *tmp; 1056 object *tmp;
976 int mflags; 1057 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1059 maptile *m;
979 1060
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1065 return 0;
984 } 1066 }
985 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
986 1068
987 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
992 1074
993 set_owner(tmp,op); 1075 tmp->set_owner (op);
994 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1077 tmp->x = dx;
996 tmp->y=dy; 1078 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1080 return 1;
999} 1081}
1000 1082
1001/**************************************************************************** 1083/****************************************************************************
1002 * 1084 *
1003 * smite related spell code. 1085 * smite related spell code.
1011 * dir is the direction to look in. 1093 * dir is the direction to look in.
1012 * range is how far out to look. 1094 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
1015 */ 1097 */
1016 1098
1099object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1018 object *target; 1102 object *target;
1019 sint16 x,y; 1103 sint16 x, y;
1020 int dist, mflags; 1104 int dist, mflags;
1021 mapstruct *mp; 1105 maptile *mp;
1022 1106
1023 if (dir==0) return NULL; 1107 if (dir == 0)
1108 return NULL;
1024 1109
1025 for (dist=1; dist<range; dist++) { 1110 for (dist = 1; dist < range; dist++)
1111 {
1026 x = op->x + freearr_x[dir] * dist; 1112 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1113 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1114 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1116
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1035 1125
1036 if (mflags & P_IS_ALIVE) { 1126 if (mflags & P_IS_ALIVE)
1127 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1128 for (target = get_map_ob (mp, x, y); target; target = target->above)
1129 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1039 return target; 1132 return target;
1040 } 1133 }
1041 } 1134 }
1042 } 1135 }
1043 } 1136 }
1044 return NULL; 1137 return NULL;
1045} 1138}
1046 1139
1047 1140
1048/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1145 * caster = object casting the spell.
1053 * dir = direction being cast 1146 * dir = direction being cast
1054 * spell = spell object 1147 * spell = spell object
1055 */ 1148 */
1056 1149
1150int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1058 object *effect, *target; 1153 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1060 int range; 1155 int range;
1061 1156
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1158 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1159
1065 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1162 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1163 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1164 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1165 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1166 * can't be friendly to your god.
1072 */ 1167 */
1073 1168
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1174 return 0;
1080 } 1175 }
1081 1176
1082 if (spell->other_arch) 1177 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1084 else 1179 else
1085 return 0; 1180 return 0;
1086 1181
1087 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1091 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1189 else
1190 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1192 return 0;
1097 } 1193 }
1098 } 1194 }
1099 1195
1100 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1101 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1199
1106 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1201 {
1108 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1203
1110 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1205 if (QUERY_FLAG (target, FLAG_UNDEAD))
1206 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1207 if (random_roll (0, 2, op, PREFER_LOW))
1208 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1210 effect->x = op->x;
1115 effect->y=op->y; 1211 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1212 }
1213 else
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1216 target->stats.hp = target->stats.maxhp * 2;
1217 effect->destroy ();
1218 return 0;
1123 } 1219 }
1124 } else { 1220 }
1221 }
1222 else
1223 {
1125 /* how much woe to inflict :) */ 1224 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1225 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1226 }
1129 1227
1130 set_owner(effect,op); 1228 effect->set_owner (op);
1131 set_spell_skill(op, caster, spell, effect); 1229 set_spell_skill (op, caster, spell, effect);
1132 1230
1133 /* ok, tell it where to be, and insert! */ 1231 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1232 effect->x = target->x;
1135 effect->y=target->y; 1233 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1234 insert_ob_in_map (effect, target->map, op, 0);
1137 1235
1138 return 1; 1236 return 1;
1139} 1237}
1140 1238
1141 1239
1142/**************************************************************************** 1240/****************************************************************************
1143 * 1241 *
1145 * note that the fire_bullet is used to fire the missile. The 1243 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1244 * code here is just to move the missile.
1147 ****************************************************************************/ 1245 ****************************************************************************/
1148 1246
1149/* op is a missile that needs to be moved */ 1247/* op is a missile that needs to be moved */
1248void
1150void move_missile(object *op) { 1249move_missile (object *op)
1250{
1151 int i, mflags; 1251 int i, mflags;
1152 object *owner; 1252 object *owner;
1153 sint16 new_x, new_y; 1253 sint16 new_x, new_y;
1154 mapstruct *m; 1254 maptile *m;
1155 1255
1156 if (op->range-- <=0) { 1256 if (op->range-- <= 0)
1157 remove_ob(op); 1257 {
1158 free_object(op); 1258 op->destroy ();
1159 return; 1259 return;
1160 } 1260 }
1161 1261
1162 owner = get_owner(op); 1262 owner = op->owner;
1163#if 0 1263#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1264 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1265 * monster that are then killed would continue to survive
1166 */ 1266 */
1167 if (owner == NULL) { 1267 if (owner == NULL)
1168 remove_ob(op); 1268 {
1169 free_object(op); 1269 op->destroy ();
1170 return; 1270 return;
1171 } 1271 }
1172#endif 1272#endif
1173 1273
1174 new_x = op->x + DIRX(op); 1274 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1275 new_y = op->y + DIRY (op);
1176 1276
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1278
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1280 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1281 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1282 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1283 * we need to remove it if someone hasn't already done so.
1185 */ 1284 */
1186 if ( ! was_destroyed (op, tag)) { 1285 if (!op->destroyed ())
1187 remove_ob (op); 1286 op->destroy ();
1188 free_object(op); 1287
1189 }
1190 return; 1288 return;
1191 } 1289 }
1192 1290
1193 remove_ob(op); 1291 op->remove ();
1292
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1294 {
1295 op->destroy ();
1196 return; 1296 return;
1197 } 1297 }
1298
1198 op->x = new_x; 1299 op->x = new_x;
1199 op->y = new_y; 1300 op->y = new_y;
1200 op->map = m; 1301 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1302 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1202 if(i > 0 && i != op->direction){ 1303 if (i > 0 && i != op->direction)
1304 {
1203 op->direction=i; 1305 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1306 SET_ANIMATION (op, op->direction);
1205 } 1307 }
1308
1206 insert_ob_in_map(op,op->map,op,0); 1309 insert_ob_in_map (op, op->map, op, 0);
1207} 1310}
1208 1311
1209/**************************************************************************** 1312/****************************************************************************
1210 * Destruction 1313 * Destruction
1211 ****************************************************************************/ 1314 ****************************************************************************/
1315
1212/* make_object_glow() - currently only makes living objects glow. 1316/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1317 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1318 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1319 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1320 * give them the capability to have an inventory. b.t.
1217 */ 1321 */
1218 1322
1323int
1219int make_object_glow(object *op, int radius, int time) { 1324make_object_glow (object *op, int radius, int time)
1325{
1220 object *tmp; 1326 object *tmp;
1221 1327
1222 /* some things are unaffected... */ 1328 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1329 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1330 return 0;
1225 1331
1226 tmp=get_archetype(FORCE_NAME); 1332 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1333 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1334 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1335 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1336 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1338 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1339
1234 tmp->x=op->x; 1340 tmp->x = op->x;
1235 tmp->y=op->y; 1341 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1344 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1345 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1346 op->glow_radius = tmp->glow_radius;
1240 1347
1241 if(!tmp->env||op!=tmp->env) { 1348 if (!tmp->env || op != tmp->env)
1349 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1351 return 0;
1245 } 1352 }
1246 return 1; 1353 return 1;
1247} 1354}
1248 1355
1249 1356
1250
1251 1357
1358
1359int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1360cast_destruction (object *op, object *caster, object *spell_ob)
1361{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1362 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1363 sint16 sx, sy;
1255 mapstruct *m; 1364 maptile *m;
1256 object *tmp; 1365 object *tmp;
1257 const char *skill; 1366 const char *skill;
1258 1367
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1263 1373
1264 /* destruction doesn't use another spell object, so we need 1374 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1375 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1376 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1377 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1378 * the full share string/free_string route.
1269 */ 1379 */
1270 skill = op->skill; 1380 skill = op->skill;
1381 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1382 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1273 else op->skill = NULL; 1386 op->skill = NULL;
1274 1387
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1388 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1389
1277 for(i= -range; i<range; i++) { 1390 for (i = -range; i < range; i++)
1391 {
1278 for(j=-range; j<range ; j++) { 1392 for (j = -range; j < range; j++)
1393 {
1279 m = op->map; 1394 m = op->map;
1280 sx = op->x + i; 1395 sx = op->x + i;
1281 sy = op->y + j; 1396 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1284 if (mflags & P_IS_ALIVE) { 1400 if (mflags & P_IS_ALIVE)
1401 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break;
1287 } 1406 }
1288 if (tmp) { 1407 if (tmp)
1408 {
1409 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1410 tmp = tmp->head;
1290 1411
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1415 if (spell_ob->subtype == SP_DESTRUCTION)
1416 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1418 if (spell_ob->other_arch)
1419 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1420 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1421 tmp->x = sx;
1298 tmp->y = sy; 1422 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1423 insert_ob_in_map (tmp, m, op, 0);
1300 } 1424 }
1301 } 1425 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1427 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1430 object *effect = arch_to_object (spell_ob->other_arch);
1431
1306 effect->x = sx; 1432 effect->x = sx;
1307 effect->y = sy; 1433 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1434 insert_ob_in_map (effect, m, op, 0);
1309 } 1435 }
1310 } 1436 }
1311 } 1437 }
1312 } 1438 }
1313 } 1439 }
1314 } 1440 }
1315 } 1441 }
1316 op->skill = skill; 1442 op->skill = skill;
1317 return 1; 1443 return 1;
1318} 1444}
1319 1445
1320/*************************************************************************** 1446/***************************************************************************
1321 * 1447 *
1322 * CURSE 1448 * CURSE
1323 * 1449 *
1324 ***************************************************************************/ 1450 ***************************************************************************/
1325 1451
1452int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1453cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454{
1327 object *god = find_god(determine_god(op)); 1455 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1456 object *tmp, *force;
1329 1457
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1459 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1460 {
1334 "There is no one in that direction to curse."); 1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1462 return 0;
1336 } 1463 }
1337 1464
1338 /* If we've already got a force of this type, don't add a new one. */ 1465 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1466 for (force = tmp->inv; force != NULL; force = force->below)
1467 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 {
1341 if (force->name == spell_ob->name) { 1470 if (force->name == spell_ob->name)
1471 {
1342 break; 1472 break;
1343 } 1473 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1474 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1475 {
1346 "You can not cast %s while %s is in effect", 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1477 return 0;
1349 } 1478 }
1350 } 1479 }
1351 } 1480 }
1352 1481
1353 if(force==NULL) { 1482 if (force == NULL)
1483 {
1354 force=get_archetype(FORCE_NAME); 1484 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1485 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1486 if (spell_ob->race)
1357 force->name = spell_ob->race; 1487 force->name = spell_ob->race;
1358 else 1488 else
1359 force->name = spell_ob->name; 1489 force->name = spell_ob->name;
1360 1490
1361 force->name_pl = spell_ob->name; 1491 force->name_pl = spell_ob->name;
1362 1492
1363 } else { 1493 }
1494 else
1495 {
1364 int duration; 1496 int duration;
1365 1497
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1498 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1499 if (duration > force->duration)
1500 {
1368 force->duration = duration; 1501 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 }
1370 } else { 1504 else
1505 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1507 }
1373 return 1; 1508 return 1;
1374 } 1509 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1511 force->speed = 1.0;
1377 force->speed_left = -1.0; 1512 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1513 SET_FLAG (force, FLAG_APPLIED);
1379 1514
1380 if(god) { 1515 if (god)
1516 {
1381 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1518 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1519 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1520 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1522 }
1387 } else 1523 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1524 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1525
1390 1526
1391 if(tmp!=op && op->type==PLAYER) 1527 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1528 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1529
1394 force->stats.ac = spell_ob->stats.ac; 1530 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1531 force->stats.wc = spell_ob->stats.wc;
1396 1532
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1533 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1534 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1535 fix_player (tmp);
1400 return 1; 1536 return 1;
1401 1537
1402} 1538}
1403 1539
1404 1540
1405/********************************************************************** 1541/**********************************************************************
1409 ***********************************************************************/ 1545 ***********************************************************************/
1410 1546
1411/* This covers the various spells that change the moods of monsters - 1547/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1548 * makes them angry, peacful, friendly, etc.
1413 */ 1549 */
1550int
1414int mood_change(object *op, object *caster, object *spell) { 1551mood_change (object *op, object *caster, object *spell)
1552{
1415 object *tmp, *god, *head; 1553 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1554 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1555 sint16 x, y, nx, ny;
1418 mapstruct *m; 1556 maptile *m;
1419 const char *race; 1557 const char *race;
1420 1558
1421 /* We precompute some values here so that we don't have to keep 1559 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1560 * doing it over and over again.
1423 */ 1561 */
1424 god=find_god(determine_god(op)); 1562 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1563 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1564 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1565
1428 /* On the bright side, no monster should ever have a race of GOD_... 1566 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1567 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1568 * won't ever match anything.
1431 */ 1569 */
1432 if (!spell->race) race=NULL; 1570 if (!spell->race)
1571 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1572 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1573 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1574 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race;
1576 else
1435 else race = spell->race; 1577 race = spell->race;
1436
1437 1578
1579
1438 for (x = op->x - range; x <= op->x + range; x++) 1580 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1581 for (y = op->y - range; y <= op->y + range; y++)
1582 {
1440 1583
1441 done_one=0; 1584 done_one = 0;
1442 m = op->map; 1585 m = op->map;
1443 nx = x; 1586 nx = x;
1444 ny = y; 1587 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1447 1591
1448 /* If there is nothing living on this space, no need to go further */ 1592 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1593 if (!(mflags & P_IS_ALIVE))
1594 continue;
1450 1595
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1597 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break;
1453 1599
1454 /* There can be living objects that are not monsters */ 1600 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1601 if (!tmp || tmp->type == PLAYER)
1602 continue;
1456 1603
1457 /* Only the head has meaningful data, so resolve to that */ 1604 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1605 if (tmp->head)
1606 head = tmp->head;
1607 else
1459 else head=tmp; 1608 head = tmp;
1460 1609
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1611 if (race && head->race && !strstr (race, head->race))
1612 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue;
1464 1615
1465 /* Now do a bunch of stuff related to saving throws */ 1616 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1617 best_at = -1;
1467 if (spell->attacktype) { 1618 if (spell->attacktype)
1619 {
1468 for (at=0; at < NROFATTACKS; at++) 1620 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1621 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1622 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at;
1471 1624
1472 if (best_at == -1) at=0; 1625 if (best_at == -1)
1626 at = 0;
1627 else
1628 {
1629 if (head->resist[best_at] == 100)
1630 continue;
1473 else { 1631 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1632 at = head->resist[best_at] / 5;
1476 } 1633 }
1477 at -= level / 5; 1634 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1635 if (did_make_save (head, head->level, at))
1636 continue;
1479 } 1637 }
1480 else /* spell->attacktype */ 1638 else /* spell->attacktype */
1481 /* 1639 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1641 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1643
1486 The chance will then be in the range [20-70] percent, not too bad. 1644 The chance will then be in the range [20-70] percent, not too bad.
1487 1645
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1647 charm a level 125 monster...
1490 1648
1491 Ryo, august 14th 1649 Ryo, august 14th
1492 */ 1650 */
1493 { 1651 {
1494 if ( head->level > level ) continue; 1652 if (head->level > level)
1653 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1655 /* Failed, no effect */
1497 continue; 1656 continue;
1498 } 1657 }
1499 1658
1500 /* Done with saving throw. Now start effecting the monster */ 1659 /* Done with saving throw. Now start effecting the monster */
1501 1660
1502 /* aggravation */ 1661 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1662 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1664 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1666 remove_friendly_object (head);
1507 1667
1508 done_one = 1; 1668 done_one = 1;
1509 head->enemy = op; 1669 head->enemy = op;
1510 } 1670 }
1511 1671
1512 /* calm monsters */ 1672 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1674 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1675 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1676 head->enemy = NULL;
1516 done_one = 1; 1677 done_one = 1;
1517 } 1678 }
1518 1679
1519 /* berserk monsters */ 1680 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 {
1521 SET_FLAG(head, FLAG_BERSERK); 1683 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1684 done_one = 1;
1523 } 1685 }
1524 /* charm */ 1686 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1689 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1690 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1691 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1693 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1694 head->set_owner (op);
1532 set_spell_skill(op, caster, spell, head); 1695 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1696 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1697 head->attack_movement = PETMOVE;
1535 done_one = 1; 1698 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1700 head->stats.exp = 0;
1538 } 1701 }
1539 1702
1540 /* If a monster was effected, put an effect in */ 1703 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1704 if (done_one && spell->other_arch)
1705 {
1542 tmp = arch_to_object(spell->other_arch); 1706 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1707 tmp->x = nx;
1544 tmp->y = ny; 1708 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1709 insert_ob_in_map (tmp, m, op, 0);
1546 } 1710 }
1547 } /* for y */ 1711 } /* for y */
1548 1712
1549 return 1; 1713 return 1;
1550} 1714}
1551 1715
1552 1716
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1717/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1718 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1719 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1720 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1721 * note that duration is handled by process_object() in time.c
1558 */ 1722 */
1559 1723
1724void
1560void move_ball_spell(object *op) { 1725move_ball_spell (object *op)
1726{
1561 int i,j,dam_save,dir, mflags; 1727 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1728 sint16 nx, ny, hx, hy;
1563 object *owner; 1729 object *owner;
1564 mapstruct *m; 1730 maptile *m;
1565 1731
1566 owner = get_owner(op); 1732 owner = op->owner;
1567 1733
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1734 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1735 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1736 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1737 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1738 * deviations.
1573 */ 1739 */
1574 1740
1575 dir = 0; 1741 dir = 0;
1576 if(!(rndm(0, 3))) 1742 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1743 j = rndm (0, 1);
1578 else j=0; 1744 else
1745 j = 0;
1579 1746
1580 for(i = 1; i < 9; i++) { 1747 for (i = 1; i < 9; i++)
1748 {
1581 /* i bit 0: alters sign of offset 1749 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1750 * other bits (i / 2): absolute value of offset
1583 */ 1751 */
1584 1752
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1754 int tmpdir = absdir (op->direction + offset);
1587 1755
1588 nx = op->x + freearr_x[tmpdir]; 1756 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1757 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1758 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1759 {
1592 dir = tmpdir; 1760 dir = tmpdir;
1593 break; 1761 break;
1594 } 1762 }
1595 } 1763 }
1596 if (dir == 0) { 1764 if (dir == 0)
1765 {
1597 nx = op->x; 1766 nx = op->x;
1598 ny = op->y; 1767 ny = op->y;
1599 m = op->map; 1768 m = op->map;
1600 } 1769 }
1601 1770
1602 remove_ob(op); 1771 op->remove ();
1603 op->y=ny; 1772 op->y = ny;
1604 op->x=nx; 1773 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1774 insert_ob_in_map (op, m, op, 0);
1606 1775
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1777 surrounding squares */
1609 1778
1610 /* loop over current square and neighbors to hit. 1779 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1780 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1781 * the surround spaces.
1613 */ 1782 */
1614 for(j=0;j<9;j++) { 1783 for (j = 0; j < 9; j++)
1784 {
1615 object *new_ob; 1785 object *new_ob;
1616 1786
1617 hx = nx+freearr_x[j]; 1787 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1788 hy = ny + freearr_y[j];
1619 1789
1620 m = op->map; 1790 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1792
1623 if (mflags & P_OUT_OF_MAP) continue; 1793 if (mflags & P_OUT_OF_MAP)
1794 continue;
1624 1795
1625 /* first, don't ever, ever hit the owner. Don't hit out 1796 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1797 * of the map either.
1627 */ 1798 */
1628 1799
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 {
1802 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1803 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1804 hit_map (op, j, op->attacktype, 1);
1632 1805
1633 } 1806 }
1634 1807
1635 /* insert the other arch */ 1808 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 {
1637 new_ob = arch_to_object(op->other_arch); 1811 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1812 new_ob->x = hx;
1639 new_ob->y = hy; 1813 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1814 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1815 }
1642 } 1816 }
1643 1817
1644 /* restore to the center location and damage*/ 1818 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1819 op->stats.dam = dam_save;
1646 1820
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1821 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1648 1822
1649 if(i>=0) { /* we have a preferred direction! */ 1823 if (i >= 0)
1824 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1825 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1830 }
1655 op->direction=i; 1831 op->direction = i;
1656 } 1832 }
1657} 1833}
1658 1834
1659 1835
1660/* move_swarm_spell: peterm 1836/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1839 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1840 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1841 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1842 */
1667 1843
1844void
1668void move_swarm_spell(object *op) 1845move_swarm_spell (object *op)
1669{ 1846{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1847#if 0
1692 // this is bogus: it causes wrong places to be checked below 1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1850 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1851 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1852 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1853#endif
1854 int basedir;
1855 object *owner;
1739 1856
1857 owner = op->owner;
1858 if (op->duration == 0 || owner == NULL)
1859 {
1860 op->destroy ();
1861 return;
1862 }
1863
1864 op->duration--;
1865
1866 basedir = op->direction;
1867 if (basedir == 0)
1868 {
1869 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8);
1871 }
1872
1873#if 0
1874 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space.
1878 // should be fixed later, but correctness before featurs...
1879 // (schmorp)
1880
1881 /* new offset calculation to make swarm element distribution
1882 * more uniform
1883 */
1884 if (op->duration)
1885 {
1886 if (basedir & 1)
1887 {
1888 adjustdir = cardinal_adjust[rndm (0, 8)];
1889 }
1890 else
1891 {
1892 adjustdir = diagonal_adjust[rndm (0, 9)];
1893 }
1894 }
1895 else
1896 {
1897 adjustdir = 0; /* fire the last one from forward. */
1898 }
1899
1900 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1901 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1902
1903 /* back up one space so we can hit point-blank targets, but this
1904 * necessitates extra out_of_map check below
1905 */
1906 origin_x = target_x - freearr_x[basedir];
1907 origin_y = target_y - freearr_y[basedir];
1908
1909
1740 /* spell pointer is set up for the spell this casts. Since this 1910 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1911 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1912 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1913 * do some sanity checking anyways.
1744 */ 1914 */
1745 1915
1746 if (op->spell && op->spell->type == SPELL) 1916 if (op->spell && op->spell->type == SPELL &&
1917 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1918 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1919 {
1920
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1921 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1922 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1923 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1924 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1925 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1926 }
1927#endif
1928
1929 /* spell pointer is set up for the spell this casts. Since this
1930 * should just be a pointer to the spell in some inventory,
1931 * it is unlikely to disappear by the time we need it. However,
1932 * do some sanity checking anyways.
1933 */
1934
1935 if (op->spell && op->spell->type == SPELL)
1936 {
1937 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1753 } 1942 }
1754} 1943}
1755 1944
1756 1945
1757 1946
1758 1947
1766 * dir: the direction everything will be fired in 1955 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1956 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1957 * n: the number to be fired.
1769 */ 1958 */
1770 1959
1960int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1961fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1962{
1773 object *tmp; 1963 object *tmp;
1774 int i; 1964 int i;
1775 1965
1776 if (!spell->other_arch) return 0; 1966 if (!spell->other_arch)
1967 return 0;
1777 1968
1778 tmp=get_archetype(SWARM_SPELL); 1969 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x; 1970 tmp->x = op->x;
1780 tmp->y=op->y; 1971 tmp->y = op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1782 set_spell_skill(op, caster, spell, tmp); 1973 set_spell_skill (op, caster, spell, tmp);
1783 1974
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1976 tmp->spell = arch_to_object (spell->other_arch);
1786 1977
1787 tmp->attacktype = tmp->spell->attacktype; 1978 tmp->attacktype = tmp->spell->attacktype;
1788 1979
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1790 if ( ! tailor_god_spell (tmp, op)) 1982 if (!tailor_god_spell (tmp, op))
1791 return 1; 1983 return 1;
1792 } 1984 }
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 1985 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 1986 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 1988
1797 tmp->direction=dir; 1989 tmp->direction = dir;
1798 tmp->invisible=1; 1990 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 1991 insert_ob_in_map (tmp, op->map, op, 0);
1800 return 1; 1992 return 1;
1801} 1993}
1802 1994
1803 1995
1804/* See the spells documentation file for why this is its own 1996/* See the spells documentation file for why this is its own
1805 * function. 1997 * function.
1806 */ 1998 */
1999int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 2000cast_light (object *op, object *caster, object *spell, int dir)
2001{
1808 object *target=NULL,*tmp=NULL; 2002 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 2003 sint16 x, y;
1810 int dam, mflags; 2004 int dam, mflags;
1811 mapstruct *m; 2005 maptile *m;
1812 2006
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 2008
1815 if(!dir) { 2009 if (!dir)
2010 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 2012 return 0;
1818 } 2013 }
1819 2014
1820 x=op->x+freearr_x[dir]; 2015 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 2016 y = op->y + freearr_y[dir];
1822 m = op->map; 2017 m = op->map;
1823 2018
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 2019 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 2020
1826 if (mflags & P_OUT_OF_MAP) { 2021 if (mflags & P_OUT_OF_MAP)
2022 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 2024 return 0;
1829 } 2025 }
1830 2026
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 2027 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 2029 for (target = get_map_ob (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2030 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 2032 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head)
1835 if(target->head) target = target->head; 2034 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 2035 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 2036 return 1; /* one success only! */
1838 } 2037 }
1839 } 2038 }
1840 2039
1841 /* no live target, perhaps a wall is in the way? */ 2040 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 2044 return 0;
1845 } 2045 }
1846 2046
1847 /* ok, looks groovy to just insert a new light on the map */ 2047 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 2048 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 2049 if (!tmp)
2050 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 2052 return 0;
1852 } 2053 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 2055 if (tmp->glow_radius)
2056 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2058 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 2060 }
1858 tmp->x=x; 2061 tmp->x = x;
1859 tmp->y=y; 2062 tmp->y = y;
1860 insert_ob_in_map(tmp,m,op,0); 2063 insert_ob_in_map (tmp, m, op, 0);
1861 return 1; 2064 return 1;
1862} 2065}
1863 2066
1864 2067
1865 2068
1866 2069
1869 * op is the player/monster, caster is the object, dir is the direction 2072 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 2073 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 2074 * perhaps this should actually be in disease.c?
1872 */ 2075 */
1873 2076
2077int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2078cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{
1875 sint16 x,y; 2080 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 2081 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 2082 object *walk;
1878 mapstruct *m; 2083 maptile *m;
1879 2084
1880 x = op->x; 2085 x = op->x;
1881 y = op->y; 2086 y = op->y;
1882 2087
1883 /* If casting from a scroll, no direction will be available, so refer to the 2088 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 2089 * direction the player is pointing.
1885 */ 2090 */
2091 if (!dir)
1886 if (!dir) dir=op->facing; 2092 dir = op->facing;
2093 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2094 return 0; /* won't find anything if casting on ourself, so just return */
1888 2095
1889 /* Calculate these once here */ 2096 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2097 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2098 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2099 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2100
1894 /* search in a line for a victim */ 2101 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2102 for (i = 1; i < range; i++)
2103 {
1896 x = op->x + i * freearr_x[dir]; 2104 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2105 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2106 m = op->map;
1899 2107
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2109
1902 if (mflags & P_OUT_OF_MAP) return 0; 2110 if (mflags & P_OUT_OF_MAP)
2111 return 0;
1903 2112
1904 /* don't go through walls - presume diseases are airborne */ 2113 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2114 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2115 return 0;
1906 2116
1907 /* Only bother looking on this space if there is something living here */ 2117 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 2118 if (mflags & P_IS_ALIVE)
2119 {
1909 /* search this square for a victim */ 2120 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2124 object *disease = arch_to_object (spell->other_arch);
1913 2125
1914 set_owner(disease,op); 2126 disease->set_owner (op);
1915 set_spell_skill(op, caster, spell, disease); 2127 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2128 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2129 disease->level = caster_level (caster, spell);
1918 2130
1919 /* do level adjustments */ 2131 /* do level adjustments */
1920 if(disease->stats.wc) 2132 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2133 disease->stats.wc += dur_mod / 2;
1922 2134
1923 if(disease->magic> 0) 2135 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2136 disease->magic += dur_mod / 4;
1925 2137
1926 if(disease->stats.maxhp>0) 2138 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2139 disease->stats.maxhp += dur_mod;
1928 2140
1929 if(disease->stats.maxgrace>0) 2141 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2142 disease->stats.maxgrace += dur_mod;
1931 2143
1932 if(disease->stats.dam) { 2144 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2145 {
1949 if(disease->stats.ac) 2146 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2147 disease->stats.dam += dam_mod;
1951 2148 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2149 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2150 }
1974 free_object(disease); 2151
2152 if (disease->last_sp)
2153 {
2154 disease->last_sp -= 2 * dam_mod;
2155 if (disease->last_sp < 1)
2156 disease->last_sp = 1;
1975 } 2157 }
2158
2159 if (disease->stats.maxsp)
2160 {
2161 if (disease->stats.maxsp > 0)
2162 disease->stats.maxsp += dam_mod;
2163 else
2164 disease->stats.maxsp -= dam_mod;
2165 }
2166
2167 if (disease->stats.ac)
2168 disease->stats.ac += dam_mod;
2169
2170 if (disease->last_eat)
2171 disease->last_eat -= dam_mod;
2172
2173 if (disease->stats.hp)
2174 disease->stats.hp -= dam_mod;
2175
2176 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod;
2178
2179 if (infect_object (walk, disease, 1))
2180 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184
2185 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1;
2192 }
2193
2194 disease->destroy ();
2195 }
1976 } /* if living creature */ 2196 } /* if living creature */
1977 } /* for range of spaces */ 2197 } /* for range of spaces */
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2199 return 1;
1980} 2200}

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