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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 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.19 by root, Wed Dec 13 03:28:42 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = tmp->clone ();
142 146
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
151 new_bolt->duration++; 153 new_bolt->duration++;
152 new_bolt->x=sx; 154 new_bolt->x = sx;
153 new_bolt->y=sy; 155 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 159 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
160} 162}
161 163
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
164 */ 166 */
165 167
168void
166void move_bolt(object *op) { 169move_bolt (object *op)
170{
167 object *tmp; 171 object *tmp;
168 int mflags; 172 int mflags;
169 sint16 x, y; 173 sint16 x, y;
170 mapstruct *m; 174 maptile *m;
171 175
172 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 177 {
178 op->destroy ();
179 return;
180 }
181
177 hit_map(op,0,op->attacktype,1); 182 hit_map (op, 0, op->attacktype, 1);
178 183
179 if(!op->direction) 184 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 185 return;
240 } 186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
199 return;
200
201 /* We are about to run into something - we may bounce */
202 /* Calling reflwall is pretty costly, as it has to look at all the objects
203 * on the space. So only call reflwall if we think the data it returns
204 * will be useful.
205 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return;
211
212 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling
215 * on the diagonal, it is trickier - eg, a bolt travelling
216 * northwest bounces different if it hits a north/south
217 * wall (bounces to northeast) vs an east/west (bounces
218 * to the southwest.
219 */
220 if (op->direction & 1)
221 op->direction = absdir (op->direction + 4);
222 else
223 {
224 int left, right;
225 int mflags;
226
227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
228 * over a corner in a tiled map, it is possible that
229 * op->direction is within an adjacent map but either
230 * op->direction-1 or op->direction+1 does not exist.
231 */
232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
234
235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
236
237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
240
241 if (left == right)
242 op->direction = absdir (op->direction + 4);
243 else if (left)
244 op->direction = absdir (op->direction + 2);
245 else if (right)
246 op->direction = absdir (op->direction - 2);
247 }
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return;
250 }
251 else
241 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 253 tmp = op->clone ();
243 copy_object(op,tmp); 254
244 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 258 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 259 tmp->duration++;
249 260
250 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 262 * going off in other directions.
252 */ 263 */
253 264
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 266 { /* stats.Dex % of forking */
256 } 267 forklightning (op, tmp);
268 }
257 /* In this way, the object left behind sticks on the space, but 269 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
259 */ 271 */
260 op->range = 0; 272 op->range = 0;
261 } /* copy object and move it along */ 273 } /* copy object and move it along */
262 } /* if move bolt along */ 274 } /* if move bolt along */
263} 275}
264 276
265/* fire_bolt 277/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
269 * spob->attacktype. 281 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 282 * This function sets up the appropriate owner and skill
271 * pointers. 283 * pointers.
272 */ 284 */
273 285
286int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{
275 object *tmp=NULL; 289 object *tmp = NULL;
276 int mflags; 290 int mflags;
277 291
278 if (!spob->other_arch) 292 if (!spob->other_arch)
279 return 0; 293 return 0;
280 294
281 tmp=arch_to_object(spob->other_arch); 295 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 296 if (tmp == NULL)
283 return 0; 297 return 0;
284 298
285 /* peterm: level dependency for bolts */ 299 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 301 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 302 if (spob->slaying)
303 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 306 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 307 tmp->stats.Con = spob->stats.Con;
293 308
294 tmp->direction=dir; 309 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 311 SET_ANIMATION (tmp, dir);
297 312
298 set_owner(tmp,op); 313 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 314 set_spell_skill (op, caster, spob, tmp);
300 315
301 tmp->x=op->x + DIRX(tmp); 316 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 317 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 318 tmp->map = op->map;
304 319
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 321 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 322 {
323 tmp->destroy ();
324 return 0;
325 }
326
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 330 {
331 tmp->destroy ();
313 return 0; 332 return 0;
314 } 333 }
315 tmp->x=op->x; 334
316 tmp->y=op->y; 335 tmp->x = op->x;
336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
340
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 342 move_bolt (tmp);
343
322 return 1; 344 return 1;
323} 345}
324 346
325 347
326 348
327/*************************************************************************** 349/***************************************************************************
332 354
333/* expands an explosion. op is a piece of the 355/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 356 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 357 * At least that is what I think this does.
336 */ 358 */
359void
337void explosion(object *op) { 360explosion (object *op)
361{
338 object *tmp; 362 object *tmp;
339 mapstruct *m=op->map; 363 maptile *m = op->map;
340 int i; 364 int i;
341 365
342 if(--(op->duration)<0) { 366 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 367 {
368 op->destroy ();
369 return;
370 }
371
347 hit_map(op,0,op->attacktype,0); 372 hit_map (op, 0, op->attacktype, 0);
348 373
349 if(op->range>0) { 374 if (op->range > 0)
350 for(i=1;i<9;i++) { 375 {
376 for (i = 1; i < 9; i++)
377 {
351 sint16 dx,dy; 378 sint16 dx, dy;
352 379
353 dx=op->x+freearr_x[i]; 380 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 381 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 382 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 383 * out of map, etc.
357 */ 384 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 386 {
360 copy_object(op,tmp); 387 tmp = op->clone ();
361 tmp->state=0; 388 tmp->state = 0;
362 tmp->speed_left= -0.21; 389 tmp->speed_left = -0.21;
363 tmp->range--; 390 tmp->range--;
364 tmp->value=0; 391 tmp->value = 0;
365 tmp->x=dx; 392 tmp->x = dx;
366 tmp->y=dy; 393 tmp->y = dy;
367 insert_ob_in_map(tmp,m,op,0); 394 insert_ob_in_map (tmp, m, op, 0);
368 } 395 }
369 } 396 }
370 } 397 }
371} 398}
372 399
373 400
374/* Causes an object to explode, eg, a firebullet, 401/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 402 * poison cloud ball, etc. op is the object to
376 * explode. 403 * explode.
377 */ 404 */
405void
378void explode_bullet(object *op) 406explode_bullet (object *op)
379{ 407{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 op->destroy ();
386 free_object (op); 414 return;
387 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 425 op->destroy ();
397 free_object (op);
398 return; 426 return;
399 } 427 }
400 remove_ob (op); 428
429 op->remove ();
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 op->destroy ();
407 free_object (op); 438 return;
408 return;
409 } 439 }
410 440
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.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 445 {
413 remove_ob (op); 446 op->destroy ();
414 free_object (op); 447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
415 return; 454 return;
416 } 455 }
417 456
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
426 459
427 copy_owner (tmp, op); 460 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 462
431 owner = get_owner(op); 463 owner = op->owner;
464
432 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))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 466 {
467 op->destroy ();
468 return;
469 }
470
438 tmp->x = op->x; 471 tmp->x = op->x;
439 tmp->y = op->y; 472 tmp->y = op->y;
440 473
441 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
443 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 478 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 480 tmp->duration = op->duration;
447 } else { 481 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 491 * the count of the parent should work fine.
455 */ 492 */
456 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
457 } 494 }
458 495
459 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
462 499
463 /* Prevent recursion */ 500 /* Prevent recursion */
464 op->move_on = 0; 501 op->move_on = 0;
465 502
466 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 504 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
469 remove_ob (op); 506 {
470 free_object (op); 507 op->destroy ();
471 } 508 }
472} 509}
473 510
474 511
475 512
476/* 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
477 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
478 */ 515 */
479 516
517void
480void check_bullet(object *op) 518check_bullet (object *op)
481{ 519{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 520 object *tmp;
484 int dam, mflags; 521 int dam, mflags;
485 mapstruct *m; 522 maptile *m;
486 sint16 sx, sy; 523 sint16 sx, sy;
487 524
488 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);
489 526
490 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)))
491 return; 528 return;
492 529
493 if (op->other_arch) { 530 if (op->other_arch)
531 {
494 /* explode object will also remove op */ 532 /* explode object will also remove op */
495 explode_bullet (op); 533 explode_bullet (op);
496 return; 534 return;
497 } 535 }
498 536
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
501 540
502 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)
503 { 542 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 544 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 547 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 549 {
512 free_object(op); 550 op->destroy ();
513 return; 551 return;
514 } 552 }
515 } 553 }
516 } 554 }
517 } 555 }
518} 556}
519 557
522 * call check_bullet. 560 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
525 */ 563 */
526 564
565void
527void move_bullet(object *op) 566move_bullet (object *op)
528{ 567{
529 sint16 new_x, new_y; 568 sint16 new_x, new_y;
530 int mflags; 569 int mflags;
531 mapstruct *m; 570 maptile *m;
532 571
533#if 0 572#if 0
534 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
535 574
536 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
539 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
541 return; 581 return;
542 } /* end addition. */ 582 } /* end addition. */
543#endif 583#endif
544 584
545 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
547 if (op->other_arch) { 588 if (op->other_arch)
548 explode_bullet (op); 589 explode_bullet (op);
549 } else { 590 else
550 remove_ob (op); 591 op->destroy ();
551 free_object (op); 592
552 }
553 return; 593 return;
554 } 594 }
555 595
556 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
558 m = op->map; 598 m = op->map;
559 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);
560 600
561 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 602 {
563 free_object (op); 603 op->destroy ();
564 return; 604 return;
565 } 605 }
566 606
567 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 {
568 if (op->other_arch) { 609 if (op->other_arch)
569 explode_bullet (op); 610 explode_bullet (op);
570 } else { 611 else
571 remove_ob (op); 612 op->destroy ();
572 free_object (op); 613
573 }
574 return; 614 return;
575 } 615 }
576 616
577 remove_ob (op); 617 op->remove ();
578 op->x = new_x; 618 op->x = new_x;
579 op->y = new_y; 619 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 621 return;
582 622
583 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
584 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 626 update_turn_face (op);
586 } else { 627 }
628 else
629 {
587 check_bullet (op); 630 check_bullet (op);
588 } 631 }
589} 632}
590 633
591 634
592 635
598 * spob->attacktype. 641 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
600 * pointers. 643 * pointers.
601 */ 644 */
602 645
646int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
604 object *tmp=NULL; 649 object *tmp = NULL;
605 int mflags; 650 int mflags;
606 651
607 if (!spob->other_arch) 652 if (!spob->other_arch)
608 return 0; 653 return 0;
609 654
610 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 656 if (tmp == NULL)
612 return 0; 657 return 0;
613 658
614 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 662 if (spob->slaying)
663 tmp->slaying = spob->slaying;
618 664
619 tmp->range = 50; 665 tmp->range = 50;
620 666
621 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 671
626 tmp->direction=dir; 672 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
629 675
630 set_owner(tmp,op); 676 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
632 678
633 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 681 tmp->map = op->map;
636 682
637 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);
638 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 685 {
686 tmp->destroy ();
687 return 0;
688 }
689
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 693 {
694 tmp->destroy ();
645 return 0; 695 return 0;
646 } 696 }
647 tmp->x=op->x; 697
648 tmp->y=op->y; 698 tmp->x = op->x;
699 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 701 tmp->map = op->map;
651 } 702 }
703
652 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)
653 check_bullet (tmp); 705 check_bullet (tmp);
654 } 706
655 return 1; 707 return 1;
656} 708}
657 709
658 710
659 711
660 712
664 * 716 *
665 *****************************************************************************/ 717 *****************************************************************************/
666 718
667 719
668/* 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
669void cone_drop(object *op) { 722cone_drop (object *op)
723{
670 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
671 725
672 new_ob->x = op->x; 726 new_ob->x = op->x;
673 new_ob->y = op->y; 727 new_ob->y = op->y;
674 new_ob->level = op->level; 728 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
676 730
677 /* preserve skill ownership */ 731 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 733 {
734 new_ob->skill = op->skill;
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)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 749 {
695 op->name ? op->name : "unknown"); 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", 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)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 797 {
798 op->range = 0; /* just so it doesn't wrap */
799 return;
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 ();
752 tmp->x=x;
753 tmp->y=y;
754 809
810 tmp->x = x;
811 tmp->y = y;
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)
761 } 819 cone_drop (tmp);
820 }
762 } 821 }
763} 822}
764 823
765/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
766 * op: person firing the object. 825 * op: person firing the object.
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)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 842 return 0;
843
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 845 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
847 return 0;
848 }
789 849
790 if(!dir) { 850 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 851 {
852 range_min = 0;
853 range_max = 8;
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)
811 while (d > 8) d-=8; 873 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; 885 {
822 else continue; 886 if (dir != 0)
823 } 887 d = 8;
888 else
889 continue;
890 }
824 891
825 x = op->x+freearr_x[d]; 892 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 893 y = op->y + freearr_y[d];
827 894
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 896 continue;
830 897
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)
859 } 927 tmp->range = 2;
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)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 935 {
866 else 936 if (caster->type == PLAYER)
937 tmp->duration += fear_bonus[caster->stats.Cha];
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))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 943 {
871 else 944 if (caster->type == PLAYER)
945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
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, 954 {
882 "cast_cone(): arch %s doesn't have move_on set\n", 955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
883 spell->other_arch->name); 956 }
884 } 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)
913 return; 990 return;
914 991
915 env = object_get_env_recursive(op); 992 env = object_get_env_recursive (op);
916 993
917 if (op->env) { 994 if (op->env)
995 {
918 if (env->map == NULL) 996 if (env->map == NULL)
919 return; 997 return;
920 998
921 if (env->type == PLAYER) 999 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1000 esrv_del_item (env->contr, op->count);
923 1001
924 remove_ob(op); 1002 op->remove ();
925 op->x = env->x; 1003 op->x = env->x;
926 op->y = env->y; 1004 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return;
1007 }
1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
928 return; 1015 return;
929 } 1016 }
930 1017
931 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
934 */ 1021 */
935 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
936 if (at) { 1023 if (at)
937 for(i=1;i<9;i++) { 1024 {
1025 for (i = 1; i < 9; i++)
1026 {
938 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]))
939 continue; 1028 continue;
940 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
941 tmp->direction = i; 1030 tmp->direction = i;
942 tmp->range = op->range; 1031 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1035 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1037 {
949 tmp->skill = add_refcount(op->skill); 1038 tmp->skill = op->skill;
950 } 1039 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1045 move_bullet (tmp);
957 } 1046 }
958 } 1047 }
959 1048
960 explode_bullet(op); 1049 explode_bullet (op);
961} 1050}
962 1051
1052int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
964 1055
965 object *tmp; 1056 object *tmp;
966 int mflags; 1057 int mflags;
967 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];
968 mapstruct *m; 1059 maptile *m;
969 1060
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 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 {
972 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.");
973 return 0; 1065 return 0;
974 } 1066 }
975 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
976 1068
977 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
982 1074
983 set_owner(tmp,op); 1075 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1077 tmp->x = dx;
986 tmp->y=dy; 1078 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1080 return 1;
989} 1081}
990 1082
991/**************************************************************************** 1083/****************************************************************************
992 * 1084 *
993 * smite related spell code. 1085 * smite related spell code.
1001 * dir is the direction to look in. 1093 * dir is the direction to look in.
1002 * range is how far out to look. 1094 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
1005 */ 1097 */
1006 1098
1099object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1008 object *target; 1102 object *target;
1009 sint16 x,y; 1103 sint16 x, y;
1010 int dist, mflags; 1104 int dist, mflags;
1011 mapstruct *mp; 1105 maptile *mp;
1012 1106
1013 if (dir==0) return NULL; 1107 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1108 return NULL;
1109
1110 for (dist = 1; dist < range; dist++)
1111 {
1112 x = op->x + freearr_x[dir] * dist;
1113 y = op->y + freearr_y[dir] * dist;
1114 mp = op->map;
1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1116
1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1125
1126 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above)
1129 {
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target;
1133 }
1134 }
1135 }
1136 }
1137 return NULL;
1035} 1138}
1036 1139
1037 1140
1038/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1145 * caster = object casting the spell.
1043 * dir = direction being cast 1146 * dir = direction being cast
1044 * spell = spell object 1147 * spell = spell object
1045 */ 1148 */
1046 1149
1150int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1048 object *effect, *target; 1153 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1050 int range; 1155 int range;
1051 1156
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1159
1055 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1164 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1166 * can't be friendly to your god.
1062 */ 1167 */
1063 1168
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1174 return 0;
1070 } 1175 }
1071 1176
1072 if (spell->other_arch) 1177 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1074 else 1179 else
1075 return 0; 1180 return 0;
1076 1181
1077 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1081 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1189 else
1190 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1192 return 0;
1087 } 1193 }
1088 } 1194 }
1089 1195
1090 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1091 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1199
1096 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1201 {
1098 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1203
1100 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD)
1207 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1211 effect->x = op->x;
1105 effect->y=op->y; 1212 effect->y = op->y;
1106 } else { 1213 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1214 else
1108 query_name(target)); 1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1217 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1218 effect->destroy ();
1111 return 0; 1219 return 0;
1220 }
1221 }
1112 } 1222 }
1113 } 1223 else
1114 } else { 1224 {
1115 /* how much woe to inflict :) */ 1225 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1227 }
1119 1228
1120 set_owner(effect,op); 1229 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1230 set_spell_skill (op, caster, spell, effect);
1122 1231
1123 /* ok, tell it where to be, and insert! */ 1232 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1233 effect->x = target->x;
1125 effect->y=target->y; 1234 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1235 insert_ob_in_map (effect, target->map, op, 0);
1127 1236
1128 return 1; 1237 return 1;
1129} 1238}
1130 1239
1131 1240
1132/**************************************************************************** 1241/****************************************************************************
1133 * 1242 *
1135 * note that the fire_bullet is used to fire the missile. The 1244 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1245 * code here is just to move the missile.
1137 ****************************************************************************/ 1246 ****************************************************************************/
1138 1247
1139/* op is a missile that needs to be moved */ 1248/* op is a missile that needs to be moved */
1249void
1140void move_missile(object *op) { 1250move_missile (object *op)
1251{
1141 int i, mflags; 1252 int i, mflags;
1142 object *owner; 1253 object *owner;
1143 sint16 new_x, new_y; 1254 sint16 new_x, new_y;
1144 mapstruct *m; 1255 maptile *m;
1145 1256
1146 if (op->range-- <=0) { 1257 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1258 {
1259 op->destroy ();
1260 return;
1261 }
1151 1262
1152 owner = get_owner(op); 1263 owner = op->owner;
1153#if 0 1264#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1265 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1266 * monster that are then killed would continue to survive
1156 */ 1267 */
1157 if (owner == NULL) { 1268 if (owner == NULL)
1158 remove_ob(op); 1269 {
1159 free_object(op); 1270 op->destroy ();
1160 return; 1271 return;
1161 } 1272 }
1162#endif 1273#endif
1163 1274
1164 new_x = op->x + DIRX(op); 1275 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1276 new_y = op->y + DIRY (op);
1166 1277
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1279
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1281 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1282 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1283 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1284 * we need to remove it if someone hasn't already done so.
1175 */ 1285 */
1176 if ( ! was_destroyed (op, tag)) { 1286 if (!op->destroyed ())
1177 remove_ob (op); 1287 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1288
1183 remove_ob(op); 1289 return;
1290 }
1291
1292 op->remove ();
1293
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1295 {
1296 op->destroy ();
1297 return;
1298 }
1299
1188 op->x = new_x; 1300 op->x = new_x;
1189 op->y = new_y; 1301 op->y = new_y;
1190 op->map = m; 1302 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1303 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1192 if(i > 0 && i != op->direction){ 1304 if (i > 0 && i != op->direction)
1305 {
1193 op->direction=i; 1306 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1307 SET_ANIMATION (op, op->direction);
1195 } 1308 }
1309
1196 insert_ob_in_map(op,op->map,op,0); 1310 insert_ob_in_map (op, op->map, op, 0);
1197} 1311}
1198 1312
1199/**************************************************************************** 1313/****************************************************************************
1200 * Destruction 1314 * Destruction
1201 ****************************************************************************/ 1315 ****************************************************************************/
1316
1202/* make_object_glow() - currently only makes living objects glow. 1317/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1318 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1319 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1320 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1321 * give them the capability to have an inventory. b.t.
1207 */ 1322 */
1208 1323
1324int
1209int make_object_glow(object *op, int radius, int time) { 1325make_object_glow (object *op, int radius, int time)
1326{
1210 object *tmp; 1327 object *tmp;
1211 1328
1212 /* some things are unaffected... */ 1329 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1330 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1331 return 0;
1215 1332
1216 tmp=get_archetype(FORCE_NAME); 1333 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1334 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1335 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1337 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1339 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1340
1224 tmp->x=op->x; 1341 tmp->x = op->x;
1225 tmp->y=op->y; 1342 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1345 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1346 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1347 op->glow_radius = tmp->glow_radius;
1230 1348
1231 if(!tmp->env||op!=tmp->env) { 1349 if (!tmp->env || op != tmp->env)
1350 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1352 return 0;
1234 return 0;
1235 } 1353 }
1236 return 1; 1354 return 1;
1237} 1355}
1238 1356
1239 1357
1240
1241 1358
1359
1360int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1361cast_destruction (object *op, object *caster, object *spell_ob)
1362{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1363 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1364 sint16 sx, sy;
1245 mapstruct *m; 1365 maptile *m;
1246 object *tmp; 1366 object *tmp;
1247 const char *skill; 1367 const char *skill;
1248 1368
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1253 1374
1254 /* destruction doesn't use another spell object, so we need 1375 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1376 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1377 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1378 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1379 * the full share string/free_string route.
1259 */ 1380 */
1260 skill = op->skill; 1381 skill = op->skill;
1382 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1383 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1263 else op->skill = NULL; 1387 op->skill = NULL;
1264 1388
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1390
1267 for(i= -range; i<range; i++) { 1391 for (i = -range; i < range; i++)
1392 {
1268 for(j=-range; j<range ; j++) { 1393 for (j = -range; j < range; j++)
1394 {
1269 m = op->map; 1395 m = op->map;
1270 sx = op->x + i; 1396 sx = op->x + i;
1271 sy = op->y + j; 1397 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1274 if (mflags & P_IS_ALIVE) { 1401 if (mflags & P_IS_ALIVE)
1402 {
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1406 break;
1278 if (tmp) { 1407 }
1279 if (tmp->head) tmp=tmp->head; 1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1280 1412
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1415 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1419 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1420 {
1287 tmp->x = sx; 1421 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1422 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1423 tmp->y = sy;
1290 } 1424 insert_ob_in_map (tmp, m, op, 0);
1291 } 1425 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1426 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1431 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1432
1297 effect->y = sy; 1433 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1434 effect->y = sy;
1299 } 1435 insert_ob_in_map (effect, m, op, 0);
1300 } 1436 }
1301 } 1437 }
1302 } 1438 }
1439 }
1440 }
1441 }
1303 } 1442 }
1304 }
1305 }
1306 op->skill = skill; 1443 op->skill = skill;
1307 return 1; 1444 return 1;
1308} 1445}
1309 1446
1310/*************************************************************************** 1447/***************************************************************************
1311 * 1448 *
1312 * CURSE 1449 * CURSE
1313 * 1450 *
1314 ***************************************************************************/ 1451 ***************************************************************************/
1315 1452
1453int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1454cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{
1317 object *god = find_god(determine_god(op)); 1456 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1457 object *tmp, *force;
1319 1458
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1459 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1460 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1461 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0;
1464 }
1327 1465
1328 /* If we've already got a force of this type, don't add a new one. */ 1466 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1331 if (force->name == spell_ob->name) { 1471 if (force->name == spell_ob->name)
1332 break; 1472 {
1333 } 1473 break;
1474 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1475 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1476 {
1336 "You can not cast %s while %s is in effect", 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1478 return 0;
1338 return 0; 1479 }
1480 }
1339 } 1481 }
1340 }
1341 }
1342 1482
1343 if(force==NULL) { 1483 if (force == NULL)
1484 {
1344 force=get_archetype(FORCE_NAME); 1485 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1486 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1487 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1488 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1489 else
1490 force->name = spell_ob->name;
1491
1492 force->name_pl = spell_ob->name;
1493
1494 }
1495 else
1496 {
1355 int duration; 1497 int duration;
1356 1498
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1499 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1500 if (duration > force->duration)
1501 {
1359 force->duration = duration; 1502 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1504 }
1505 else
1506 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1508 }
1364 return 1; 1509 return 1;
1365 } 1510 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1512 force->speed = 1.0;
1368 force->speed_left = -1.0; 1513 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1514 SET_FLAG (force, FLAG_APPLIED);
1370 1515
1371 if(god) { 1516 if (god)
1517 {
1372 if (spell_ob->last_grace) 1518 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1519 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1520 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1521 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1522 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1523 }
1378 } else 1524 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1526
1381 1527
1382 if(tmp!=op && op->type==PLAYER) 1528 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1529 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1530
1385 force->stats.ac = spell_ob->stats.ac; 1531 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1532 force->stats.wc = spell_ob->stats.wc;
1387 1533
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1536 fix_player (tmp);
1391 return 1; 1537 return 1;
1392 1538
1393} 1539}
1394 1540
1395 1541
1396/********************************************************************** 1542/**********************************************************************
1400 ***********************************************************************/ 1546 ***********************************************************************/
1401 1547
1402/* This covers the various spells that change the moods of monsters - 1548/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1549 * makes them angry, peacful, friendly, etc.
1404 */ 1550 */
1551int
1405int mood_change(object *op, object *caster, object *spell) { 1552mood_change (object *op, object *caster, object *spell)
1553{
1406 object *tmp, *god, *head; 1554 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1555 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1556 sint16 x, y, nx, ny;
1409 mapstruct *m; 1557 maptile *m;
1410 const char *race; 1558 const char *race;
1411 1559
1412 /* We precompute some values here so that we don't have to keep 1560 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1561 * doing it over and over again.
1414 */ 1562 */
1415 god=find_god(determine_god(op)); 1563 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1564 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1565 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1566
1419 /* On the bright side, no monster should ever have a race of GOD_... 1567 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1568 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1569 * won't ever match anything.
1422 */ 1570 */
1423 if (!spell->race) race=NULL; 1571 if (!spell->race)
1572 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1575 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race;
1577 else
1426 else race = spell->race; 1578 race = spell->race;
1427
1428 1579
1580
1429 for (x = op->x - range; x <= op->x + range; x++) 1581 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1431 1584
1432 done_one=0; 1585 done_one = 0;
1433 m = op->map; 1586 m = op->map;
1434 nx = x; 1587 nx = x;
1435 ny = y; 1588 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1438 1592
1439 /* If there is nothing living on this space, no need to go further */ 1593 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1441 1596
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1444 1600
1445 /* There can be living objects that are not monsters */ 1601 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1447 1604
1448 /* Only the head has meaningful data, so resolve to that */ 1605 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1606 if (tmp->head)
1450 else head=tmp; 1607 head = tmp->head;
1608 else
1609 head = tmp;
1451 1610
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue;
1455 1616
1456 /* Now do a bunch of stuff related to saving throws */ 1617 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1618 best_at = -1;
1458 if (spell->attacktype) { 1619 if (spell->attacktype)
1620 {
1459 for (at=0; at < NROFATTACKS; at++) 1621 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1622 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1623 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at;
1462 1625
1463 if (best_at == -1) at=0; 1626 if (best_at == -1)
1627 at = 0;
1464 else { 1628 else
1629 {
1465 if (head->resist[best_at] == 100) continue; 1630 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1631 continue;
1467 } 1632 else
1633 at = head->resist[best_at] / 5;
1634 }
1468 at -= level / 5; 1635 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1636 if (did_make_save (head, head->level, at))
1470 } 1637 continue;
1638 }
1471 else /* spell->attacktype */ 1639 else /* spell->attacktype */
1472 /* 1640 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1642 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1644
1477 The chance will then be in the range [20-70] percent, not too bad. 1645 The chance will then be in the range [20-70] percent, not too bad.
1478 1646
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1648 charm a level 125 monster...
1481 1649
1482 Ryo, august 14th 1650 Ryo, august 14th
1483 */ 1651 */
1484 { 1652 {
1485 if ( head->level > level ) continue; 1653 if (head->level > level)
1654 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1656 /* Failed, no effect */
1488 continue; 1657 continue;
1489 } 1658 }
1490 1659
1491 /* Done with saving throw. Now start effecting the monster */ 1660 /* Done with saving throw. Now start effecting the monster */
1492 1661
1493 /* aggravation */ 1662 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1665 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1667 remove_friendly_object (head);
1498 1668
1499 done_one = 1; 1669 done_one = 1;
1500 head->enemy = op; 1670 head->enemy = op;
1501 } 1671 }
1502 1672
1503 /* calm monsters */ 1673 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1677 head->enemy = NULL;
1507 done_one = 1; 1678 done_one = 1;
1508 } 1679 }
1509 1680
1510 /* berserk monsters */ 1681 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1512 SET_FLAG(head, FLAG_BERSERK); 1684 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1685 done_one = 1;
1514 } 1686 }
1515 /* charm */ 1687 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1690 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1692 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1695 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1696 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1697 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1698 head->attack_movement = PETMOVE;
1526 done_one = 1; 1699 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1701 head->stats.exp = 0;
1529 } 1702 }
1530 1703
1531 /* If a monster was effected, put an effect in */ 1704 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1705 if (done_one && spell->other_arch)
1706 {
1533 tmp = arch_to_object(spell->other_arch); 1707 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1708 tmp->x = nx;
1535 tmp->y = ny; 1709 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1710 insert_ob_in_map (tmp, m, op, 0);
1537 } 1711 }
1538 } /* for y */ 1712 } /* for y */
1539 1713
1540 return 1; 1714 return 1;
1541} 1715}
1542 1716
1543 1717
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1718/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1719 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1720 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1721 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1722 * note that duration is handled by process_object() in time.c
1549 */ 1723 */
1550 1724
1725void
1551void move_ball_spell(object *op) { 1726move_ball_spell (object *op)
1727{
1552 int i,j,dam_save,dir, mflags; 1728 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1729 sint16 nx, ny, hx, hy;
1554 object *owner; 1730 object *owner;
1555 mapstruct *m; 1731 maptile *m;
1556 1732
1557 owner = get_owner(op); 1733 owner = op->owner;
1558 1734
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1735 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1736 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1737 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1738 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1739 * deviations.
1564 */ 1740 */
1565 1741
1566 dir = 0; 1742 dir = 0;
1567 if(!(rndm(0, 3))) 1743 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1744 j = rndm (0, 1);
1569 else j=0; 1745 else
1746 j = 0;
1570 1747
1571 for(i = 1; i < 9; i++) { 1748 for (i = 1; i < 9; i++)
1749 {
1572 /* i bit 0: alters sign of offset 1750 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1751 * other bits (i / 2): absolute value of offset
1574 */ 1752 */
1575 1753
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1755 int tmpdir = absdir (op->direction + offset);
1578 1756
1579 nx = op->x + freearr_x[tmpdir]; 1757 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1758 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1759 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1760 {
1583 dir = tmpdir; 1761 dir = tmpdir;
1584 break; 1762 break;
1585 } 1763 }
1586 } 1764 }
1587 if (dir == 0) { 1765 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1766 {
1767 nx = op->x;
1768 ny = op->y;
1769 m = op->map;
1770 }
1592 1771
1593 remove_ob(op); 1772 op->remove ();
1594 op->y=ny; 1773 op->y = ny;
1595 op->x=nx; 1774 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1775 insert_ob_in_map (op, m, op, 0);
1597 1776
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1778 surrounding squares */
1600 1779
1601 /* loop over current square and neighbors to hit. 1780 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1781 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1782 * the surround spaces.
1604 */ 1783 */
1605 for(j=0;j<9;j++) { 1784 for (j = 0; j < 9; j++)
1785 {
1606 object *new_ob; 1786 object *new_ob;
1607 1787
1608 hx = nx+freearr_x[j]; 1788 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1789 hy = ny + freearr_y[j];
1610 1790
1611 m = op->map; 1791 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1793
1614 if (mflags & P_OUT_OF_MAP) continue; 1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1615 1796
1616 /* first, don't ever, ever hit the owner. Don't hit out 1797 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1798 * of the map either.
1618 */ 1799 */
1619 1800
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1802 {
1803 if (j)
1804 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1805 hit_map (op, j, op->attacktype, 1);
1623 1806
1624 } 1807 }
1625 1808
1626 /* insert the other arch */ 1809 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 {
1628 new_ob = arch_to_object(op->other_arch); 1812 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1813 new_ob->x = hx;
1630 new_ob->y = hy; 1814 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1815 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1816 }
1633 } 1817 }
1634 1818
1635 /* restore to the center location and damage*/ 1819 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1820 op->stats.dam = dam_save;
1637 1821
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1822 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1823
1640 if(i>=0) { /* we have a preferred direction! */ 1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1826 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1831 }
1646 op->direction=i; 1832 op->direction = i;
1647 } 1833 }
1648} 1834}
1649 1835
1650 1836
1651/* move_swarm_spell: peterm 1837/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1840 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1841 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1842 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1843 */
1658 1844
1845void
1659void move_swarm_spell(object *op) 1846move_swarm_spell (object *op)
1660{ 1847{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1848#if 0
1683 // this is bogus: it causes wrong places to be checked below 1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1851 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1852 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1853 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1854#endif
1855 int basedir;
1856 object *owner;
1730 1857
1858 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL)
1860 {
1861 op->destroy ();
1862 return;
1863 }
1864
1865 op->duration--;
1866
1867 basedir = op->direction;
1868 if (basedir == 0)
1869 {
1870 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8);
1872 }
1873
1874#if 0
1875 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space.
1879 // should be fixed later, but correctness before featurs...
1880 // (schmorp)
1881
1882 /* new offset calculation to make swarm element distribution
1883 * more uniform
1884 */
1885 if (op->duration)
1886 {
1887 if (basedir & 1)
1888 {
1889 adjustdir = cardinal_adjust[rndm (0, 8)];
1890 }
1891 else
1892 {
1893 adjustdir = diagonal_adjust[rndm (0, 9)];
1894 }
1895 }
1896 else
1897 {
1898 adjustdir = 0; /* fire the last one from forward. */
1899 }
1900
1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1903
1904 /* back up one space so we can hit point-blank targets, but this
1905 * necessitates extra out_of_map check below
1906 */
1907 origin_x = target_x - freearr_x[basedir];
1908 origin_y = target_y - freearr_y[basedir];
1909
1910
1731 /* spell pointer is set up for the spell this casts. Since this 1911 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1912 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1913 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1914 * do some sanity checking anyways.
1735 */ 1915 */
1916
1917 if (op->spell && op->spell->type == SPELL &&
1918 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1919 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1920 {
1921
1922 /* Bullet spells have a bunch more customization that needs to be done */
1923 if (op->spell->subtype == SP_BULLET)
1924 fire_bullet (owner, op, basedir, op->spell);
1925 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1926 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1927 }
1928#endif
1929
1930 /* spell pointer is set up for the spell this casts. Since this
1931 * should just be a pointer to the spell in some inventory,
1932 * it is unlikely to disappear by the time we need it. However,
1933 * do some sanity checking anyways.
1934 */
1935
1737 if (op->spell && op->spell->type == SPELL) 1936 if (op->spell && op->spell->type == SPELL)
1738 { 1937 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1938 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1939 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1940 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1943 }
1745} 1944}
1746 1945
1747 1946
1748 1947
1749 1948
1757 * dir: the direction everything will be fired in 1956 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1957 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1958 * n: the number to be fired.
1760 */ 1959 */
1761 1960
1961int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1962fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1963{
1764 object *tmp; 1964 object *tmp;
1765 int i; 1965 int i;
1766 1966
1767 if (!spell->other_arch) return 0; 1967 if (!spell->other_arch)
1968 return 0;
1768 1969
1769 tmp=get_archetype(SWARM_SPELL); 1970 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1971 tmp->x = op->x;
1771 tmp->y=op->y; 1972 tmp->y = op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1974 set_spell_skill (op, caster, spell, tmp);
1774 1975
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1977 tmp->spell = arch_to_object (spell->other_arch);
1777 1978
1778 tmp->attacktype = tmp->spell->attacktype; 1979 tmp->attacktype = tmp->spell->attacktype;
1779 1980
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1781 if ( ! tailor_god_spell (tmp, op)) 1983 if (!tailor_god_spell (tmp, op))
1782 return 1; 1984 return 1;
1783 } 1985 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1987 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1989
1788 tmp->direction=dir; 1990 tmp->direction = dir;
1789 tmp->invisible=1; 1991 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1992 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 1993 return 1;
1792} 1994}
1793 1995
1794 1996
1795/* See the spells documentation file for why this is its own 1997/* See the spells documentation file for why this is its own
1796 * function. 1998 * function.
1797 */ 1999 */
2000int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2001cast_light (object *op, object *caster, object *spell, int dir)
2002{
1799 object *target=NULL,*tmp=NULL; 2003 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2004 sint16 x, y;
1801 int dam, mflags; 2005 int dam, mflags;
1802 mapstruct *m; 2006 maptile *m;
1803 2007
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2009
1806 if(!dir) { 2010 if (!dir)
2011 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2013 return 0;
1809 } 2014 }
1810 2015
1811 x=op->x+freearr_x[dir]; 2016 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2017 y = op->y + freearr_y[dir];
1813 m = op->map; 2018 m = op->map;
1814 2019
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2021
1817 if (mflags & P_OUT_OF_MAP) { 2022 if (mflags & P_OUT_OF_MAP)
2023 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2025 return 0;
1820 } 2026 }
1821 2027
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2028 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 {
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 2030 for (target = get_map_ob (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2033 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2034 if (target->head)
2035 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2037 return 1; /* one success only! */
2038 }
1829 } 2039 }
1830 }
1831 2040
1832 /* no live target, perhaps a wall is in the way? */ 2041 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 2045 return 0;
1836 } 2046 }
1837 2047
1838 /* ok, looks groovy to just insert a new light on the map */ 2048 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 2049 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2050 if (!tmp)
2051 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2053 return 0;
1843 } 2054 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2056 if (tmp->glow_radius)
2057 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2059 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2061 }
1849 tmp->x=x; 2062 tmp->x = x;
1850 tmp->y=y; 2063 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2064 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2065 return 1;
1853} 2066}
1854 2067
1855 2068
1856 2069
1857 2070
1860 * op is the player/monster, caster is the object, dir is the direction 2073 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2074 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2075 * perhaps this should actually be in disease.c?
1863 */ 2076 */
1864 2077
2078int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2079cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{
1866 sint16 x,y; 2081 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2082 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2083 object *walk;
1869 mapstruct *m; 2084 maptile *m;
1870 2085
1871 x = op->x; 2086 x = op->x;
1872 y = op->y; 2087 y = op->y;
1873 2088
1874 /* If casting from a scroll, no direction will be available, so refer to the 2089 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2090 * direction the player is pointing.
1876 */ 2091 */
2092 if (!dir)
1877 if (!dir) dir=op->facing; 2093 dir = op->facing;
2094 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2095 return 0; /* won't find anything if casting on ourself, so just return */
1879 2096
1880 /* Calculate these once here */ 2097 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2098 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2099 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2100 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2101
1885 /* search in a line for a victim */ 2102 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2103 for (i = 1; i < range; i++)
2104 {
1887 x = op->x + i * freearr_x[dir]; 2105 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2106 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2107 m = op->map;
1890 2108
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2110
1893 if (mflags & P_OUT_OF_MAP) return 0; 2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
1894 2113
1895 /* don't go through walls - presume diseases are airborne */ 2114 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2115 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2116 return 0;
1897 2117
1898 /* Only bother looking on this space if there is something living here */ 2118 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2119 if (mflags & P_IS_ALIVE)
2120 {
1900 /* search this square for a victim */ 2121 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2125 object *disease = arch_to_object (spell->other_arch);
1904 2126
1905 set_owner(disease,op); 2127 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2128 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2129 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2130 disease->level = caster_level (caster, spell);
1909 2131
1910 /* do level adjustments */ 2132 /* do level adjustments */
1911 if(disease->stats.wc) 2133 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2134 disease->stats.wc += dur_mod / 2;
1913 2135
1914 if(disease->magic> 0) 2136 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2137 disease->magic += dur_mod / 4;
1916 2138
1917 if(disease->stats.maxhp>0) 2139 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2140 disease->stats.maxhp += dur_mod;
1919 2141
1920 if(disease->stats.maxgrace>0) 2142 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2143 disease->stats.maxgrace += dur_mod;
1922 2144
1923 if(disease->stats.dam) { 2145 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2146 {
1925 disease->stats.dam += dam_mod; 2147 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2148 disease->stats.dam += dam_mod;
1927 } 2149 else
2150 disease->stats.dam -= dam_mod;
2151 }
1928 2152
1929 if(disease->last_sp) { 2153 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2154 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2155 disease->last_sp -= 2 * dam_mod;
1932 } 2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
2158 }
1933 2159
1934 if(disease->stats.maxsp) { 2160 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2161 {
1936 disease->stats.maxsp += dam_mod; 2162 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2163 disease->stats.maxsp += dam_mod;
1938 } 2164 else
1939 2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
1940 if(disease->stats.ac) 2168 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2169 disease->stats.ac += dam_mod;
1942 2170
1943 if(disease->last_eat) 2171 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2172 disease->last_eat -= dam_mod;
1945 2173
1946 if(disease->stats.hp) 2174 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2175 disease->stats.hp -= dam_mod;
1948 2176
1949 if(disease->stats.sp) 2177 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2178 disease->stats.sp -= dam_mod;
1951 2179
1952 if(infect_object(walk,disease,1)) { 2180 if (infect_object (walk, disease, 1))
2181 {
1953 object *flash; /* visual effect for inflicting disease */ 2182 object *flash; /* visual effect for inflicting disease */
1954 2183
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2185
1957 free_object(disease); /* don't need this one anymore */ 2186 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2187 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2188 flash->x = x;
1960 flash->y = y; 2189 flash->y = y;
1961 flash->map = walk->map; 2190 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2191 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2192 return 1;
1964 } 2193 }
1965 free_object(disease); 2194
1966 } 2195 disease->destroy ();
1967 } /* if living creature */ 2196 }
1968 } /* for range of spaces */ 2197 } /* if living creature */
2198 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2200 return 1;
1971} 2201}

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