ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = tmp->clone ();
142 146
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 147 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 148 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 151 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 152 new_bolt->direction = t_dir;
151 new_bolt->duration++; 153 new_bolt->duration++;
152 new_bolt->x=sx; 154 new_bolt->x = sx;
153 new_bolt->y=sy; 155 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 157 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 158 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 159 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 161 update_turn_face (new_bolt);
160} 162}
161 163
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 164/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 165 * and checks for various things that may stop it.
164 */ 166 */
165 167
168void
166void move_bolt(object *op) { 169move_bolt (object *op)
170{
167 object *tmp; 171 object *tmp;
168 int mflags; 172 int mflags;
169 sint16 x, y; 173 sint16 x, y;
170 mapstruct *m; 174 maptile *m;
171 175
172 if(--(op->duration)<0) { 176 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 177 {
178 op->destroy ();
179 return;
180 }
181
177 hit_map(op,0,op->attacktype,1); 182 hit_map (op, 0, op->attacktype, 1);
178 183
179 if(!op->direction) 184 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 185 return;
240 } 186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
199 return;
200
201 /* We are about to run into something - we may bounce */
202 /* Calling reflwall is pretty costly, as it has to look at all the objects
203 * on the space. So only call reflwall if we think the data it returns
204 * will be useful.
205 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return;
211
212 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling
215 * on the diagonal, it is trickier - eg, a bolt travelling
216 * northwest bounces different if it hits a north/south
217 * wall (bounces to northeast) vs an east/west (bounces
218 * to the southwest.
219 */
220 if (op->direction & 1)
221 op->direction = absdir (op->direction + 4);
222 else
223 {
224 int left, right;
225 int mflags;
226
227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
228 * over a corner in a tiled map, it is possible that
229 * op->direction is within an adjacent map but either
230 * op->direction-1 or op->direction+1 does not exist.
231 */
232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
234
235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
236
237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
240
241 if (left == right)
242 op->direction = absdir (op->direction + 4);
243 else if (left)
244 op->direction = absdir (op->direction + 2);
245 else if (right)
246 op->direction = absdir (op->direction - 2);
247 }
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return;
250 }
251 else
241 else { /* Create a copy of this object and put it ahead */ 252 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 253 tmp = op->clone ();
243 copy_object(op,tmp); 254
244 tmp->speed_left= -0.1; 255 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 258 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 259 tmp->duration++;
249 260
250 /* New forking code. Possibly create forks of this object 261 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 262 * going off in other directions.
252 */ 263 */
253 264
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 265 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 266 { /* stats.Dex % of forking */
256 } 267 forklightning (op, tmp);
268 }
257 /* In this way, the object left behind sticks on the space, but 269 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 270 * doesn't create any bolts that continue to move onward.
259 */ 271 */
260 op->range = 0; 272 op->range = 0;
261 } /* copy object and move it along */ 273 } /* copy object and move it along */
262 } /* if move bolt along */ 274 } /* if move bolt along */
263} 275}
264 276
265/* fire_bolt 277/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 278 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 279 * spob is the spell object for the bolt.
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
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 442 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 443 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 445 {
416 remove_ob (op); 446 op->destroy ();
417 free_object (op); 447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
418 return; 454 return;
419 } 455 }
420 456
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 457 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 458 tmp = arch_to_object (op->other_arch);
429 459
430 copy_owner (tmp, op); 460 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 461 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 462
434 owner = get_owner(op); 463 owner = op->owner;
464
435 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))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 466 {
467 op->destroy ();
468 return;
469 }
470
441 tmp->x = op->x; 471 tmp->x = op->x;
442 tmp->y = op->y; 472 tmp->y = op->y;
443 473
444 /* special for bombs - it actually has sane values for these */ 474 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
446 tmp->attacktype = op->attacktype; 477 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 478 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 479 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 480 tmp->duration = op->duration;
450 } else { 481 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 486 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 487 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 488 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 489 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 491 * the count of the parent should work fine.
458 */ 492 */
459 tmp->stats.maxhp = op->count; 493 tmp->stats.maxhp = op->count;
460 } 494 }
461 495
462 /* Set direction of cone explosion */ 496 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 498 tmp->stats.sp = op->direction;
465 499
466 /* Prevent recursion */ 500 /* Prevent recursion */
467 op->move_on = 0; 501 op->move_on = 0;
468 502
469 insert_ob_in_map(tmp, op->map, op, 0); 503 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 504 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 505 if (!op->destroyed ())
472 remove_ob (op); 506 {
473 free_object (op); 507 op->destroy ();
474 } 508 }
475} 509}
476 510
477 511
478 512
479/* 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
480 * (eg, explode, damage player, etc) 514 * (eg, explode, damage player, etc)
481 */ 515 */
482 516
517void
483void check_bullet(object *op) 518check_bullet (object *op)
484{ 519{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 520 object *tmp;
487 int dam, mflags; 521 int dam, mflags;
488 mapstruct *m; 522 maptile *m;
489 sint16 sx, sy; 523 sint16 sx, sy;
490 524
491 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);
492 526
493 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)))
494 return; 528 return;
495 529
496 if (op->other_arch) { 530 if (op->other_arch)
531 {
497 /* explode object will also remove op */ 532 /* explode object will also remove op */
498 explode_bullet (op); 533 explode_bullet (op);
499 return; 534 return;
500 } 535 }
501 536
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 538 if (!(mflags & P_IS_ALIVE))
539 return;
504 540
505 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)
506 { 542 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 544 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 547 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 548 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 549 {
515 free_object(op); 550 op->destroy ();
516 return; 551 return;
517 } 552 }
518 } 553 }
519 } 554 }
520 } 555 }
521} 556}
522 557
525 * call check_bullet. 560 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 561 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 562 * fired arches (eg, bolts).
528 */ 563 */
529 564
565void
530void move_bullet(object *op) 566move_bullet (object *op)
531{ 567{
532 sint16 new_x, new_y; 568 sint16 new_x, new_y;
533 int mflags; 569 int mflags;
534 mapstruct *m; 570 maptile *m;
535 571
536#if 0 572#if 0
537 /* We need a better general purpose way to do this */ 573 /* We need a better general purpose way to do this */
538 574
539 /* peterm: added to make comet leave a trail of burnouts 575 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 576 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 577 if (op->stats.sp == SP_METEOR)
578 {
542 replace_insert_ob_in_map("fire_trail",op); 579 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 580 if (op->destroyed ())
544 return; 581 return;
545 } /* end addition. */ 582 } /* end addition. */
546#endif 583#endif
547 584
548 /* Reached the end of its life - remove it */ 585 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 586 if (--op->range <= 0)
587 {
550 if (op->other_arch) { 588 if (op->other_arch)
551 explode_bullet (op); 589 explode_bullet (op);
552 } else { 590 else
553 remove_ob (op); 591 op->destroy ();
554 free_object (op); 592
555 }
556 return; 593 return;
557 } 594 }
558 595
559 new_x = op->x + DIRX(op); 596 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 597 new_y = op->y + DIRY (op);
561 m = op->map; 598 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 600
564 if (mflags & P_OUT_OF_MAP) { 601 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 602 {
566 free_object (op); 603 op->destroy ();
567 return; 604 return;
568 } 605 }
569 606
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 {
571 if (op->other_arch) { 609 if (op->other_arch)
572 explode_bullet (op); 610 explode_bullet (op);
573 } else { 611 else
574 remove_ob (op); 612 op->destroy ();
575 free_object (op); 613
576 }
577 return; 614 return;
578 } 615 }
579 616
580 remove_ob (op); 617 op->remove ();
581 op->x = new_x; 618 op->x = new_x;
582 op->y = new_y; 619 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 621 return;
585 622
586 if (reflwall (op->map, op->x, op->y, op)) { 623 if (reflwall (op->map, op->x, op->y, op))
624 {
587 op->direction = absdir (op->direction + 4); 625 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 626 update_turn_face (op);
589 } else { 627 }
628 else
629 {
590 check_bullet (op); 630 check_bullet (op);
591 } 631 }
592} 632}
593 633
594 634
595 635
601 * spob->attacktype. 641 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 642 * This function sets up the appropriate owner and skill
603 * pointers. 643 * pointers.
604 */ 644 */
605 645
646int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 647fire_bullet (object *op, object *caster, int dir, object *spob)
648{
607 object *tmp=NULL; 649 object *tmp = NULL;
608 int mflags; 650 int mflags;
609 651
610 if (!spob->other_arch) 652 if (!spob->other_arch)
611 return 0; 653 return 0;
612 654
613 tmp=arch_to_object(spob->other_arch); 655 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 656 if (tmp == NULL)
615 return 0; 657 return 0;
616 658
617 /* peterm: level dependency for bolts */ 659 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 661 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 662 if (spob->slaying)
663 tmp->slaying = spob->slaying;
621 664
622 tmp->range = 50; 665 tmp->range = 50;
623 666
624 /* Need to store duration/range for the ball to use */ 667 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 671
629 tmp->direction=dir; 672 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 674 SET_ANIMATION (tmp, dir);
632 675
633 set_owner(tmp,op); 676 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 677 set_spell_skill (op, caster, spob, tmp);
635 678
636 tmp->x=op->x + freearr_x[dir]; 679 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 680 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 681 tmp->map = op->map;
639 682
640 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);
641 if (mflags & P_OUT_OF_MAP) { 684 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 685 {
686 tmp->destroy ();
687 return 0;
688 }
689
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 693 {
694 tmp->destroy ();
648 return 0; 695 return 0;
649 } 696 }
650 tmp->x=op->x; 697
651 tmp->y=op->y; 698 tmp->x = op->x;
699 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 700 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 701 tmp->map = op->map;
654 } 702 }
703
655 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)
656 check_bullet (tmp); 705 check_bullet (tmp);
657 } 706
658 return 1; 707 return 1;
659} 708}
660 709
661 710
662 711
663 712
667 * 716 *
668 *****************************************************************************/ 717 *****************************************************************************/
669 718
670 719
671/* 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
672void cone_drop(object *op) { 722cone_drop (object *op)
723{
673 object *new_ob = arch_to_object(op->other_arch); 724 object *new_ob = arch_to_object (op->other_arch);
674 725
675 new_ob->x = op->x; 726 new_ob->x = op->x;
676 new_ob->y = op->y; 727 new_ob->y = op->y;
677 new_ob->level = op->level; 728 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 729 new_ob->set_owner (op->owner);
679 730
680 /* preserve skill ownership */ 731 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 732 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 733 {
734 new_ob->skill = op->skill;
735 }
685 insert_ob_in_map(new_ob,op->map,op,0); 736 insert_ob_in_map (new_ob, op->map, op, 0);
686 737
687} 738}
688 739
689/* 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 */
690 741
742void
691void move_cone(object *op) { 743move_cone (object *op)
744{
692 int i; 745 int i;
693 tag_t tag;
694 746
695 /* 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 */
696 if (! op->map) { 748 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 749 {
698 op->name ? op->name : "unknown"); 750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 751 op->speed = 0;
700 update_ob_speed (op); 752 update_ob_speed (op);
701 return; 753 return;
702 } 754 }
703 755
704 /* lava saves it's life, but not yours :) */ 756 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
706 hit_map(op,0,op->attacktype,0); 759 hit_map (op, 0, op->attacktype, 0);
707 return; 760 return;
708 } 761 }
709 762
710#if 0 763#if 0
711 /* Disable this - enabling it makes monsters easier, as 764 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 765 * when their cone dies when they die.
713 */ 766 */
714 /* If no owner left, the spell dies out. */ 767 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 768 if (op->owner == NULL)
716 remove_ob(op); 769 {
717 free_object(op); 770 op->destroy ();
718 return; 771 return;
719 } 772 }
720#endif 773#endif
721 774
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
724 776
725 /* Check to see if we should push anything. 777 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 778 * Spell objects with weight push whatever they encounter to some
727 * degree. 779 * degree.
728 */ 780 */
781 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 782 check_spell_knockback (op);
730 783
731 if (was_destroyed (op, tag)) 784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
732 return; 790 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 791 }
739 /* Object has hit maximum range, so don't have it move 792 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 793 * any further. When the duration above expires,
741 * then the object will get removed. 794 * then the object will get removed.
742 */ 795 */
743 if (--op->range < 0) { 796 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 797 {
798 op->range = 0; /* just so it doesn't wrap */
799 return;
800 }
747 801
748 for(i= -1;i<2;i++) { 802 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 803 {
750 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)];
751 805
752 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))
753 object *tmp=get_object(); 807 {
754 copy_object(op, tmp); 808 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 809
810 tmp->x = x;
811 tmp->y = y;
812
758 tmp->duration = op->duration + 1; 813 tmp->duration = op->duration + 1;
759 814
760 /* Use for spell tracking - see ok_to_put_more() */ 815 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 816 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 818 if (tmp->other_arch)
764 } 819 cone_drop (tmp);
820 }
765 } 821 }
766} 822}
767 823
768/* cast_cone: casts a cone spell. 824/* cast_cone: casts a cone spell.
769 * op: person firing the object. 825 * op: person firing the object.
771 * dir: direction to fire in. 827 * dir: direction to fire in.
772 * 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
773 * to fire. 829 * to fire.
774 * returns 0 on failure, 1 on success. 830 * returns 0 on failure, 1 on success.
775 */ 831 */
832int
776int cast_cone(object *op, object *caster,int dir, object *spell) 833cast_cone (object *op, object *caster, int dir, object *spell)
777{ 834{
778 object *tmp; 835 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 836 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 837 maptile *m;
781 sint16 sx, sy; 838 sint16 sx, sy;
782 MoveType movetype; 839 MoveType movetype;
783 840
784 if (!spell->other_arch) return 0; 841 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 842 return 0;
843
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 845 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
847 return 0;
848 }
792 849
793 if(!dir) { 850 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 851 {
852 range_min = 0;
853 range_max = 8;
854 }
797 855
798 /* 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
799 * 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
800 * insert it into is blocked. 858 * insert it into is blocked.
801 */ 859 */
802 movetype = spell->other_arch->clone.move_type; 860 movetype = spell->other_arch->clone.move_type;
803 861
804 for(i=range_min;i<=range_max;i++) { 862 for (i = range_min; i <= range_max; i++)
863 {
805 sint16 x,y, d; 864 sint16 x, y, d;
806 865
807 /* We can't use absdir here, because it never returns 866 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 867 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 868 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 869 * to hit that person.
811 */ 870 */
812 d = dir + i; 871 d = dir + i;
813 while (d < 0) d+=8; 872 while (d < 0)
814 while (d > 8) d-=8; 873 d += 8;
874 while (d > 8)
875 d -= 8;
815 876
816 /* 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.
817 * In that case, we have to see - if dir is specified, 878 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 879 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 880 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 881 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 882 * for the rune code.
822 */ 883 */
823 if (caster->type != RUNE && d==0) { 884 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 885 {
825 else continue; 886 if (dir != 0)
826 } 887 d = 8;
888 else
889 continue;
890 }
827 891
828 x = op->x+freearr_x[d]; 892 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 893 y = op->y + freearr_y[d];
830 894
831 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)
832 continue; 896 continue;
833 897
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 899 continue;
836 900
837 success=1; 901 success = 1;
838 tmp=arch_to_object(spell->other_arch); 902 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 903 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 904 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 905 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 906 tmp->x = sx;
843 tmp->y = sy; 907 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 908 tmp->attacktype = spell->attacktype;
845 909
846 /* holy word stuff */ 910 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 912 if (!tailor_god_spell (tmp, op))
849 } 913 return 0;
850 914
851 if(dir) 915 if (dir)
852 tmp->stats.sp=dir; 916 tmp->stats.sp = dir;
853 else 917 else
854 tmp->stats.sp=i; 918 tmp->stats.sp = i;
855 919
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 921
858 /* 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 */
859 if (dir == 0) { 923 if (dir == 0)
924 {
860 tmp->range /= 4; 925 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 926 if (tmp->range < 2 && spell->range >= 2)
862 } 927 tmp->range = 2;
928 }
929
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 932
866 /* Special bonus for fear attacks */ 933 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 934 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 935 {
869 else 936 if (caster->type == PLAYER)
937 tmp->duration += fear_bonus[caster->stats.Cha];
938 else
870 tmp->duration += caster->level/3; 939 tmp->duration += caster->level / 3;
871 } 940 }
941
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 943 {
874 else 944 if (caster->type == PLAYER)
945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
946 else
875 tmp->duration += caster->level/3; 947 tmp->duration += caster->level / 3;
876 } 948 }
877 949
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 950 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 952
883 if (!tmp->move_on && tmp->stats.dam) { 953 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 954 {
885 "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);
886 spell->other_arch->name); 956 }
887 } 957
888 insert_ob_in_map(tmp,m,op,0); 958 insert_ob_in_map (tmp, m, op, 0);
889 959
890 /* 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
891 * a single space too many times. 961 * a single space too many times.
892 */ 962 */
893 tmp->stats.maxhp = tmp->count; 963 tmp->stats.maxhp = tmp->count;
894 964
895 if(tmp->other_arch) cone_drop(tmp); 965 if (tmp->other_arch)
966 cone_drop (tmp);
896 } 967 }
968
897 return success; 969 return success;
898} 970}
899 971
900/**************************************************************************** 972/****************************************************************************
901 * 973 *
902 * BOMB related code 974 * BOMB related code
905 977
906 978
907/* This handles an exploding bomb. 979/* This handles an exploding bomb.
908 * op is the original bomb object. 980 * op is the original bomb object.
909 */ 981 */
982void
910void animate_bomb(object *op) { 983animate_bomb (object *op)
984{
911 int i; 985 int i;
912 object *env, *tmp; 986 object *env, *tmp;
913 archetype *at; 987 archetype *at;
914 988
915 if(op->state!=NUM_ANIMATIONS(op)-1) 989 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 990 return;
917 991
918
919 env = object_get_env_recursive(op); 992 env = object_get_env_recursive (op);
920 993
921 if (op->env) { 994 if (op->env)
995 {
922 if (env->map == NULL) 996 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 997 return;
998
999 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return;
943 } 1007 }
944 1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
1015 return;
1016 }
1017
945 /* This copies a lot of the code from the fire bullet, 1018 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1019 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1020 * so just set up the appropriate values.
948 */ 1021 */
949 at = find_archetype(SPLINT); 1022 at = archetype::find (SPLINT);
950 if (at) { 1023 if (at)
951 for(i=1;i<9;i++) { 1024 {
1025 for (i = 1; i < 9; i++)
1026 {
952 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]))
953 continue; 1028 continue;
954 tmp = arch_to_object(at); 1029 tmp = arch_to_object (at);
955 tmp->direction = i; 1030 tmp->direction = i;
956 tmp->range = op->range; 1031 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1032 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1033 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1034 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1035 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 1036 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1037 {
963 tmp->skill = add_refcount(op->skill); 1038 tmp->skill = op->skill;
964 } 1039 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1041 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1042 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1043 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1044 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1045 move_bullet (tmp);
971 } 1046 }
972 } 1047 }
973 1048
974 explode_bullet(op); 1049 explode_bullet (op);
975} 1050}
976 1051
1052int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1053create_bomb (object *op, object *caster, int dir, object *spell)
1054{
978 1055
979 object *tmp; 1056 object *tmp;
980 int mflags; 1057 int mflags;
981 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];
982 mapstruct *m; 1059 maptile *m;
983 1060
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 {
986 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.");
987 return 0; 1065 return 0;
988 } 1066 }
989 tmp=arch_to_object(spell->other_arch); 1067 tmp = arch_to_object (spell->other_arch);
990 1068
991 /* level dependencies for bomb */ 1069 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1073 tmp->attacktype = spell->attacktype;
996 1074
997 set_owner(tmp,op); 1075 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1076 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1077 tmp->x = dx;
1000 tmp->y=dy; 1078 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1079 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1080 return 1;
1003} 1081}
1004 1082
1005/**************************************************************************** 1083/****************************************************************************
1006 * 1084 *
1007 * smite related spell code. 1085 * smite related spell code.
1015 * dir is the direction to look in. 1093 * dir is the direction to look in.
1016 * range is how far out to look. 1094 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1096 * this info is used for blocked magic/unholy spaces.
1019 */ 1097 */
1020 1098
1099object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1100get_pointed_target (object *op, int dir, int range, int type)
1101{
1022 object *target; 1102 object *target;
1023 sint16 x,y; 1103 sint16 x, y;
1024 int dist, mflags; 1104 int dist, mflags;
1025 mapstruct *mp; 1105 maptile *mp;
1026 1106
1027 if (dir==0) return NULL; 1107 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 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;
1049} 1138}
1050 1139
1051 1140
1052/* cast_smite_arch() - the priest points to a creature and causes 1141/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1142 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1145 * caster = object casting the spell.
1057 * dir = direction being cast 1146 * dir = direction being cast
1058 * spell = spell object 1147 * spell = spell object
1059 */ 1148 */
1060 1149
1150int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1151cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{
1062 object *effect, *target; 1153 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1154 object *god = find_god (determine_god (op));
1064 int range; 1155 int range;
1065 1156
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1157 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1159
1069 /* Bunch of conditions for casting this spell. Note that only 1160 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1161 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1164 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1166 * can't be friendly to your god.
1076 */ 1167 */
1077 1168
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1170 || (!god && spell->stats.grace)
1080 ||(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)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1172 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1174 return 0;
1084 } 1175 }
1085 1176
1086 if (spell->other_arch) 1177 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1178 effect = arch_to_object (spell->other_arch);
1088 else 1179 else
1089 return 0; 1180 return 0;
1090 1181
1091 /* tailor the effect by priest level and worshipped God */ 1182 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1183 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1184 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1095 if(tailor_god_spell(effect,op)) 1187 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1189 else
1190 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1192 return 0;
1101 } 1193 }
1102 } 1194 }
1103 1195
1104 /* size of the area of destruction */ 1196 /* size of the area of destruction */
1105 effect->range=spell->range + 1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1199
1110 if (effect->attacktype & AT_DEATH) { 1200 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1201 {
1112 SP_level_dam_adjust(caster,spell); 1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1203
1114 /* casting death spells at undead isn't a good thing */ 1204 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1205 if (QUERY_FLAG (target, FLAG_UNDEAD))
1206 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1207 if (random_roll (0, 2, op, PREFER_LOW))
1208 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1210 effect->x = op->x;
1119 effect->y=op->y; 1211 effect->y = op->y;
1120 } else { 1212 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1213 else
1122 query_name(target)); 1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1216 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1217 effect->destroy ();
1125 return 0; 1218 return 0;
1219 }
1220 }
1126 } 1221 }
1127 } 1222 else
1128 } else { 1223 {
1129 /* how much woe to inflict :) */ 1224 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1225 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1226 }
1133 1227
1134 set_owner(effect,op); 1228 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1229 set_spell_skill (op, caster, spell, effect);
1136 1230
1137 /* ok, tell it where to be, and insert! */ 1231 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1232 effect->x = target->x;
1139 effect->y=target->y; 1233 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1234 insert_ob_in_map (effect, target->map, op, 0);
1141 1235
1142 return 1; 1236 return 1;
1143} 1237}
1144 1238
1145 1239
1146/**************************************************************************** 1240/****************************************************************************
1147 * 1241 *
1149 * note that the fire_bullet is used to fire the missile. The 1243 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1244 * code here is just to move the missile.
1151 ****************************************************************************/ 1245 ****************************************************************************/
1152 1246
1153/* op is a missile that needs to be moved */ 1247/* op is a missile that needs to be moved */
1248void
1154void move_missile(object *op) { 1249move_missile (object *op)
1250{
1155 int i, mflags; 1251 int i, mflags;
1156 object *owner; 1252 object *owner;
1157 sint16 new_x, new_y; 1253 sint16 new_x, new_y;
1158 mapstruct *m; 1254 maptile *m;
1159 1255
1160 if (op->range-- <=0) { 1256 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1257 {
1258 op->destroy ();
1259 return;
1260 }
1165 1261
1166 owner = get_owner(op); 1262 owner = op->owner;
1167#if 0 1263#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1264 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1265 * monster that are then killed would continue to survive
1170 */ 1266 */
1171 if (owner == NULL) { 1267 if (owner == NULL)
1172 remove_ob(op); 1268 {
1173 free_object(op); 1269 op->destroy ();
1174 return; 1270 return;
1175 } 1271 }
1176#endif 1272#endif
1177 1273
1178 new_x = op->x + DIRX(op); 1274 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1275 new_y = op->y + DIRY (op);
1180 1276
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1278
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1185 tag_t tag = op->count; 1280 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1281 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1282 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1283 * we need to remove it if someone hasn't already done so.
1189 */ 1284 */
1190 if ( ! was_destroyed (op, tag)) { 1285 if (!op->destroyed ())
1191 remove_ob (op); 1286 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1287
1197 remove_ob(op); 1288 return;
1289 }
1290
1291 op->remove ();
1292
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1294 {
1295 op->destroy ();
1296 return;
1297 }
1298
1202 op->x = new_x; 1299 op->x = new_x;
1203 op->y = new_y; 1300 op->y = new_y;
1204 op->map = m; 1301 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1302 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1206 if(i > 0 && i != op->direction){ 1303 if (i > 0 && i != op->direction)
1304 {
1207 op->direction=i; 1305 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1306 SET_ANIMATION (op, op->direction);
1209 } 1307 }
1308
1210 insert_ob_in_map(op,op->map,op,0); 1309 insert_ob_in_map (op, op->map, op, 0);
1211} 1310}
1212 1311
1213/**************************************************************************** 1312/****************************************************************************
1214 * Destruction 1313 * Destruction
1215 ****************************************************************************/ 1314 ****************************************************************************/
1315
1216/* make_object_glow() - currently only makes living objects glow. 1316/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1317 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1318 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1319 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1320 * give them the capability to have an inventory. b.t.
1221 */ 1321 */
1222 1322
1323int
1223int make_object_glow(object *op, int radius, int time) { 1324make_object_glow (object *op, int radius, int time)
1325{
1224 object *tmp; 1326 object *tmp;
1225 1327
1226 /* some things are unaffected... */ 1328 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1329 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1330 return 0;
1229 1331
1230 tmp=get_archetype(FORCE_NAME); 1332 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1333 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1334 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1335 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1336 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1338 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1339
1238 tmp->x=op->x; 1340 tmp->x = op->x;
1239 tmp->y=op->y; 1341 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1344 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1345 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1346 op->glow_radius = tmp->glow_radius;
1244 1347
1245 if(!tmp->env||op!=tmp->env) { 1348 if (!tmp->env || op != tmp->env)
1349 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1351 return 0;
1248 return 0;
1249 } 1352 }
1250 return 1; 1353 return 1;
1251} 1354}
1252 1355
1253 1356
1254
1255 1357
1358
1359int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1360cast_destruction (object *op, object *caster, object *spell_ob)
1361{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1362 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1363 sint16 sx, sy;
1259 mapstruct *m; 1364 maptile *m;
1260 object *tmp; 1365 object *tmp;
1261 const char *skill; 1366 const char *skill;
1262 1367
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1267 1373
1268 /* destruction doesn't use another spell object, so we need 1374 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1375 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1376 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1377 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1378 * the full share string/free_string route.
1273 */ 1379 */
1274 skill = op->skill; 1380 skill = op->skill;
1381 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1382 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1277 else op->skill = NULL; 1386 op->skill = NULL;
1278 1387
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1388 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1389
1281 for(i= -range; i<range; i++) { 1390 for (i = -range; i < range; i++)
1391 {
1282 for(j=-range; j<range ; j++) { 1392 for (j = -range; j < range; j++)
1393 {
1283 m = op->map; 1394 m = op->map;
1284 sx = op->x + i; 1395 sx = op->x + i;
1285 sy = op->y + j; 1396 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1288 if (mflags & P_IS_ALIVE) { 1400 if (mflags & P_IS_ALIVE)
1401 {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1405 break;
1292 if (tmp) { 1406 }
1293 if (tmp->head) tmp=tmp->head; 1407 if (tmp)
1408 {
1409 if (tmp->head)
1410 tmp = tmp->head;
1294 1411
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1414 {
1415 if (spell_ob->subtype == SP_DESTRUCTION)
1416 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1418 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1419 {
1301 tmp->x = sx; 1420 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1421 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1422 tmp->y = sy;
1304 } 1423 insert_ob_in_map (tmp, m, op, 0);
1305 } 1424 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1425 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1430 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1431
1311 effect->y = sy; 1432 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1433 effect->y = sy;
1313 } 1434 insert_ob_in_map (effect, m, op, 0);
1314 } 1435 }
1315 } 1436 }
1316 } 1437 }
1438 }
1439 }
1440 }
1317 } 1441 }
1318 }
1319 }
1320 op->skill = skill; 1442 op->skill = skill;
1321 return 1; 1443 return 1;
1322} 1444}
1323 1445
1324/*************************************************************************** 1446/***************************************************************************
1325 * 1447 *
1326 * CURSE 1448 * CURSE
1327 * 1449 *
1328 ***************************************************************************/ 1450 ***************************************************************************/
1329 1451
1452int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1453cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454{
1331 object *god = find_god(determine_god(op)); 1455 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1456 object *tmp, *force;
1333 1457
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1459 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1460 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0;
1463 }
1341 1464
1342 /* If we've already got a force of this type, don't add a new one. */ 1465 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1466 for (force = tmp->inv; force != NULL; force = force->below)
1467 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 {
1345 if (force->name == spell_ob->name) { 1470 if (force->name == spell_ob->name)
1346 break; 1471 {
1347 } 1472 break;
1473 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1474 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1475 {
1350 "You can not cast %s while %s is in effect", 1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1477 return 0;
1352 return 0; 1478 }
1479 }
1353 } 1480 }
1354 }
1355 }
1356 1481
1357 if(force==NULL) { 1482 if (force == NULL)
1483 {
1358 force=get_archetype(FORCE_NAME); 1484 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1485 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1486 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1487 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1488 else
1489 force->name = spell_ob->name;
1490
1491 force->name_pl = spell_ob->name;
1492
1493 }
1494 else
1495 {
1369 int duration; 1496 int duration;
1370 1497
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1498 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1499 if (duration > force->duration)
1500 {
1373 force->duration = duration; 1501 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1503 }
1504 else
1505 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1507 }
1378 return 1; 1508 return 1;
1379 } 1509 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1511 force->speed = 1.0;
1382 force->speed_left = -1.0; 1512 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1513 SET_FLAG (force, FLAG_APPLIED);
1384 1514
1385 if(god) { 1515 if (god)
1516 {
1386 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1518 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1519 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1520 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1522 }
1392 } else 1523 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1524 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1525
1395 1526
1396 if(tmp!=op && op->type==PLAYER) 1527 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1528 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1529
1399 force->stats.ac = spell_ob->stats.ac; 1530 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1531 force->stats.wc = spell_ob->stats.wc;
1401 1532
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1533 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1534 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1535 fix_player (tmp);
1405 return 1; 1536 return 1;
1406 1537
1407} 1538}
1408 1539
1409 1540
1410/********************************************************************** 1541/**********************************************************************
1414 ***********************************************************************/ 1545 ***********************************************************************/
1415 1546
1416/* This covers the various spells that change the moods of monsters - 1547/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1548 * makes them angry, peacful, friendly, etc.
1418 */ 1549 */
1550int
1419int mood_change(object *op, object *caster, object *spell) { 1551mood_change (object *op, object *caster, object *spell)
1552{
1420 object *tmp, *god, *head; 1553 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1554 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1555 sint16 x, y, nx, ny;
1423 mapstruct *m; 1556 maptile *m;
1424 const char *race; 1557 const char *race;
1425 1558
1426 /* We precompute some values here so that we don't have to keep 1559 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1560 * doing it over and over again.
1428 */ 1561 */
1429 god=find_god(determine_god(op)); 1562 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1563 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1564 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1565
1433 /* On the bright side, no monster should ever have a race of GOD_... 1566 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1567 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1568 * won't ever match anything.
1436 */ 1569 */
1437 if (!spell->race) race=NULL; 1570 if (!spell->race)
1571 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1572 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1573 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1574 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race;
1576 else
1440 else race = spell->race; 1577 race = spell->race;
1441
1442 1578
1579
1443 for (x = op->x - range; x <= op->x + range; x++) 1580 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1581 for (y = op->y - range; y <= op->y + range; y++)
1582 {
1445 1583
1446 done_one=0; 1584 done_one = 0;
1447 m = op->map; 1585 m = op->map;
1448 nx = x; 1586 nx = x;
1449 ny = y; 1587 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1452 1591
1453 /* If there is nothing living on this space, no need to go further */ 1592 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1593 if (!(mflags & P_IS_ALIVE))
1594 continue;
1455 1595
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1597 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break;
1458 1599
1459 /* There can be living objects that are not monsters */ 1600 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1601 if (!tmp || tmp->type == PLAYER)
1602 continue;
1461 1603
1462 /* Only the head has meaningful data, so resolve to that */ 1604 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1605 if (tmp->head)
1464 else head=tmp; 1606 head = tmp->head;
1607 else
1608 head = tmp;
1465 1609
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1611 if (race && head->race && !strstr (race, head->race))
1612 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue;
1469 1615
1470 /* Now do a bunch of stuff related to saving throws */ 1616 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1617 best_at = -1;
1472 if (spell->attacktype) { 1618 if (spell->attacktype)
1619 {
1473 for (at=0; at < NROFATTACKS; at++) 1620 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1621 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1622 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at;
1476 1624
1477 if (best_at == -1) at=0; 1625 if (best_at == -1)
1626 at = 0;
1478 else { 1627 else
1628 {
1479 if (head->resist[best_at] == 100) continue; 1629 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1630 continue;
1481 } 1631 else
1632 at = head->resist[best_at] / 5;
1633 }
1482 at -= level / 5; 1634 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1635 if (did_make_save (head, head->level, at))
1484 } 1636 continue;
1637 }
1485 else /* spell->attacktype */ 1638 else /* spell->attacktype */
1486 /* 1639 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1641 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1643
1491 The chance will then be in the range [20-70] percent, not too bad. 1644 The chance will then be in the range [20-70] percent, not too bad.
1492 1645
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1647 charm a level 125 monster...
1495 1648
1496 Ryo, august 14th 1649 Ryo, august 14th
1497 */ 1650 */
1498 { 1651 {
1499 if ( head->level > level ) continue; 1652 if (head->level > level)
1653 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1655 /* Failed, no effect */
1502 continue; 1656 continue;
1503 } 1657 }
1504 1658
1505 /* Done with saving throw. Now start effecting the monster */ 1659 /* Done with saving throw. Now start effecting the monster */
1506 1660
1507 /* aggravation */ 1661 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1662 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1664 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1666 remove_friendly_object (head);
1512 1667
1513 done_one = 1; 1668 done_one = 1;
1514 head->enemy = op; 1669 head->enemy = op;
1515 } 1670 }
1516 1671
1517 /* calm monsters */ 1672 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1674 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1675 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1676 head->enemy = NULL;
1521 done_one = 1; 1677 done_one = 1;
1522 } 1678 }
1523 1679
1524 /* berserk monsters */ 1680 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 {
1526 SET_FLAG(head, FLAG_BERSERK); 1683 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1684 done_one = 1;
1528 } 1685 }
1529 /* charm */ 1686 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1689 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1690 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1691 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1693 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1694 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1695 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1696 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1697 head->attack_movement = PETMOVE;
1540 done_one = 1; 1698 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1700 head->stats.exp = 0;
1543 } 1701 }
1544 1702
1545 /* If a monster was effected, put an effect in */ 1703 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1704 if (done_one && spell->other_arch)
1705 {
1547 tmp = arch_to_object(spell->other_arch); 1706 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1707 tmp->x = nx;
1549 tmp->y = ny; 1708 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1709 insert_ob_in_map (tmp, m, op, 0);
1551 } 1710 }
1552 } /* for y */ 1711 } /* for y */
1553 1712
1554 return 1; 1713 return 1;
1555} 1714}
1556 1715
1557 1716
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1717/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1718 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1719 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1720 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1721 * note that duration is handled by process_object() in time.c
1563 */ 1722 */
1564 1723
1724void
1565void move_ball_spell(object *op) { 1725move_ball_spell (object *op)
1726{
1566 int i,j,dam_save,dir, mflags; 1727 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1728 sint16 nx, ny, hx, hy;
1568 object *owner; 1729 object *owner;
1569 mapstruct *m; 1730 maptile *m;
1570 1731
1571 owner = get_owner(op); 1732 owner = op->owner;
1572 1733
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1734 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1735 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1736 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1737 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1738 * deviations.
1578 */ 1739 */
1579 1740
1580 dir = 0; 1741 dir = 0;
1581 if(!(rndm(0, 3))) 1742 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1743 j = rndm (0, 1);
1583 else j=0; 1744 else
1745 j = 0;
1584 1746
1585 for(i = 1; i < 9; i++) { 1747 for (i = 1; i < 9; i++)
1748 {
1586 /* i bit 0: alters sign of offset 1749 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1750 * other bits (i / 2): absolute value of offset
1588 */ 1751 */
1589 1752
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1754 int tmpdir = absdir (op->direction + offset);
1592 1755
1593 nx = op->x + freearr_x[tmpdir]; 1756 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1757 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1758 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1759 {
1597 dir = tmpdir; 1760 dir = tmpdir;
1598 break; 1761 break;
1599 } 1762 }
1600 } 1763 }
1601 if (dir == 0) { 1764 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1765 {
1766 nx = op->x;
1767 ny = op->y;
1768 m = op->map;
1769 }
1606 1770
1607 remove_ob(op); 1771 op->remove ();
1608 op->y=ny; 1772 op->y = ny;
1609 op->x=nx; 1773 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1774 insert_ob_in_map (op, m, op, 0);
1611 1775
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1777 surrounding squares */
1614 1778
1615 /* loop over current square and neighbors to hit. 1779 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1780 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1781 * the surround spaces.
1618 */ 1782 */
1619 for(j=0;j<9;j++) { 1783 for (j = 0; j < 9; j++)
1784 {
1620 object *new_ob; 1785 object *new_ob;
1621 1786
1622 hx = nx+freearr_x[j]; 1787 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1788 hy = ny + freearr_y[j];
1624 1789
1625 m = op->map; 1790 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1792
1628 if (mflags & P_OUT_OF_MAP) continue; 1793 if (mflags & P_OUT_OF_MAP)
1794 continue;
1629 1795
1630 /* first, don't ever, ever hit the owner. Don't hit out 1796 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1797 * of the map either.
1632 */ 1798 */
1633 1799
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1801 {
1802 if (j)
1803 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1804 hit_map (op, j, op->attacktype, 1);
1637 1805
1638 } 1806 }
1639 1807
1640 /* insert the other arch */ 1808 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 {
1642 new_ob = arch_to_object(op->other_arch); 1811 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1812 new_ob->x = hx;
1644 new_ob->y = hy; 1813 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1814 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1815 }
1647 } 1816 }
1648 1817
1649 /* restore to the center location and damage*/ 1818 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1819 op->stats.dam = dam_save;
1651 1820
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1821 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1822
1654 if(i>=0) { /* we have a preferred direction! */ 1823 if (i >= 0)
1824 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1825 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1830 }
1660 op->direction=i; 1831 op->direction = i;
1661 } 1832 }
1662} 1833}
1663 1834
1664 1835
1665/* move_swarm_spell: peterm 1836/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1839 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1840 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1841 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1842 */
1672 1843
1844void
1673void move_swarm_spell(object *op) 1845move_swarm_spell (object *op)
1674{ 1846{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1847#if 0
1697 // this is bogus: it causes wrong places to be checked below 1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1850 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1851 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1852 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1853#endif
1854 int basedir;
1855 object *owner;
1744 1856
1857 owner = op->owner;
1858 if (op->duration == 0 || owner == NULL)
1859 {
1860 op->destroy ();
1861 return;
1862 }
1863
1864 op->duration--;
1865
1866 basedir = op->direction;
1867 if (basedir == 0)
1868 {
1869 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8);
1871 }
1872
1873#if 0
1874 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space.
1878 // should be fixed later, but correctness before featurs...
1879 // (schmorp)
1880
1881 /* new offset calculation to make swarm element distribution
1882 * more uniform
1883 */
1884 if (op->duration)
1885 {
1886 if (basedir & 1)
1887 {
1888 adjustdir = cardinal_adjust[rndm (0, 8)];
1889 }
1890 else
1891 {
1892 adjustdir = diagonal_adjust[rndm (0, 9)];
1893 }
1894 }
1895 else
1896 {
1897 adjustdir = 0; /* fire the last one from forward. */
1898 }
1899
1900 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1901 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1902
1903 /* back up one space so we can hit point-blank targets, but this
1904 * necessitates extra out_of_map check below
1905 */
1906 origin_x = target_x - freearr_x[basedir];
1907 origin_y = target_y - freearr_y[basedir];
1908
1909
1745 /* spell pointer is set up for the spell this casts. Since this 1910 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1911 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1912 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1913 * do some sanity checking anyways.
1749 */ 1914 */
1915
1916 if (op->spell && op->spell->type == SPELL &&
1917 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1918 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1919 {
1920
1921 /* Bullet spells have a bunch more customization that needs to be done */
1922 if (op->spell->subtype == SP_BULLET)
1923 fire_bullet (owner, op, basedir, op->spell);
1924 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1925 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1926 }
1927#endif
1928
1929 /* spell pointer is set up for the spell this casts. Since this
1930 * should just be a pointer to the spell in some inventory,
1931 * it is unlikely to disappear by the time we need it. However,
1932 * do some sanity checking anyways.
1933 */
1934
1751 if (op->spell && op->spell->type == SPELL) 1935 if (op->spell && op->spell->type == SPELL)
1752 { 1936 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1937 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1938 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1939 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1940 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1942 }
1759} 1943}
1760 1944
1761 1945
1762 1946
1763 1947
1771 * dir: the direction everything will be fired in 1955 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1956 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1957 * n: the number to be fired.
1774 */ 1958 */
1775 1959
1960int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1961fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1962{
1778 object *tmp; 1963 object *tmp;
1779 int i; 1964 int i;
1780 1965
1781 if (!spell->other_arch) return 0; 1966 if (!spell->other_arch)
1967 return 0;
1782 1968
1783 tmp=get_archetype(SWARM_SPELL); 1969 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1970 tmp->x = op->x;
1785 tmp->y=op->y; 1971 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1973 set_spell_skill (op, caster, spell, tmp);
1788 1974
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1976 tmp->spell = arch_to_object (spell->other_arch);
1791 1977
1792 tmp->attacktype = tmp->spell->attacktype; 1978 tmp->attacktype = tmp->spell->attacktype;
1793 1979
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1795 if ( ! tailor_god_spell (tmp, op)) 1982 if (!tailor_god_spell (tmp, op))
1796 return 1; 1983 return 1;
1797 } 1984 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1985 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1986 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1988
1802 tmp->direction=dir; 1989 tmp->direction = dir;
1803 tmp->invisible=1; 1990 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1991 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 1992 return 1;
1806} 1993}
1807 1994
1808 1995
1809/* See the spells documentation file for why this is its own 1996/* See the spells documentation file for why this is its own
1810 * function. 1997 * function.
1811 */ 1998 */
1999int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2000cast_light (object *op, object *caster, object *spell, int dir)
2001{
1813 object *target=NULL,*tmp=NULL; 2002 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2003 sint16 x, y;
1815 int dam, mflags; 2004 int dam, mflags;
1816 mapstruct *m; 2005 maptile *m;
1817 2006
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2008
1820 if(!dir) { 2009 if (!dir)
2010 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2012 return 0;
1823 } 2013 }
1824 2014
1825 x=op->x+freearr_x[dir]; 2015 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2016 y = op->y + freearr_y[dir];
1827 m = op->map; 2017 m = op->map;
1828 2018
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2019 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2020
1831 if (mflags & P_OUT_OF_MAP) { 2021 if (mflags & P_OUT_OF_MAP)
2022 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2024 return 0;
1834 } 2025 }
1835 2026
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2027 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 {
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2029 for (target = get_map_ob (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2030 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2032 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2033 if (target->head)
2034 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2035 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2036 return 1; /* one success only! */
2037 }
1843 } 2038 }
1844 }
1845 2039
1846 /* no live target, perhaps a wall is in the way? */ 2040 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2044 return 0;
1850 } 2045 }
1851 2046
1852 /* ok, looks groovy to just insert a new light on the map */ 2047 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2048 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2049 if (!tmp)
2050 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2052 return 0;
1857 } 2053 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2055 if (tmp->glow_radius)
2056 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2058 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2060 }
1863 tmp->x=x; 2061 tmp->x = x;
1864 tmp->y=y; 2062 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2063 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2064 return 1;
1867} 2065}
1868 2066
1869 2067
1870 2068
1871 2069
1874 * op is the player/monster, caster is the object, dir is the direction 2072 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 2073 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2074 * perhaps this should actually be in disease.c?
1877 */ 2075 */
1878 2076
2077int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2078cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{
1880 sint16 x,y; 2080 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2081 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2082 object *walk;
1883 mapstruct *m; 2083 maptile *m;
1884 2084
1885 x = op->x; 2085 x = op->x;
1886 y = op->y; 2086 y = op->y;
1887 2087
1888 /* If casting from a scroll, no direction will be available, so refer to the 2088 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2089 * direction the player is pointing.
1890 */ 2090 */
2091 if (!dir)
1891 if (!dir) dir=op->facing; 2092 dir = op->facing;
2093 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2094 return 0; /* won't find anything if casting on ourself, so just return */
1893 2095
1894 /* Calculate these once here */ 2096 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2097 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2098 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2099 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2100
1899 /* search in a line for a victim */ 2101 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2102 for (i = 1; i < range; i++)
2103 {
1901 x = op->x + i * freearr_x[dir]; 2104 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2105 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2106 m = op->map;
1904 2107
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2109
1907 if (mflags & P_OUT_OF_MAP) return 0; 2110 if (mflags & P_OUT_OF_MAP)
2111 return 0;
1908 2112
1909 /* don't go through walls - presume diseases are airborne */ 2113 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2114 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2115 return 0;
1911 2116
1912 /* Only bother looking on this space if there is something living here */ 2117 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2118 if (mflags & P_IS_ALIVE)
2119 {
1914 /* search this square for a victim */ 2120 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2124 object *disease = arch_to_object (spell->other_arch);
1918 2125
1919 set_owner(disease,op); 2126 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2127 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2128 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2129 disease->level = caster_level (caster, spell);
1923 2130
1924 /* do level adjustments */ 2131 /* do level adjustments */
1925 if(disease->stats.wc) 2132 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2133 disease->stats.wc += dur_mod / 2;
1927 2134
1928 if(disease->magic> 0) 2135 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2136 disease->magic += dur_mod / 4;
1930 2137
1931 if(disease->stats.maxhp>0) 2138 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2139 disease->stats.maxhp += dur_mod;
1933 2140
1934 if(disease->stats.maxgrace>0) 2141 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2142 disease->stats.maxgrace += dur_mod;
1936 2143
1937 if(disease->stats.dam) { 2144 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2145 {
1939 disease->stats.dam += dam_mod; 2146 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2147 disease->stats.dam += dam_mod;
1941 } 2148 else
2149 disease->stats.dam -= dam_mod;
2150 }
1942 2151
1943 if(disease->last_sp) { 2152 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2153 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2154 disease->last_sp -= 2 * dam_mod;
1946 } 2155 if (disease->last_sp < 1)
2156 disease->last_sp = 1;
2157 }
1947 2158
1948 if(disease->stats.maxsp) { 2159 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2160 {
1950 disease->stats.maxsp += dam_mod; 2161 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2162 disease->stats.maxsp += dam_mod;
1952 } 2163 else
1953 2164 disease->stats.maxsp -= dam_mod;
2165 }
2166
1954 if(disease->stats.ac) 2167 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2168 disease->stats.ac += dam_mod;
1956 2169
1957 if(disease->last_eat) 2170 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2171 disease->last_eat -= dam_mod;
1959 2172
1960 if(disease->stats.hp) 2173 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2174 disease->stats.hp -= dam_mod;
1962 2175
1963 if(disease->stats.sp) 2176 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2177 disease->stats.sp -= dam_mod;
1965 2178
1966 if(infect_object(walk,disease,1)) { 2179 if (infect_object (walk, disease, 1))
2180 {
1967 object *flash; /* visual effect for inflicting disease */ 2181 object *flash; /* visual effect for inflicting disease */
1968 2182
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2184
1971 free_object(disease); /* don't need this one anymore */ 2185 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2186 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2187 flash->x = x;
1974 flash->y = y; 2188 flash->y = y;
1975 flash->map = walk->map; 2189 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2190 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2191 return 1;
1978 } 2192 }
1979 free_object(disease); 2193
1980 } 2194 disease->destroy ();
1981 } /* if living creature */ 2195 }
1982 } /* for range of spaces */ 2196 } /* if living creature */
2197 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2199 return 1;
1985} 2200}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines