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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.4 2006/08/15 17:35:51 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
33 */ 27 */
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__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 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);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* 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; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* 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 81 * 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. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 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 */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * 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 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 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) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx; 152 new_bolt->x = sx;
153 new_bolt->y=sy; 153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 159 update_turn_face (new_bolt);
160} 160}
161 161
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 162/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 163 * and checks for various things that may stop it.
164 */ 164 */
165 165
166void
166void move_bolt(object *op) { 167move_bolt (object *op)
168{
167 object *tmp; 169 object *tmp;
168 int mflags; 170 int mflags;
169 sint16 x, y; 171 sint16 x, y;
170 mapstruct *m; 172 maptile *m;
171 173
172 if(--(op->duration)<0) { 174 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 175 {
176 op->destroy ();
177 return;
178 }
179
177 hit_map(op,0,op->attacktype,1); 180 hit_map (op, 0, op->attacktype, 1);
178 181
179 if(!op->direction) 182 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; 183 return;
240 } 184
185 if (--op->range < 0)
186 {
187 op->range = 0;
188 }
189 else
190 {
191 x = op->x + DIRX (op);
192 y = op->y + DIRY (op);
193 m = op->map;
194 mflags = get_map_flags (m, &m, x, y, &x, &y);
195
196 if (mflags & P_OUT_OF_MAP)
197 return;
198
199 /* We are about to run into something - we may bounce */
200 /* Calling reflwall is pretty costly, as it has to look at all the objects
201 * on the space. So only call reflwall if we think the data it returns
202 * will be useful.
203 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return;
209
210 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the
212 * opposite direction. However, if the bolt is travelling
213 * on the diagonal, it is trickier - eg, a bolt travelling
214 * northwest bounces different if it hits a north/south
215 * wall (bounces to northeast) vs an east/west (bounces
216 * to the southwest.
217 */
218 if (op->direction & 1)
219 op->direction = absdir (op->direction + 4);
220 else
221 {
222 int left, right;
223 int mflags;
224
225 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
226 * over a corner in a tiled map, it is possible that
227 * op->direction is within an adjacent map but either
228 * op->direction-1 or op->direction+1 does not exist.
229 */
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
231 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
232
233 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234
235 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
236 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
237 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 if (left == right)
240 op->direction = absdir (op->direction + 4);
241 else if (left)
242 op->direction = absdir (op->direction + 2);
243 else if (right)
244 op->direction = absdir (op->direction - 2);
245 }
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return;
248 }
249 else
241 else { /* Create a copy of this object and put it ahead */ 250 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 251 tmp = op->clone ();
243 copy_object(op,tmp); 252
244 tmp->speed_left= -0.1; 253 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 256 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 257 tmp->duration++;
249 258
250 /* New forking code. Possibly create forks of this object 259 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 260 * going off in other directions.
252 */ 261 */
253 262
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 263 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 264 { /* stats.Dex % of forking */
256 } 265 forklightning (op, tmp);
266 }
257 /* In this way, the object left behind sticks on the space, but 267 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 268 * doesn't create any bolts that continue to move onward.
259 */ 269 */
260 op->range = 0; 270 op->range = 0;
261 } /* copy object and move it along */ 271 } /* copy object and move it along */
262 } /* if move bolt along */ 272 } /* if move bolt along */
263} 273}
264 274
265/* fire_bolt 275/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 276 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 277 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 278 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 279 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 280 * This function sets up the appropriate owner and skill
271 * pointers. 281 * pointers.
272 */ 282 */
273 283int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 284fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
285{
275 object *tmp=NULL; 286 object *tmp = NULL;
276 int mflags; 287 int mflags;
277 288
278 if (!spob->other_arch) 289 if (!spob->other_arch)
279 return 0; 290 return 0;
280 291
281 tmp=arch_to_object(spob->other_arch); 292 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 293 if (tmp == NULL)
283 return 0; 294 return 0;
284 295
285 /* peterm: level dependency for bolts */ 296 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 298 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 299 if (spob->slaying)
300 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 301 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 303 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 304 tmp->stats.Con = spob->stats.Con;
293 305
294 tmp->direction=dir; 306 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 307 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 308 SET_ANIMATION (tmp, dir);
297 309
298 set_owner(tmp,op); 310 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 311 set_spell_skill (op, caster, spob, tmp);
300 312
301 tmp->x=op->x + DIRX(tmp); 313 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 314 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 315 tmp->map = op->map;
304 316
317 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 319 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 320 {
321 tmp->destroy ();
322 return 0;
323 }
324
325 tmp->map = newmap;
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) 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
523 557
524/* Basically, we move 'op' one square, and if it hits something, 558/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 559 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 560 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 561 * fired arches (eg, bolts).
528 */ 562 */
529 563void
530void move_bullet(object *op) 564move_bullet (object *op)
531{ 565{
532 sint16 new_x, new_y; 566 sint16 new_x, new_y;
533 int mflags; 567 int mflags;
534 mapstruct *m; 568 maptile *m;
535 569
536#if 0 570#if 0
537 /* We need a better general purpose way to do this */ 571 /* We need a better general purpose way to do this */
538 572
539 /* peterm: added to make comet leave a trail of burnouts 573 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 574 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 575 if (op->stats.sp == SP_METEOR)
576 {
542 replace_insert_ob_in_map("fire_trail",op); 577 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 578 if (op->destroyed ())
544 return; 579 return;
545 } /* end addition. */ 580 } /* end addition. */
546#endif 581#endif
547 582
548 /* Reached the end of its life - remove it */ 583 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 584 if (--op->range <= 0)
585 {
550 if (op->other_arch) { 586 if (op->other_arch)
551 explode_bullet (op); 587 explode_bullet (op);
552 } else { 588 else
553 remove_ob (op); 589 op->destroy ();
554 free_object (op); 590
555 }
556 return; 591 return;
557 } 592 }
558 593
559 new_x = op->x + DIRX(op); 594 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 595 new_y = op->y + DIRY (op);
561 m = op->map; 596 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 598
564 if (mflags & P_OUT_OF_MAP) { 599 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 600 {
566 free_object (op); 601 op->destroy ();
567 return; 602 return;
568 } 603 }
569 604
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
606 {
571 if (op->other_arch) { 607 if (op->other_arch)
572 explode_bullet (op); 608 explode_bullet (op);
573 } else { 609 else
574 remove_ob (op); 610 op->destroy ();
575 free_object (op); 611
576 }
577 return; 612 return;
578 } 613 }
579 614
580 remove_ob (op); 615 op->remove ();
581 op->x = new_x; 616 op->x = new_x;
582 op->y = new_y; 617 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 619 return;
585 620
586 if (reflwall (op->map, op->x, op->y, op)) { 621 if (reflwall (op->map, op->x, op->y, op))
622 {
587 op->direction = absdir (op->direction + 4); 623 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 624 update_turn_face (op);
589 } else { 625 }
626 else
590 check_bullet (op); 627 check_bullet (op);
591 }
592} 628}
593 629
594 630
595 631
596 632
601 * spob->attacktype. 637 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 638 * This function sets up the appropriate owner and skill
603 * pointers. 639 * pointers.
604 */ 640 */
605 641
642int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 643fire_bullet (object *op, object *caster, int dir, object *spob)
644{
607 object *tmp=NULL; 645 object *tmp = NULL;
608 int mflags; 646 int mflags;
609 647
610 if (!spob->other_arch) 648 if (!spob->other_arch)
611 return 0; 649 return 0;
612 650
613 tmp=arch_to_object(spob->other_arch); 651 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 652 if (tmp == NULL)
615 return 0; 653 return 0;
616 654
617 /* peterm: level dependency for bolts */ 655 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 657 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 658 if (spob->slaying)
659 tmp->slaying = spob->slaying;
621 660
622 tmp->range = 50; 661 tmp->range = 50;
623 662
624 /* Need to store duration/range for the ball to use */ 663 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 664 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 665 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 666 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 667
629 tmp->direction=dir; 668 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 669 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 670 SET_ANIMATION (tmp, dir);
632 671
633 set_owner(tmp,op); 672 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 673 set_spell_skill (op, caster, spob, tmp);
635 674
636 tmp->x=op->x + freearr_x[dir]; 675 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 676 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 677 tmp->map = op->map;
639 678
679 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 681 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 682 {
683 tmp->destroy ();
684 return 0;
685 }
686
687 tmp->map = newmap;
688
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 692 {
693 tmp->destroy ();
648 return 0; 694 return 0;
649 } 695 }
650 tmp->x=op->x; 696
651 tmp->y=op->y; 697 tmp->x = op->x;
698 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 699 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 700 tmp->map = op->map;
654 } 701 }
702
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
656 check_bullet (tmp); 704 check_bullet (tmp);
657 } 705
658 return 1; 706 return 1;
659} 707}
660 708
661 709
662 710
663 711
667 * 715 *
668 *****************************************************************************/ 716 *****************************************************************************/
669 717
670 718
671/* drops an object based on what is in the cone's "other_arch" */ 719/* drops an object based on what is in the cone's "other_arch" */
720void
672void cone_drop(object *op) { 721cone_drop (object *op)
722{
673 object *new_ob = arch_to_object(op->other_arch); 723 object *new_ob = arch_to_object (op->other_arch);
674 724
675 new_ob->x = op->x; 725 new_ob->x = op->x;
676 new_ob->y = op->y; 726 new_ob->y = op->y;
677 new_ob->level = op->level; 727 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 728 new_ob->set_owner (op->owner);
679 729
680 /* preserve skill ownership */ 730 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 731 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 } 732 {
733 new_ob->skill = op->skill;
734 }
685 insert_ob_in_map(new_ob,op->map,op,0); 735 insert_ob_in_map (new_ob, op->map, op, 0);
686 736
687} 737}
688 738
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 739/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 740
741void
691void move_cone(object *op) { 742move_cone (object *op)
743{
692 int i; 744 int i;
693 tag_t tag;
694 745
695 /* if no map then hit_map will crash so just ignore object */ 746 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 747 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 748 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0);
751 return;
752 }
703 753
704 /* lava saves it's life, but not yours :) */ 754 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 755 if (QUERY_FLAG (op, FLAG_LIFESAVE))
756 {
706 hit_map(op,0,op->attacktype,0); 757 hit_map (op, 0, op->attacktype, 0);
707 return; 758 return;
708 } 759 }
709 760
710#if 0 761#if 0
711 /* Disable this - enabling it makes monsters easier, as 762 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 763 * when their cone dies when they die.
713 */ 764 */
714 /* If no owner left, the spell dies out. */ 765 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 766 if (op->owner == NULL)
716 remove_ob(op); 767 {
717 free_object(op); 768 op->destroy ();
718 return; 769 return;
719 } 770 }
720#endif 771#endif
721 772
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 773 hit_map (op, 0, op->attacktype, 0);
724 774
725 /* Check to see if we should push anything. 775 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 776 * Spell objects with weight push whatever they encounter to some
727 * degree. 777 * degree.
728 */ 778 */
779 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 780 check_spell_knockback (op);
730 781
731 if (was_destroyed (op, tag)) 782 if (op->destroyed ())
783 return;
784
785 if ((op->duration--) < 0)
786 {
787 op->destroy ();
732 return; 788 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 789 }
739 /* Object has hit maximum range, so don't have it move 790 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 791 * any further. When the duration above expires,
741 * then the object will get removed. 792 * then the object will get removed.
742 */ 793 */
743 if (--op->range < 0) { 794 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 795 {
796 op->range = 0; /* just so it doesn't wrap */
797 return;
798 }
747 799
748 for(i= -1;i<2;i++) { 800 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 801 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 803
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 804 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 805 {
754 copy_object(op, tmp); 806 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 807
808 tmp->x = x;
809 tmp->y = y;
810
758 tmp->duration = op->duration + 1; 811 tmp->duration = op->duration + 1;
759 812
760 /* Use for spell tracking - see ok_to_put_more() */ 813 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 814 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 815 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 816 if (tmp->other_arch)
764 } 817 cone_drop (tmp);
818 }
765 } 819 }
766} 820}
767 821
768/* cast_cone: casts a cone spell. 822/* cast_cone: casts a cone spell.
769 * op: person firing the object. 823 * op: person firing the object.
771 * dir: direction to fire in. 825 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 826 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 827 * to fire.
774 * returns 0 on failure, 1 on success. 828 * returns 0 on failure, 1 on success.
775 */ 829 */
830int
776int cast_cone(object *op, object *caster,int dir, object *spell) 831cast_cone (object *op, object *caster, int dir, object *spell)
777{ 832{
778 object *tmp; 833 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 834 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 835 maptile *m;
781 sint16 sx, sy; 836 sint16 sx, sy;
782 MoveType movetype; 837 MoveType movetype;
783 838
784 if (!spell->other_arch) return 0; 839 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; 840 return 0;
841
842 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
845 return 0;
846 }
792 847
793 if(!dir) { 848 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 849 {
850 range_min = 0;
851 range_max = 8;
852 }
797 853
798 /* Need to know what the movetype of the object we are about 854 /* 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 855 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 856 * insert it into is blocked.
801 */ 857 */
802 movetype = spell->other_arch->clone.move_type; 858 movetype = spell->other_arch->clone.move_type;
803 859
804 for(i=range_min;i<=range_max;i++) { 860 for (i = range_min; i <= range_max; i++)
861 {
805 sint16 x,y, d; 862 sint16 x, y, d;
806 863
807 /* We can't use absdir here, because it never returns 864 /* 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 865 * 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 866 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 867 * to hit that person.
811 */ 868 */
812 d = dir + i; 869 d = dir + i;
813 while (d < 0) d+=8; 870 while (d < 0)
814 while (d > 8) d-=8; 871 d += 8;
872 while (d > 8)
873 d -= 8;
815 874
816 /* If it's not a rune, we don't want to blast the caster. 875 /* 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, 876 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 877 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 878 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 879 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 880 * for the rune code.
822 */ 881 */
823 if (caster->type != RUNE && d==0) { 882 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 883 {
825 else continue; 884 if (dir != 0)
826 } 885 d = 8;
886 else
887 continue;
888 }
827 889
828 x = op->x+freearr_x[d]; 890 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 891 y = op->y + freearr_y[d];
830 892
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 893 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 894 continue;
833 895
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 896 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 897 continue;
836 898
837 success=1; 899 success = 1;
838 tmp=arch_to_object(spell->other_arch); 900 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 901 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 902 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 903 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 904 tmp->x = sx;
843 tmp->y = sy; 905 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 906 tmp->attacktype = spell->attacktype;
845 907
846 /* holy word stuff */ 908 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 910 if (!tailor_god_spell (tmp, op))
849 } 911 return 0;
850 912
851 if(dir) 913 if (dir)
852 tmp->stats.sp=dir; 914 tmp->stats.sp = dir;
853 else 915 else
854 tmp->stats.sp=i; 916 tmp->stats.sp = i;
855 917
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 918 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 919
858 /* If casting it in all directions, it doesn't go as far */ 920 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 921 if (dir == 0)
922 {
860 tmp->range /= 4; 923 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 924 if (tmp->range < 2 && spell->range >= 2)
862 } 925 tmp->range = 2;
926 }
927
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 928 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 929 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 930
866 /* Special bonus for fear attacks */ 931 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 932 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 933 {
869 else 934 if (caster->type == PLAYER)
935 tmp->duration += fear_bonus[caster->stats.Cha];
936 else
870 tmp->duration += caster->level/3; 937 tmp->duration += caster->level / 3;
871 } 938 }
939
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 940 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 941 {
874 else 942 if (caster->type == PLAYER)
943 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
944 else
875 tmp->duration += caster->level/3; 945 tmp->duration += caster->level / 3;
876 } 946 }
877 947
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 948 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 950
883 if (!tmp->move_on && tmp->stats.dam) { 951 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 952 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 954 }
887 } 955
888 insert_ob_in_map(tmp,m,op,0); 956 insert_ob_in_map (tmp, m, op, 0);
889 957
890 /* This is used for tracking spells so that one effect doesn't hit 958 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 959 * a single space too many times.
892 */ 960 */
893 tmp->stats.maxhp = tmp->count; 961 tmp->stats.maxhp = tmp->count;
894 962
895 if(tmp->other_arch) cone_drop(tmp); 963 if (tmp->other_arch)
964 cone_drop (tmp);
896 } 965 }
966
897 return success; 967 return success;
898} 968}
899 969
900/**************************************************************************** 970/****************************************************************************
901 * 971 *
902 * BOMB related code 972 * BOMB related code
905 975
906 976
907/* This handles an exploding bomb. 977/* This handles an exploding bomb.
908 * op is the original bomb object. 978 * op is the original bomb object.
909 */ 979 */
980void
910void animate_bomb(object *op) { 981animate_bomb (object *op)
982{
911 int i; 983 int i;
912 object *env, *tmp; 984 object *env, *tmp;
913 archetype *at; 985 archetype *at;
914 986
915 if(op->state!=NUM_ANIMATIONS(op)-1) 987 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 988 return;
917 989
918
919 env = object_get_env_recursive(op); 990 env = object_get_env_recursive (op);
920 991
921 if (op->env) { 992 if (op->env)
993 {
922 if (env->map == NULL) 994 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)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 995 return;
996
997 if (env->type == PLAYER)
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return;
943 } 1005 }
944 1006
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1011 {
1012 op->destroy ();
1013 return;
1014 }
1015
945 /* This copies a lot of the code from the fire bullet, 1016 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1017 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1018 * so just set up the appropriate values.
948 */ 1019 */
949 at = find_archetype(SPLINT); 1020 at = archetype::find (SPLINT);
950 if (at) { 1021 if (at)
951 for(i=1;i<9;i++) { 1022 {
1023 for (i = 1; i < 9; i++)
1024 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1026 continue;
954 tmp = arch_to_object(at); 1027 tmp = arch_to_object (at);
955 tmp->direction = i; 1028 tmp->direction = i;
956 tmp->range = op->range; 1029 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1030 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1031 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1032 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1033 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 1034 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1035 {
963 tmp->skill = add_refcount(op->skill); 1036 tmp->skill = op->skill;
964 } 1037 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1039 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1040 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1041 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1042 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1043 move_bullet (tmp);
971 } 1044 }
972 } 1045 }
973 1046
974 explode_bullet(op); 1047 explode_bullet (op);
975} 1048}
976 1049
1050int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1051create_bomb (object *op, object *caster, int dir, object *spell)
1052{
978 1053
979 object *tmp; 1054 object *tmp;
980 int mflags; 1055 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1057 maptile *m;
983 1058
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1059 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)) { 1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1063 return 0;
988 } 1064 }
989 tmp=arch_to_object(spell->other_arch); 1065 tmp = arch_to_object (spell->other_arch);
990 1066
991 /* level dependencies for bomb */ 1067 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1071 tmp->attacktype = spell->attacktype;
996 1072
997 set_owner(tmp,op); 1073 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1074 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1075 tmp->x = dx;
1000 tmp->y=dy; 1076 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1077 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1078 return 1;
1003} 1079}
1004 1080
1005/**************************************************************************** 1081/****************************************************************************
1006 * 1082 *
1007 * smite related spell code. 1083 * smite related spell code.
1015 * dir is the direction to look in. 1091 * dir is the direction to look in.
1016 * range is how far out to look. 1092 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1094 * this info is used for blocked magic/unholy spaces.
1019 */ 1095 */
1020 1096
1097object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1098get_pointed_target (object *op, int dir, int range, int type)
1099{
1022 object *target; 1100 object *target;
1023 sint16 x,y; 1101 sint16 x, y;
1024 int dist, mflags; 1102 int dist, mflags;
1025 mapstruct *mp; 1103 maptile *mp;
1026 1104
1027 if (dir==0) return NULL; 1105 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; 1106 return NULL;
1107
1108 for (dist = 1; dist < range; dist++)
1109 {
1110 x = op->x + freearr_x[dir] * dist;
1111 y = op->y + freearr_y[dir] * dist;
1112 mp = op->map;
1113 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1114
1115 if (mflags & P_OUT_OF_MAP)
1116 return NULL;
1117 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1118 return NULL;
1119 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1120 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL;
1123
1124 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 {
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target;
1131 }
1132 }
1133 }
1134 }
1135 return NULL;
1049} 1136}
1050 1137
1051 1138
1052/* cast_smite_arch() - the priest points to a creature and causes 1139/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1140 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1143 * caster = object casting the spell.
1057 * dir = direction being cast 1144 * dir = direction being cast
1058 * spell = spell object 1145 * spell = spell object
1059 */ 1146 */
1060 1147
1148int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1149cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{
1062 object *effect, *target; 1151 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1152 object *god = find_god (determine_god (op));
1064 int range; 1153 int range;
1065 1154
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1155 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1156 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1157
1069 /* Bunch of conditions for casting this spell. Note that only 1158 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1159 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1160 * 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 1161 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1162 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1163 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1164 * can't be friendly to your god.
1076 */ 1165 */
1077 1166
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1168 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1169 || (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))) { 1170 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1172 return 0;
1084 } 1173 }
1085 1174
1086 if (spell->other_arch) 1175 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1176 effect = arch_to_object (spell->other_arch);
1088 else 1177 else
1089 return 0; 1178 return 0;
1090 1179
1091 /* tailor the effect by priest level and worshipped God */ 1180 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1181 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1182 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 {
1095 if(tailor_god_spell(effect,op)) 1185 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1186 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 { 1187 else
1188 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1190 return 0;
1101 } 1191 }
1102 } 1192 }
1103 1193
1104 /* size of the area of destruction */ 1194 /* size of the area of destruction */
1105 effect->range=spell->range + 1195 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1196 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1197
1110 if (effect->attacktype & AT_DEATH) { 1198 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1199 {
1112 SP_level_dam_adjust(caster,spell); 1200 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1201
1114 /* casting death spells at undead isn't a good thing */ 1202 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1203 if (QUERY_FLAG (target, FLAG_UNDEAD))
1204 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1205 if (random_roll (0, 2, op, PREFER_LOW))
1206 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1208 effect->x = op->x;
1119 effect->y=op->y; 1209 effect->y = op->y;
1120 } else { 1210 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1211 else
1122 query_name(target)); 1212 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1214 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1215 effect->destroy ();
1125 return 0; 1216 return 0;
1217 }
1218 }
1126 } 1219 }
1127 } 1220 else
1128 } else { 1221 {
1129 /* how much woe to inflict :) */ 1222 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1223 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1224 }
1133 1225
1134 set_owner(effect,op); 1226 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1227 set_spell_skill (op, caster, spell, effect);
1136 1228
1137 /* ok, tell it where to be, and insert! */ 1229 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1230 effect->x = target->x;
1139 effect->y=target->y; 1231 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1232 insert_ob_in_map (effect, target->map, op, 0);
1141 1233
1142 return 1; 1234 return 1;
1143} 1235}
1144 1236
1145 1237
1146/**************************************************************************** 1238/****************************************************************************
1147 * 1239 *
1149 * note that the fire_bullet is used to fire the missile. The 1241 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1242 * code here is just to move the missile.
1151 ****************************************************************************/ 1243 ****************************************************************************/
1152 1244
1153/* op is a missile that needs to be moved */ 1245/* op is a missile that needs to be moved */
1246void
1154void move_missile(object *op) { 1247move_missile (object *op)
1248{
1155 int i, mflags; 1249 int i, mflags;
1156 object *owner; 1250 object *owner;
1157 sint16 new_x, new_y; 1251 sint16 new_x, new_y;
1158 mapstruct *m; 1252 maptile *m;
1159 1253
1160 if (op->range-- <=0) { 1254 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1255 {
1256 op->destroy ();
1257 return;
1258 }
1165 1259
1166 owner = get_owner(op); 1260 owner = op->owner;
1167#if 0 1261#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1262 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1263 * monster that are then killed would continue to survive
1170 */ 1264 */
1171 if (owner == NULL) { 1265 if (owner == NULL)
1172 remove_ob(op); 1266 {
1173 free_object(op); 1267 op->destroy ();
1174 return; 1268 return;
1175 } 1269 }
1176#endif 1270#endif
1177 1271
1178 new_x = op->x + DIRX(op); 1272 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1273 new_y = op->y + DIRY (op);
1180 1274
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1276
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)))) { 1277 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; 1278 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1279 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1280 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1281 * we need to remove it if someone hasn't already done so.
1189 */ 1282 */
1190 if ( ! was_destroyed (op, tag)) { 1283 if (!op->destroyed ())
1191 remove_ob (op); 1284 op->destroy ();
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1285
1197 remove_ob(op); 1286 return;
1287 }
1288
1289 op->remove ();
1290
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1292 {
1293 op->destroy ();
1294 return;
1295 }
1296
1202 op->x = new_x; 1297 op->x = new_x;
1203 op->y = new_y; 1298 op->y = new_y;
1204 op->map = m; 1299 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1300 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1206 if(i > 0 && i != op->direction){ 1301 if (i > 0 && i != op->direction)
1302 {
1207 op->direction=i; 1303 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1304 SET_ANIMATION (op, op->direction);
1209 } 1305 }
1306
1210 insert_ob_in_map(op,op->map,op,0); 1307 insert_ob_in_map (op, op->map, op, 0);
1211} 1308}
1212 1309
1213/**************************************************************************** 1310/****************************************************************************
1214 * Destruction 1311 * Destruction
1215 ****************************************************************************/ 1312 ****************************************************************************/
1313
1216/* make_object_glow() - currently only makes living objects glow. 1314/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1315 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1316 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1317 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1318 * give them the capability to have an inventory. b.t.
1221 */ 1319 */
1222 1320
1321int
1223int make_object_glow(object *op, int radius, int time) { 1322make_object_glow (object *op, int radius, int time)
1323{
1224 object *tmp; 1324 object *tmp;
1225 1325
1226 /* some things are unaffected... */ 1326 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1327 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1328 return 0;
1229 1329
1230 tmp=get_archetype(FORCE_NAME); 1330 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1331 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1332 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1333 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1334 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1336 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1337
1238 tmp->x=op->x; 1338 tmp->x = op->x;
1239 tmp->y=op->y; 1339 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1342 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1343 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1344 op->glow_radius = tmp->glow_radius;
1244 1345
1245 if(!tmp->env||op!=tmp->env) { 1346 if (!tmp->env || op != tmp->env)
1347 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1349 return 0;
1248 return 0;
1249 } 1350 }
1250 return 1; 1351 return 1;
1251} 1352}
1252 1353
1253 1354
1254
1255 1355
1356
1357int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1358cast_destruction (object *op, object *caster, object *spell_ob)
1359{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1360 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1361 sint16 sx, sy;
1259 mapstruct *m; 1362 maptile *m;
1260 object *tmp; 1363 object *tmp;
1261 const char *skill; 1364 const char *skill;
1262 1365
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1370 friendly = 1;
1267 1371
1268 /* destruction doesn't use another spell object, so we need 1372 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1373 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1374 * 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 1375 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1376 * the full share string/free_string route.
1273 */ 1377 */
1274 skill = op->skill; 1378 skill = op->skill;
1379 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1380 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1381 else if (caster->skill)
1382 op->skill = caster->skill;
1383 else
1277 else op->skill = NULL; 1384 op->skill = NULL;
1278 1385
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1386 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1387
1281 for(i= -range; i<range; i++) { 1388 for (i = -range; i < range; i++)
1389 {
1282 for(j=-range; j<range ; j++) { 1390 for (j = -range; j < range; j++)
1391 {
1283 m = op->map; 1392 m = op->map;
1284 sx = op->x + i; 1393 sx = op->x + i;
1285 sy = op->y + j; 1394 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1288 if (mflags & P_IS_ALIVE) { 1398 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1399 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1403 break;
1292 if (tmp) { 1404 }
1293 if (tmp->head) tmp=tmp->head; 1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head;
1294 1409
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1412 {
1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1416 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1417 {
1301 tmp->x = sx; 1418 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1419 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1420 tmp->y = sy;
1304 } 1421 insert_ob_in_map (tmp, m, op, 0);
1305 } 1422 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1423 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1425 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1428 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1429
1311 effect->y = sy; 1430 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1431 effect->y = sy;
1313 } 1432 insert_ob_in_map (effect, m, op, 0);
1314 } 1433 }
1315 } 1434 }
1316 } 1435 }
1436 }
1437 }
1438 }
1317 } 1439 }
1318 }
1319 }
1320 op->skill = skill; 1440 op->skill = skill;
1321 return 1; 1441 return 1;
1322} 1442}
1323 1443
1324/*************************************************************************** 1444/***************************************************************************
1325 * 1445 *
1326 * CURSE 1446 * CURSE
1327 * 1447 *
1328 ***************************************************************************/ 1448 ***************************************************************************/
1329 1449
1450int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1451cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{
1331 object *god = find_god(determine_god(op)); 1453 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1454 object *tmp, *force;
1333 1455
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1456 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1457 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1458 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0;
1461 }
1341 1462
1342 /* If we've already got a force of this type, don't add a new one. */ 1463 /* 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) { 1464 for (force = tmp->inv; force != NULL; force = force->below)
1465 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 {
1345 if (force->name == spell_ob->name) { 1468 if (force->name == spell_ob->name)
1346 break; 1469 {
1347 } 1470 break;
1471 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1472 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1350 "You can not cast %s while %s is in effect", 1474 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); 1475 return 0;
1352 return 0; 1476 }
1477 }
1353 } 1478 }
1354 }
1355 }
1356 1479
1357 if(force==NULL) { 1480 if (force == NULL)
1481 {
1358 force=get_archetype(FORCE_NAME); 1482 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1483 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1484 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1485 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 { 1486 else
1487 force->name = spell_ob->name;
1488
1489 force->name_pl = spell_ob->name;
1490
1491 }
1492 else
1493 {
1369 int duration; 1494 int duration;
1370 1495
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1496 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1497 if (duration > force->duration)
1498 {
1373 force->duration = duration; 1499 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1501 }
1502 else
1503 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1505 }
1378 return 1; 1506 return 1;
1379 } 1507 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1509 force->speed = 1.0;
1382 force->speed_left = -1.0; 1510 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1511 SET_FLAG (force, FLAG_APPLIED);
1384 1512
1385 if(god) { 1513 if (god)
1514 {
1386 if (spell_ob->last_grace) 1515 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1516 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1517 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1518 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1519 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); 1520 }
1392 } else 1521 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1522 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1523
1395 1524
1396 if(tmp!=op && op->type==PLAYER) 1525 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1526 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1527
1399 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1401 1530
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1533 tmp->update_stats ();
1405 return 1; 1534 return 1;
1406 1535
1407} 1536}
1408 1537
1409 1538
1410/********************************************************************** 1539/**********************************************************************
1414 ***********************************************************************/ 1543 ***********************************************************************/
1415 1544
1416/* This covers the various spells that change the moods of monsters - 1545/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1546 * makes them angry, peacful, friendly, etc.
1418 */ 1547 */
1548int
1419int mood_change(object *op, object *caster, object *spell) { 1549mood_change (object *op, object *caster, object *spell)
1550{
1420 object *tmp, *god, *head; 1551 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1552 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1553 sint16 x, y, nx, ny;
1423 mapstruct *m; 1554 maptile *m;
1424 const char *race; 1555 const char *race;
1425 1556
1426 /* We precompute some values here so that we don't have to keep 1557 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1558 * doing it over and over again.
1428 */ 1559 */
1429 god=find_god(determine_god(op)); 1560 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1561 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1562 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1563
1433 /* On the bright side, no monster should ever have a race of GOD_... 1564 /* 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 1565 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1566 * won't ever match anything.
1436 */ 1567 */
1437 if (!spell->race) race=NULL; 1568 if (!spell->race)
1569 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1570 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1571 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1572 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race;
1574 else
1440 else race = spell->race; 1575 race = spell->race;
1441
1442 1576
1577
1443 for (x = op->x - range; x <= op->x + range; x++) 1578 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1579 for (y = op->y - range; y <= op->y + range; y++)
1580 {
1445 1581
1446 done_one=0; 1582 done_one = 0;
1447 m = op->map; 1583 m = op->map;
1448 nx = x; 1584 nx = x;
1449 ny = y; 1585 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1452 1589
1453 /* If there is nothing living on this space, no need to go further */ 1590 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1591 if (!(mflags & P_IS_ALIVE))
1592 continue;
1455 1593
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1595 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break;
1458 1597
1459 /* There can be living objects that are not monsters */ 1598 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1599 if (!tmp || tmp->type == PLAYER)
1600 continue;
1461 1601
1462 /* Only the head has meaningful data, so resolve to that */ 1602 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1603 if (tmp->head)
1464 else head=tmp; 1604 head = tmp->head;
1605 else
1606 head = tmp;
1465 1607
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1608 /* 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; 1609 if (race && head->race && !strstr (race, head->race))
1610 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue;
1469 1613
1470 /* Now do a bunch of stuff related to saving throws */ 1614 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1615 best_at = -1;
1472 if (spell->attacktype) { 1616 if (spell->attacktype)
1617 {
1473 for (at=0; at < NROFATTACKS; at++) 1618 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1619 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1620 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at;
1476 1622
1477 if (best_at == -1) at=0; 1623 if (best_at == -1)
1624 at = 0;
1478 else { 1625 else
1626 {
1479 if (head->resist[best_at] == 100) continue; 1627 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1628 continue;
1481 } 1629 else
1630 at = head->resist[best_at] / 5;
1631 }
1482 at -= level / 5; 1632 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1633 if (did_make_save (head, head->level, at))
1484 } 1634 continue;
1635 }
1485 else /* spell->attacktype */ 1636 else /* spell->attacktype */
1486 /* 1637 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1639 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1641
1491 The chance will then be in the range [20-70] percent, not too bad. 1642 The chance will then be in the range [20-70] percent, not too bad.
1492 1643
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1645 charm a level 125 monster...
1495 1646
1496 Ryo, august 14th 1647 Ryo, august 14th
1497 */ 1648 */
1498 { 1649 {
1499 if ( head->level > level ) continue; 1650 if (head->level > level)
1651 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1653 /* Failed, no effect */
1502 continue; 1654 continue;
1503 } 1655 }
1504 1656
1505 /* Done with saving throw. Now start effecting the monster */ 1657 /* Done with saving throw. Now start effecting the monster */
1506 1658
1507 /* aggravation */ 1659 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1660 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1662 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1664 remove_friendly_object (head);
1512 1665
1513 done_one = 1; 1666 done_one = 1;
1514 head->enemy = op; 1667 head->enemy = op;
1515 } 1668 }
1516 1669
1517 /* calm monsters */ 1670 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1673 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1674 head->enemy = NULL;
1521 done_one = 1; 1675 done_one = 1;
1522 } 1676 }
1523 1677
1524 /* berserk monsters */ 1678 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 {
1526 SET_FLAG(head, FLAG_BERSERK); 1681 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1682 done_one = 1;
1528 } 1683 }
1529 /* charm */ 1684 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1687 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1688 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1689 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. */ 1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1691 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1692 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1693 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1694 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1695 head->attack_movement = PETMOVE;
1540 done_one = 1; 1696 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1698 head->stats.exp = 0;
1543 } 1699 }
1544 1700
1545 /* If a monster was effected, put an effect in */ 1701 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1702 if (done_one && spell->other_arch)
1703 {
1547 tmp = arch_to_object(spell->other_arch); 1704 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1705 tmp->x = nx;
1549 tmp->y = ny; 1706 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1707 insert_ob_in_map (tmp, m, op, 0);
1551 } 1708 }
1552 } /* for y */ 1709 } /* for y */
1553 1710
1554 return 1; 1711 return 1;
1555} 1712}
1556 1713
1557 1714
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1715/* 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 1716 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1717 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1718 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1719 * note that duration is handled by process_object() in time.c
1563 */ 1720 */
1564 1721
1722void
1565void move_ball_spell(object *op) { 1723move_ball_spell (object *op)
1724{
1566 int i,j,dam_save,dir, mflags; 1725 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1726 sint16 nx, ny, hx, hy;
1568 object *owner; 1727 object *owner;
1569 mapstruct *m; 1728 maptile *m;
1570 1729
1571 owner = get_owner(op); 1730 owner = op->owner;
1572 1731
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1732 /* 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 1733 * 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 1734 * 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 1735 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1736 * deviations.
1578 */ 1737 */
1579 1738
1580 dir = 0; 1739 dir = 0;
1581 if(!(rndm(0, 3))) 1740 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1741 j = rndm (0, 1);
1583 else j=0; 1742 else
1743 j = 0;
1584 1744
1585 for(i = 1; i < 9; i++) { 1745 for (i = 1; i < 9; i++)
1746 {
1586 /* i bit 0: alters sign of offset 1747 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1748 * other bits (i / 2): absolute value of offset
1588 */ 1749 */
1589 1750
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1752 int tmpdir = absdir (op->direction + offset);
1592 1753
1593 nx = op->x + freearr_x[tmpdir]; 1754 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1755 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1756 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)))) { 1757 {
1597 dir = tmpdir; 1758 dir = tmpdir;
1598 break; 1759 break;
1599 } 1760 }
1600 } 1761 }
1601 if (dir == 0) { 1762 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1763 {
1764 nx = op->x;
1765 ny = op->y;
1766 m = op->map;
1767 }
1606 1768
1607 remove_ob(op); 1769 op->remove ();
1608 op->y=ny; 1770 op->y = ny;
1609 op->x=nx; 1771 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1772 insert_ob_in_map (op, m, op, 0);
1611 1773
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1775 surrounding squares */
1614 1776
1615 /* loop over current square and neighbors to hit. 1777 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1778 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1779 * the surround spaces.
1618 */ 1780 */
1619 for(j=0;j<9;j++) { 1781 for (j = 0; j < 9; j++)
1782 {
1620 object *new_ob; 1783 object *new_ob;
1621 1784
1622 hx = nx+freearr_x[j]; 1785 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1786 hy = ny + freearr_y[j];
1624 1787
1625 m = op->map; 1788 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1790
1628 if (mflags & P_OUT_OF_MAP) continue; 1791 if (mflags & P_OUT_OF_MAP)
1792 continue;
1629 1793
1630 /* first, don't ever, ever hit the owner. Don't hit out 1794 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1795 * of the map either.
1632 */ 1796 */
1633 1797
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1798 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; 1799 {
1800 if (j)
1801 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1802 hit_map (op, j, op->attacktype, 1);
1637 1803
1638 } 1804 }
1639 1805
1640 /* insert the other arch */ 1806 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 {
1642 new_ob = arch_to_object(op->other_arch); 1809 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1810 new_ob->x = hx;
1644 new_ob->y = hy; 1811 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1812 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1813 }
1647 } 1814 }
1648 1815
1649 /* restore to the center location and damage*/ 1816 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1817 op->stats.dam = dam_save;
1651 1818
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1819 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1820
1654 if(i>=0) { /* we have a preferred direction! */ 1821 if (i >= 0)
1822 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1823 /* 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 || 1824 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))) { 1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1828 }
1660 op->direction=i; 1829 op->direction = i;
1661 } 1830 }
1662} 1831}
1663 1832
1664 1833
1665/* move_swarm_spell: peterm 1834/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1837 * 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 1838 * 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. 1839 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1840 */
1672 1841
1842void
1673void move_swarm_spell(object *op) 1843move_swarm_spell (object *op)
1674{ 1844{
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 1845#if 0
1697 // this is bogus: it causes wrong places to be checked below 1846 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 1847 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 1848 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1849 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1850 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 1851#endif
1852 int basedir;
1853 object *owner;
1744 1854
1855 owner = op->owner;
1856 if (op->duration == 0 || owner == NULL)
1857 {
1858 op->destroy ();
1859 return;
1860 }
1861
1862 op->duration--;
1863
1864 basedir = op->direction;
1865 if (basedir == 0)
1866 {
1867 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8);
1869 }
1870
1871#if 0
1872 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space.
1876 // should be fixed later, but correctness before featurs...
1877 // (schmorp)
1878
1879 /* new offset calculation to make swarm element distribution
1880 * more uniform
1881 */
1882 if (op->duration)
1883 {
1884 if (basedir & 1)
1885 {
1886 adjustdir = cardinal_adjust[rndm (0, 8)];
1887 }
1888 else
1889 {
1890 adjustdir = diagonal_adjust[rndm (0, 9)];
1891 }
1892 }
1893 else
1894 {
1895 adjustdir = 0; /* fire the last one from forward. */
1896 }
1897
1898 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1899 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1900
1901 /* back up one space so we can hit point-blank targets, but this
1902 * necessitates extra out_of_map check below
1903 */
1904 origin_x = target_x - freearr_x[basedir];
1905 origin_y = target_y - freearr_y[basedir];
1906
1907
1745 /* spell pointer is set up for the spell this casts. Since this 1908 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1909 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1910 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1911 * do some sanity checking anyways.
1749 */ 1912 */
1913
1914 if (op->spell && op->spell->type == SPELL &&
1915 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1916 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1917 {
1918
1919 /* Bullet spells have a bunch more customization that needs to be done */
1920 if (op->spell->subtype == SP_BULLET)
1921 fire_bullet (owner, op, basedir, op->spell);
1922 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1923 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1924 }
1925#endif
1926
1927 /* spell pointer is set up for the spell this casts. Since this
1928 * should just be a pointer to the spell in some inventory,
1929 * it is unlikely to disappear by the time we need it. However,
1930 * do some sanity checking anyways.
1931 */
1932
1751 if (op->spell && op->spell->type == SPELL) 1933 if (op->spell && op->spell->type == SPELL)
1752 { 1934 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1935 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1936 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1937 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1938 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1940 }
1759} 1941}
1760 1942
1761 1943
1762 1944
1763 1945
1771 * dir: the direction everything will be fired in 1953 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1954 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1955 * n: the number to be fired.
1774 */ 1956 */
1775 1957
1958int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1959fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1960{
1778 object *tmp; 1961 object *tmp;
1779 int i; 1962 int i;
1780 1963
1781 if (!spell->other_arch) return 0; 1964 if (!spell->other_arch)
1965 return 0;
1782 1966
1783 tmp=get_archetype(SWARM_SPELL); 1967 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1968 tmp->x = op->x;
1785 tmp->y=op->y; 1969 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1971 set_spell_skill (op, caster, spell, tmp);
1788 1972
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1974 tmp->spell = arch_to_object (spell->other_arch);
1791 1975
1792 tmp->attacktype = tmp->spell->attacktype; 1976 tmp->attacktype = tmp->spell->attacktype;
1793 1977
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1795 if ( ! tailor_god_spell (tmp, op)) 1980 if (!tailor_god_spell (tmp, op))
1796 return 1; 1981 return 1;
1797 } 1982 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1983 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1984 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1986
1802 tmp->direction=dir; 1987 tmp->direction = dir;
1803 tmp->invisible=1; 1988 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1989 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 1990 return 1;
1806} 1991}
1807 1992
1808 1993
1809/* See the spells documentation file for why this is its own 1994/* See the spells documentation file for why this is its own
1810 * function. 1995 * function.
1811 */ 1996 */
1997int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1998cast_light (object *op, object *caster, object *spell, int dir)
1999{
1813 object *target=NULL,*tmp=NULL; 2000 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2001 sint16 x, y;
1815 int dam, mflags; 2002 int dam, mflags;
1816 mapstruct *m; 2003 maptile *m;
1817 2004
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2006
1820 if(!dir) { 2007 if (!dir)
2008 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2010 return 0;
1823 } 2011 }
1824 2012
1825 x=op->x+freearr_x[dir]; 2013 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2014 y = op->y + freearr_y[dir];
1827 m = op->map; 2015 m = op->map;
1828 2016
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2018
1831 if (mflags & P_OUT_OF_MAP) { 2019 if (mflags & P_OUT_OF_MAP)
2020 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2022 return 0;
1834 } 2023 }
1835 2024
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2025 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2026 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2028 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2030 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2031 if (target->head)
2032 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2033 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2034 return 1; /* one success only! */
2035 }
1843 } 2036 }
1844 }
1845 2037
1846 /* no live target, perhaps a wall is in the way? */ 2038 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2042 return 0;
1850 } 2043 }
1851 2044
1852 /* ok, looks groovy to just insert a new light on the map */ 2045 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2046 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2047 if (!tmp)
2048 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2050 return 0;
1857 } 2051 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2053 if (tmp->glow_radius)
2054 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2055 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; 2056 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2058 }
1863 tmp->x=x; 2059 tmp->x = x;
1864 tmp->y=y; 2060 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2061 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2062 return 1;
1867} 2063}
1868 2064
1869 2065
1870 2066
1871 2067
1874 * op is the player/monster, caster is the object, dir is the direction 2070 * 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 2071 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2072 * perhaps this should actually be in disease.c?
1877 */ 2073 */
1878 2074
2075int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2076cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{
1880 sint16 x,y; 2078 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2079 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2080 object *walk;
1883 mapstruct *m; 2081 maptile *m;
1884 2082
1885 x = op->x; 2083 x = op->x;
1886 y = op->y; 2084 y = op->y;
1887 2085
1888 /* If casting from a scroll, no direction will be available, so refer to the 2086 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2087 * direction the player is pointing.
1890 */ 2088 */
2089 if (!dir)
1891 if (!dir) dir=op->facing; 2090 dir = op->facing;
2091 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2092 return 0; /* won't find anything if casting on ourself, so just return */
1893 2093
1894 /* Calculate these once here */ 2094 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2095 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2096 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2097 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2098
1899 /* search in a line for a victim */ 2099 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2100 for (i = 1; i < range; i++)
2101 {
1901 x = op->x + i * freearr_x[dir]; 2102 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2103 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2104 m = op->map;
1904 2105
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2107
1907 if (mflags & P_OUT_OF_MAP) return 0; 2108 if (mflags & P_OUT_OF_MAP)
2109 return 0;
1908 2110
1909 /* don't go through walls - presume diseases are airborne */ 2111 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2112 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2113 return 0;
1911 2114
1912 /* Only bother looking on this space if there is something living here */ 2115 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2116 if (mflags & P_IS_ALIVE)
2117 {
1914 /* search this square for a victim */ 2118 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2119 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 */ 2120 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2121 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2122 object *disease = arch_to_object (spell->other_arch);
1918 2123
1919 set_owner(disease,op); 2124 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 2125 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2126 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2127 disease->level = caster_level (caster, spell);
1923 2128
1924 /* do level adjustments */ 2129 /* do level adjustments */
1925 if(disease->stats.wc) 2130 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2131 disease->stats.wc += dur_mod / 2;
1927 2132
1928 if(disease->magic> 0) 2133 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2134 disease->magic += dur_mod / 4;
1930 2135
1931 if(disease->stats.maxhp>0) 2136 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2137 disease->stats.maxhp += dur_mod;
1933 2138
1934 if(disease->stats.maxgrace>0) 2139 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2140 disease->stats.maxgrace += dur_mod;
1936 2141
1937 if(disease->stats.dam) { 2142 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2143 {
1939 disease->stats.dam += dam_mod; 2144 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2145 disease->stats.dam += dam_mod;
1941 } 2146 else
2147 disease->stats.dam -= dam_mod;
2148 }
1942 2149
1943 if(disease->last_sp) { 2150 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2151 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2152 disease->last_sp -= 2 * dam_mod;
1946 } 2153 if (disease->last_sp < 1)
2154 disease->last_sp = 1;
2155 }
1947 2156
1948 if(disease->stats.maxsp) { 2157 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2158 {
1950 disease->stats.maxsp += dam_mod; 2159 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2160 disease->stats.maxsp += dam_mod;
1952 } 2161 else
1953 2162 disease->stats.maxsp -= dam_mod;
2163 }
2164
1954 if(disease->stats.ac) 2165 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2166 disease->stats.ac += dam_mod;
1956 2167
1957 if(disease->last_eat) 2168 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2169 disease->last_eat -= dam_mod;
1959 2170
1960 if(disease->stats.hp) 2171 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2172 disease->stats.hp -= dam_mod;
1962 2173
1963 if(disease->stats.sp) 2174 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2175 disease->stats.sp -= dam_mod;
1965 2176
1966 if(infect_object(walk,disease,1)) { 2177 if (infect_object (walk, disease, 1))
2178 {
1967 object *flash; /* visual effect for inflicting disease */ 2179 object *flash; /* visual effect for inflicting disease */
1968 2180
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2182
1971 free_object(disease); /* don't need this one anymore */ 2183 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2184 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2185 flash->x = x;
1974 flash->y = y; 2186 flash->y = y;
1975 flash->map = walk->map; 2187 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2188 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2189 return 1;
1978 } 2190 }
1979 free_object(disease); 2191
1980 } 2192 disease->destroy ();
1981 } /* if living creature */ 2193 }
1982 } /* for range of spaces */ 2194 } /* if living creature */
2195 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2197 return 1;
1985} 2198}

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