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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.7 2006/09/03 00:18:42 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP)
135 return; 139 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
143 147
144 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
150 new_bolt->duration++; 154 new_bolt->duration++;
151 new_bolt->x=sx; 155 new_bolt->x = sx;
152 new_bolt->y=sy; 156 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 160 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
159} 163}
160 164
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
163 */ 167 */
164 168
169void
165void move_bolt(object *op) { 170move_bolt (object *op)
171{
166 object *tmp; 172 object *tmp;
167 int mflags; 173 int mflags;
168 sint16 x, y; 174 sint16 x, y;
169 mapstruct *m; 175 maptile *m;
170 176
171 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
172 remove_ob(op); 178 {
173 free_object(op); 179 op->remove ();
180 op->destroy (0);
181 return;
182 }
183
184 hit_map (op, 0, op->attacktype, 1);
185
186 if (!op->direction)
187 return;
188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
174 return; 201 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 202
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 203 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 204 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 205 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 206 * will be useful.
195 */ 207 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 209 {
198 210
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 212 return;
201 213
202 /* Since walls don't run diagonal, if the bolt is in 214 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 215 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 216 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 217 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 218 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 219 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 220 * to the southwest.
209 */ 221 */
210 if(op->direction&1) 222 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 223 op->direction = absdir (op->direction + 4);
212 else { 224 else
225 {
213 int left, right; 226 int left, right;
214 int mflags; 227 int mflags;
215 228
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 230 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 231 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 232 * op->direction-1 or op->direction+1 does not exist.
220 */ 233 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 236
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 238
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 242
230 if(left==right) 243 if (left == right)
231 op->direction=absdir(op->direction+4); 244 op->direction = absdir (op->direction + 4);
232 else if(left) 245 else if (left)
233 op->direction=absdir(op->direction+2); 246 op->direction = absdir (op->direction + 2);
234 else if(right) 247 else if (right)
235 op->direction=absdir(op->direction-2); 248 op->direction = absdir (op->direction - 2);
236 } 249 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 251 return;
239 } 252 }
253 else
240 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 255 tmp = get_object ();
242 copy_object(op,tmp); 256 copy_object (op, tmp);
243 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 261 tmp->duration++;
248 262
249 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 264 * going off in other directions.
251 */ 265 */
252 266
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 269 forklightning (op, tmp);
255 } 270 }
256 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
258 */ 273 */
259 op->range = 0; 274 op->range = 0;
260 } /* copy object and move it along */ 275 } /* copy object and move it along */
261 } /* if move bolt along */ 276 } /* if move bolt along */
262} 277}
263 278
264/* fire_bolt 279/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
268 * spob->attacktype. 283 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
270 * pointers. 285 * pointers.
271 */ 286 */
272 287
288int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
274 object *tmp=NULL; 291 object *tmp = NULL;
275 int mflags; 292 int mflags;
276 293
277 if (!spob->other_arch) 294 if (!spob->other_arch)
278 return 0; 295 return 0;
279 296
280 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 298 if (tmp == NULL)
282 return 0; 299 return 0;
283 300
284 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
304 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 305 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
292 310
293 tmp->direction=dir; 311 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
296 314
297 set_owner(tmp,op); 315 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
299 317
300 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 320 tmp->map = op->map;
303 321
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
306 free_object(tmp); 324 {
325 tmp->destroy (0);
307 return 0; 326 return 0;
308 } 327 }
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
311 free_object(tmp); 331 {
332 tmp->destroy (0);
312 return 0; 333 return 0;
313 } 334 }
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 341 move_bolt (tmp);
321 return 1; 342 return 1;
322} 343}
323 344
324 345
325 346
326/*************************************************************************** 347/***************************************************************************
331 352
332/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 355 * At least that is what I think this does.
335 */ 356 */
357void
336void explosion(object *op) { 358explosion (object *op)
359{
337 object *tmp; 360 object *tmp;
338 mapstruct *m=op->map; 361 maptile *m = op->map;
339 int i; 362 int i;
340 363
341 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
342 remove_ob(op); 365 {
343 free_object(op); 366 op->remove ();
367 op->destroy (0);
344 return; 368 return;
345 } 369 }
346 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
347 371
348 if(op->range>0) { 372 if (op->range > 0)
373 {
349 for(i=1;i<9;i++) { 374 for (i = 1; i < 9; i++)
375 {
350 sint16 dx,dy; 376 sint16 dx, dy;
351 377
352 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 381 * out of map, etc.
356 */ 382 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 {
358 tmp=get_object(); 385 tmp = get_object ();
359 copy_object(op,tmp); 386 copy_object (op, tmp);
360 tmp->state=0; 387 tmp->state = 0;
361 tmp->speed_left= -0.21; 388 tmp->speed_left = -0.21;
362 tmp->range--; 389 tmp->range--;
363 tmp->value=0; 390 tmp->value = 0;
364 tmp->x=dx; 391 tmp->x = dx;
365 tmp->y=dy; 392 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 393 insert_ob_in_map (tmp, m, op, 0);
367 } 394 }
368 } 395 }
369 } 396 }
370} 397}
371 398
372 399
373/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
375 * explode. 402 * explode.
376 */ 403 */
404void
377void explode_bullet(object *op) 405explode_bullet (object *op)
378{ 406{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 407 object *tmp, *owner;
381 408
382 if (op->other_arch == NULL) { 409 if (op->other_arch == NULL)
410 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 op->remove ();
413 op->destroy (0);
414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
384 remove_ob (op); 425 op->remove ();
385 free_object (op); 426 op->destroy (0);
427 return;
428 }
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->remove ();
438 op->destroy (0);
439 return;
440 }
441
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 {
447 op->remove ();
448 op->destroy (0);
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
386 return; 456 return;
387 } 457 }
388 458
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
428 461
429 copy_owner (tmp, op); 462 copy_owner (tmp, op);
430 tmp->skill = op->skill; 463 tmp->skill = op->skill;
431 464
432 owner = get_owner(op); 465 owner = get_owner (op);
466
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 468 {
435 remove_ob (op); 469 op->remove ();
436 free_object (op); 470 op->destroy (0);
437 return; 471 return;
438 } 472 }
473
439 tmp->x = op->x; 474 tmp->x = op->x;
440 tmp->y = op->y; 475 tmp->y = op->y;
441 476
442 /* special for bombs - it actually has sane values for these */ 477 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 {
444 tmp->attacktype = op->attacktype; 480 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 481 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 482 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 483 tmp->duration = op->duration;
448 } else { 484 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 485 else
486 {
487 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 489 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 490 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 491 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 492 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 493 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 494 * the count of the parent should work fine.
456 */ 495 */
457 tmp->stats.maxhp = op->count; 496 tmp->stats.maxhp = op->count;
458 } 497 }
459 498
460 /* Set direction of cone explosion */ 499 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 500 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 501 tmp->stats.sp = op->direction;
463 502
464 /* Prevent recursion */ 503 /* Prevent recursion */
465 op->move_on = 0; 504 op->move_on = 0;
466 505
467 insert_ob_in_map(tmp, op->map, op, 0); 506 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 507 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 508 if (!op->destroyed ())
470 remove_ob (op); 509 {
471 free_object (op); 510 op->remove ();
511 op->destroy (0);
472 } 512 }
473} 513}
474 514
475 515
476 516
477/* checks to see what op should do, given the space it is on 517/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 518 * (eg, explode, damage player, etc)
479 */ 519 */
480 520
521void
481void check_bullet(object *op) 522check_bullet (object *op)
482{ 523{
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 524 object *tmp;
485 int dam, mflags; 525 int dam, mflags;
486 mapstruct *m; 526 maptile *m;
487 sint16 sx, sy; 527 sint16 sx, sy;
488 528
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 529 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 530
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 531 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 532 return;
493 533
494 if (op->other_arch) { 534 if (op->other_arch)
535 {
495 /* explode object will also remove op */ 536 /* explode object will also remove op */
496 explode_bullet (op); 537 explode_bullet (op);
497 return; 538 return;
498 } 539 }
499 540
500 /* If nothing alive on this space, no reason to do anything further */ 541 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 542 if (!(mflags & P_IS_ALIVE))
543 return;
502 544
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 546 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 547 if (QUERY_FLAG (tmp, FLAG_ALIVE))
506 tmp_tag = tmp->count; 548 {
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 551 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 552 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 {
512 remove_ob (op); 554 op->remove ();
513 free_object(op); 555 op->destroy (0);
514 return; 556 return;
515 } 557 }
516 } 558 }
517 } 559 }
518 } 560 }
519} 561}
523 * call check_bullet. 565 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 566 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 567 * fired arches (eg, bolts).
526 */ 568 */
527 569
570void
528void move_bullet(object *op) 571move_bullet (object *op)
529{ 572{
530 sint16 new_x, new_y; 573 sint16 new_x, new_y;
531 int mflags; 574 int mflags;
532 mapstruct *m; 575 maptile *m;
533 576
534#if 0 577#if 0
535 /* We need a better general purpose way to do this */ 578 /* We need a better general purpose way to do this */
536 579
537 /* peterm: added to make comet leave a trail of burnouts 580 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 581 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 582 if (op->stats.sp == SP_METEOR)
583 {
540 replace_insert_ob_in_map("fire_trail",op); 584 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 585 if (op->destroyed ())
542 return; 586 return;
543 } /* end addition. */ 587 } /* end addition. */
544#endif 588#endif
545 589
546 /* Reached the end of its life - remove it */ 590 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 591 if (--op->range <= 0)
592 {
548 if (op->other_arch) { 593 if (op->other_arch)
594 {
549 explode_bullet (op); 595 explode_bullet (op);
596 }
550 } else { 597 else
551 remove_ob (op);
552 free_object (op);
553 } 598 {
599 op->remove ();
600 op->destroy (0);
601 }
554 return; 602 return;
555 } 603 }
556 604
557 new_x = op->x + DIRX(op); 605 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 606 new_y = op->y + DIRY (op);
559 m = op->map; 607 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 609
562 if (mflags & P_OUT_OF_MAP) { 610 if (mflags & P_OUT_OF_MAP)
563 remove_ob (op); 611 {
564 free_object (op); 612 op->remove ();
613 op->destroy (0);
565 return; 614 return;
566 } 615 }
567 616
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 {
569 if (op->other_arch) { 619 if (op->other_arch)
620 {
570 explode_bullet (op); 621 explode_bullet (op);
622 }
571 } else { 623 else
572 remove_ob (op);
573 free_object (op);
574 } 624 {
625 op->remove ();
626 op->destroy (0);
627 }
575 return; 628 return;
576 } 629 }
577 630
578 remove_ob (op); 631 op->remove ();
579 op->x = new_x; 632 op->x = new_x;
580 op->y = new_y; 633 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 635 return;
583 636
584 if (reflwall (op->map, op->x, op->y, op)) { 637 if (reflwall (op->map, op->x, op->y, op))
638 {
585 op->direction = absdir (op->direction + 4); 639 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 640 update_turn_face (op);
587 } else { 641 }
642 else
643 {
588 check_bullet (op); 644 check_bullet (op);
589 } 645 }
590} 646}
591 647
592 648
593 649
599 * spob->attacktype. 655 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 656 * This function sets up the appropriate owner and skill
601 * pointers. 657 * pointers.
602 */ 658 */
603 659
660int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 661fire_bullet (object *op, object *caster, int dir, object *spob)
662{
605 object *tmp=NULL; 663 object *tmp = NULL;
606 int mflags; 664 int mflags;
607 665
608 if (!spob->other_arch) 666 if (!spob->other_arch)
609 return 0; 667 return 0;
610 668
611 tmp=arch_to_object(spob->other_arch); 669 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 670 if (tmp == NULL)
613 return 0; 671 return 0;
614 672
615 /* peterm: level dependency for bolts */ 673 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 675 tmp->attacktype = spob->attacktype;
676 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 677 tmp->slaying = spob->slaying;
619 678
620 tmp->range = 50; 679 tmp->range = 50;
621 680
622 /* Need to store duration/range for the ball to use */ 681 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 684 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 685
627 tmp->direction=dir; 686 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 688 SET_ANIMATION (tmp, dir);
630 689
631 set_owner(tmp,op); 690 set_owner (tmp, op);
632 set_spell_skill(op, caster, spob, tmp); 691 set_spell_skill (op, caster, spob, tmp);
633 692
634 tmp->x=op->x + freearr_x[dir]; 693 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 694 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 695 tmp->map = op->map;
637 696
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 698 if (mflags & P_OUT_OF_MAP)
640 free_object(tmp); 699 {
700 tmp->destroy (0);
641 return 0; 701 return 0;
642 } 702 }
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
645 free_object(tmp); 706 {
707 tmp->destroy (0);
646 return 0; 708 return 0;
647 } 709 }
648 tmp->x=op->x; 710 tmp->x = op->x;
649 tmp->y=op->y; 711 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 712 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 713 tmp->map = op->map;
652 } 714 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
716 {
654 check_bullet (tmp); 717 check_bullet (tmp);
655 } 718 }
656 return 1; 719 return 1;
657} 720}
658 721
659 722
660 723
661 724
665 * 728 *
666 *****************************************************************************/ 729 *****************************************************************************/
667 730
668 731
669/* drops an object based on what is in the cone's "other_arch" */ 732/* drops an object based on what is in the cone's "other_arch" */
733void
670void cone_drop(object *op) { 734cone_drop (object *op)
735{
671 object *new_ob = arch_to_object(op->other_arch); 736 object *new_ob = arch_to_object (op->other_arch);
672 737
673 new_ob->x = op->x; 738 new_ob->x = op->x;
674 new_ob->y = op->y; 739 new_ob->y = op->y;
675 new_ob->level = op->level; 740 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 741 set_owner (new_ob, op->owner);
677 742
678 /* preserve skill ownership */ 743 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 744 if (op->skill && op->skill != new_ob->skill)
745 {
680 new_ob->skill = op->skill; 746 new_ob->skill = op->skill;
681 } 747 }
682 insert_ob_in_map(new_ob,op->map,op,0); 748 insert_ob_in_map (new_ob, op->map, op, 0);
683 749
684} 750}
685 751
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 752/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 753
754void
688void move_cone(object *op) { 755move_cone (object *op)
756{
689 int i; 757 int i;
690 tag_t tag;
691 758
692 /* if no map then hit_map will crash so just ignore object */ 759 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 760 if (!op->map)
761 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 763 op->speed = 0;
697 update_ob_speed (op); 764 update_ob_speed (op);
698 return; 765 return;
699 } 766 }
700 767
701 /* lava saves it's life, but not yours :) */ 768 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 769 if (QUERY_FLAG (op, FLAG_LIFESAVE))
770 {
703 hit_map(op,0,op->attacktype,0); 771 hit_map (op, 0, op->attacktype, 0);
704 return; 772 return;
705 } 773 }
706 774
707#if 0 775#if 0
708 /* Disable this - enabling it makes monsters easier, as 776 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 777 * when their cone dies when they die.
710 */ 778 */
711 /* If no owner left, the spell dies out. */ 779 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 780 if (get_owner (op) == NULL)
713 remove_ob(op); 781 {
714 free_object(op); 782 op->remove ();
783 op->destroy (0);
715 return; 784 return;
716 } 785 }
717#endif 786#endif
718 787
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 788 hit_map (op, 0, op->attacktype, 0);
721 789
722 /* Check to see if we should push anything. 790 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 791 * Spell objects with weight push whatever they encounter to some
724 * degree. 792 * degree.
725 */ 793 */
794 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 795 check_spell_knockback (op);
727 796
728 if (was_destroyed (op, tag)) 797 if (op->destroyed ())
798 return;
799
800 if ((op->duration--) < 0)
801 {
802 op->remove ();
803 op->destroy (0);
729 return; 804 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 805 }
736 /* Object has hit maximum range, so don't have it move 806 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 807 * any further. When the duration above expires,
738 * then the object will get removed. 808 * then the object will get removed.
739 */ 809 */
740 if (--op->range < 0) { 810 if (--op->range < 0)
811 {
741 op->range=0; /* just so it doesn't wrap */ 812 op->range = 0; /* just so it doesn't wrap */
742 return; 813 return;
743 } 814 }
744 815
745 for(i= -1;i<2;i++) { 816 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 817 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 819
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 820 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 {
750 object *tmp=get_object(); 822 object *tmp = get_object ();
823
751 copy_object(op, tmp); 824 copy_object (op, tmp);
752 tmp->x=x; 825 tmp->x = x;
753 tmp->y=y; 826 tmp->y = y;
754 827
755 tmp->duration = op->duration + 1; 828 tmp->duration = op->duration + 1;
756 829
757 /* Use for spell tracking - see ok_to_put_more() */ 830 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 831 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 832 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 833 if (tmp->other_arch)
834 cone_drop (tmp);
761 } 835 }
762 } 836 }
763} 837}
764 838
765/* cast_cone: casts a cone spell. 839/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 842 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 843 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 844 * to fire.
771 * returns 0 on failure, 1 on success. 845 * returns 0 on failure, 1 on success.
772 */ 846 */
847int
773int cast_cone(object *op, object *caster,int dir, object *spell) 848cast_cone (object *op, object *caster, int dir, object *spell)
774{ 849{
775 object *tmp; 850 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 851 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 852 maptile *m;
778 sint16 sx, sy; 853 sint16 sx, sy;
779 MoveType movetype; 854 MoveType movetype;
780 855
781 if (!spell->other_arch) return 0; 856 if (!spell->other_arch)
857 return 0;
782 858
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 859 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 860 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 861 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 862 return 0;
788 } 863 }
789 864
790 if(!dir) { 865 if (!dir)
866 {
791 range_min= 0; 867 range_min = 0;
792 range_max=8; 868 range_max = 8;
793 } 869 }
794 870
795 /* Need to know what the movetype of the object we are about 871 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 872 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 873 * insert it into is blocked.
798 */ 874 */
799 movetype = spell->other_arch->clone.move_type; 875 movetype = spell->other_arch->clone.move_type;
800 876
801 for(i=range_min;i<=range_max;i++) { 877 for (i = range_min; i <= range_max; i++)
878 {
802 sint16 x,y, d; 879 sint16 x, y, d;
803 880
804 /* We can't use absdir here, because it never returns 881 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 882 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 883 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 884 * to hit that person.
808 */ 885 */
809 d = dir + i; 886 d = dir + i;
810 while (d < 0) d+=8; 887 while (d < 0)
888 d += 8;
811 while (d > 8) d-=8; 889 while (d > 8)
890 d -= 8;
812 891
813 /* If it's not a rune, we don't want to blast the caster. 892 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 893 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 894 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 895 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 896 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 897 * for the rune code.
819 */ 898 */
820 if (caster->type != RUNE && d==0) { 899 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 900 {
824 901 if (dir != 0)
825 x = op->x+freearr_x[d]; 902 d = 8;
826 y = op->y+freearr_y[d]; 903 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 904 continue;
905 }
830 906
907 x = op->x + freearr_x[d];
908 y = op->y + freearr_y[d];
909
910 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
911 continue;
912
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 914 continue;
833 915
834 success=1; 916 success = 1;
835 tmp=arch_to_object(spell->other_arch); 917 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 918 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 919 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 920 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 921 tmp->x = sx;
840 tmp->y = sy; 922 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 923 tmp->attacktype = spell->attacktype;
842 924
843 /* holy word stuff */ 925 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 927 if (!tailor_god_spell (tmp, op))
846 } 928 return 0;
847 929
848 if(dir) 930 if (dir)
849 tmp->stats.sp=dir; 931 tmp->stats.sp = dir;
850 else 932 else
851 tmp->stats.sp=i; 933 tmp->stats.sp = i;
852 934
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 935 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 936
855 /* If casting it in all directions, it doesn't go as far */ 937 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 938 if (dir == 0)
939 {
857 tmp->range /= 4; 940 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 941 if (tmp->range < 2 && spell->range >= 2)
942 tmp->range = 2;
859 } 943 }
944
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 945 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 946 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 947
863 /* Special bonus for fear attacks */ 948 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 949 if (tmp->attacktype & AT_FEAR)
950 {
951 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 952 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 953 else
867 tmp->duration += caster->level/3; 954 tmp->duration += caster->level / 3;
868 } 955 }
956
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 957 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
958 {
959 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 960 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 961 else
872 tmp->duration += caster->level/3; 962 tmp->duration += caster->level / 3;
873 } 963 }
874 964
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 965 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 967
880 if (!tmp->move_on && tmp->stats.dam) { 968 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
971 }
972
885 insert_ob_in_map(tmp,m,op,0); 973 insert_ob_in_map (tmp, m, op, 0);
886 974
887 /* This is used for tracking spells so that one effect doesn't hit 975 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 976 * a single space too many times.
889 */ 977 */
890 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
891 979
892 if(tmp->other_arch) cone_drop(tmp); 980 if (tmp->other_arch)
981 cone_drop (tmp);
893 } 982 }
983
894 return success; 984 return success;
895} 985}
896 986
897/**************************************************************************** 987/****************************************************************************
898 * 988 *
899 * BOMB related code 989 * BOMB related code
902 992
903 993
904/* This handles an exploding bomb. 994/* This handles an exploding bomb.
905 * op is the original bomb object. 995 * op is the original bomb object.
906 */ 996 */
997void
907void animate_bomb(object *op) { 998animate_bomb (object *op)
999{
908 int i; 1000 int i;
909 object *env, *tmp; 1001 object *env, *tmp;
910 archetype *at; 1002 archetype *at;
911 1003
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1004 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return;
1006
1007 env = object_get_env_recursive (op);
1008
1009 if (op->env)
1010 {
1011 if (env->map == NULL)
913 return; 1012 return;
914 1013
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 1014 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1015 esrv_del_item (env->contr, op->count);
924 1016
925 remove_ob(op); 1017 op->remove ();
926 op->x = env->x; 1018 op->x = env->x;
927 op->y = env->y; 1019 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1021 return;
940 } 1022 }
941 1023
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 {
1029 op->remove ();
1030 op->destroy (0);
1031 return;
1032 }
1033
942 /* This copies a lot of the code from the fire bullet, 1034 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1035 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1036 * so just set up the appropriate values.
945 */ 1037 */
946 at = find_archetype(SPLINT); 1038 at = archetype::find (SPLINT);
947 if (at) { 1039 if (at)
1040 {
948 for(i=1;i<9;i++) { 1041 for (i = 1; i < 9; i++)
1042 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 1044 continue;
951 tmp = arch_to_object(at); 1045 tmp = arch_to_object (at);
952 tmp->direction = i; 1046 tmp->direction = i;
953 tmp->range = op->range; 1047 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1048 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1049 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1050 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1051 copy_owner (tmp, op);
958 if(op->skill && op->skill != tmp->skill) { 1052 if (op->skill && op->skill != tmp->skill)
1053 {
959 tmp->skill = op->skill; 1054 tmp->skill = op->skill;
960 } 1055 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1057 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1058 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1059 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1060 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1061 move_bullet (tmp);
967 } 1062 }
968 } 1063 }
969 1064
970 explode_bullet(op); 1065 explode_bullet (op);
971} 1066}
972 1067
1068int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1069create_bomb (object *op, object *caster, int dir, object *spell)
1070{
974 1071
975 object *tmp; 1072 object *tmp;
976 int mflags; 1073 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1075 maptile *m;
979 1076
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1081 return 0;
984 } 1082 }
985 tmp=arch_to_object(spell->other_arch); 1083 tmp = arch_to_object (spell->other_arch);
986 1084
987 /* level dependencies for bomb */ 1085 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1089 tmp->attacktype = spell->attacktype;
992 1090
993 set_owner(tmp,op); 1091 set_owner (tmp, op);
994 set_spell_skill(op, caster, spell, tmp); 1092 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1093 tmp->x = dx;
996 tmp->y=dy; 1094 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1095 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1096 return 1;
999} 1097}
1000 1098
1001/**************************************************************************** 1099/****************************************************************************
1002 * 1100 *
1003 * smite related spell code. 1101 * smite related spell code.
1011 * dir is the direction to look in. 1109 * dir is the direction to look in.
1012 * range is how far out to look. 1110 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1112 * this info is used for blocked magic/unholy spaces.
1015 */ 1113 */
1016 1114
1115object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1116get_pointed_target (object *op, int dir, int range, int type)
1117{
1018 object *target; 1118 object *target;
1019 sint16 x,y; 1119 sint16 x, y;
1020 int dist, mflags; 1120 int dist, mflags;
1021 mapstruct *mp; 1121 maptile *mp;
1022 1122
1023 if (dir==0) return NULL; 1123 if (dir == 0)
1124 return NULL;
1024 1125
1025 for (dist=1; dist<range; dist++) { 1126 for (dist = 1; dist < range; dist++)
1127 {
1026 x = op->x + freearr_x[dir] * dist; 1128 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1129 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1130 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1131 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1132
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1133 if (mflags & P_OUT_OF_MAP)
1134 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1135 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1136 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1137 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1138 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL;
1035 1141
1036 if (mflags & P_IS_ALIVE) { 1142 if (mflags & P_IS_ALIVE)
1143 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1144 for (target = get_map_ob (mp, x, y); target; target = target->above)
1145 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1039 return target; 1148 return target;
1040 } 1149 }
1041 } 1150 }
1042 } 1151 }
1043 } 1152 }
1044 return NULL; 1153 return NULL;
1045} 1154}
1046 1155
1047 1156
1048/* cast_smite_arch() - the priest points to a creature and causes 1157/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1158 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1161 * caster = object casting the spell.
1053 * dir = direction being cast 1162 * dir = direction being cast
1054 * spell = spell object 1163 * spell = spell object
1055 */ 1164 */
1056 1165
1166int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1167cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{
1058 object *effect, *target; 1169 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1170 object *god = find_god (determine_god (op));
1060 int range; 1171 int range;
1061 1172
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1173 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1174 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1175
1065 /* Bunch of conditions for casting this spell. Note that only 1176 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1177 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1178 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1179 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1180 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1181 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1182 * can't be friendly to your god.
1072 */ 1183 */
1073 1184
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1186 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1187 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1188 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1190 return 0;
1080 } 1191 }
1081 1192
1082 if (spell->other_arch) 1193 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1194 effect = arch_to_object (spell->other_arch);
1084 else 1195 else
1085 return 0; 1196 return 0;
1086 1197
1087 /* tailor the effect by priest level and worshipped God */ 1198 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1199 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1200 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 {
1091 if(tailor_god_spell(effect,op)) 1203 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1205 else
1206 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1208 return 0;
1097 } 1209 }
1098 } 1210 }
1099 1211
1100 /* size of the area of destruction */ 1212 /* size of the area of destruction */
1101 effect->range=spell->range + 1213 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1214 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1215
1106 if (effect->attacktype & AT_DEATH) { 1216 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1217 {
1108 SP_level_dam_adjust(caster,spell); 1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1219
1110 /* casting death spells at undead isn't a good thing */ 1220 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1222 (target, FLAG_UNDEAD)
1223 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1224 if (random_roll (0, 2, op, PREFER_LOW))
1225 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1227 effect->x = op->x;
1115 effect->y=op->y; 1228 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1229 }
1230 else
1231 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2;
1234 effect->destroy (0);
1235 return 0;
1123 } 1236 }
1124 } else { 1237 }
1238 }
1239 else
1240 {
1125 /* how much woe to inflict :) */ 1241 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1243 }
1129 1244
1130 set_owner(effect,op); 1245 set_owner (effect, op);
1131 set_spell_skill(op, caster, spell, effect); 1246 set_spell_skill (op, caster, spell, effect);
1132 1247
1133 /* ok, tell it where to be, and insert! */ 1248 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1249 effect->x = target->x;
1135 effect->y=target->y; 1250 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1251 insert_ob_in_map (effect, target->map, op, 0);
1137 1252
1138 return 1; 1253 return 1;
1139} 1254}
1140 1255
1141 1256
1142/**************************************************************************** 1257/****************************************************************************
1143 * 1258 *
1145 * note that the fire_bullet is used to fire the missile. The 1260 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1261 * code here is just to move the missile.
1147 ****************************************************************************/ 1262 ****************************************************************************/
1148 1263
1149/* op is a missile that needs to be moved */ 1264/* op is a missile that needs to be moved */
1265void
1150void move_missile(object *op) { 1266move_missile (object *op)
1267{
1151 int i, mflags; 1268 int i, mflags;
1152 object *owner; 1269 object *owner;
1153 sint16 new_x, new_y; 1270 sint16 new_x, new_y;
1154 mapstruct *m; 1271 maptile *m;
1155 1272
1156 if (op->range-- <=0) { 1273 if (op->range-- <= 0)
1157 remove_ob(op); 1274 {
1158 free_object(op); 1275 op->remove ();
1276 op->destroy (0);
1159 return; 1277 return;
1160 } 1278 }
1161 1279
1162 owner = get_owner(op); 1280 owner = get_owner (op);
1163#if 0 1281#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1282 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1283 * monster that are then killed would continue to survive
1166 */ 1284 */
1167 if (owner == NULL) { 1285 if (owner == NULL)
1168 remove_ob(op); 1286 {
1169 free_object(op); 1287 op->remove ();
1288 op->destroy (0);
1170 return; 1289 return;
1171 } 1290 }
1172#endif 1291#endif
1173 1292
1174 new_x = op->x + DIRX(op); 1293 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1294 new_y = op->y + DIRY (op);
1176 1295
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1297
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1181 tag_t tag = op->count; 1299 {
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1300 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1301 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1302 * we need to remove it if someone hasn't already done so.
1185 */ 1303 */
1186 if ( ! was_destroyed (op, tag)) { 1304 if (!op->destroyed ())
1187 remove_ob (op); 1305 op->destroy (0);
1188 free_object(op); 1306
1189 }
1190 return; 1307 return;
1191 } 1308 }
1192 1309
1193 remove_ob(op); 1310 op->remove ();
1311
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1195 free_object(op); 1313 {
1314 op->destroy (0);
1196 return; 1315 return;
1197 } 1316 }
1317
1198 op->x = new_x; 1318 op->x = new_x;
1199 op->y = new_y; 1319 op->y = new_y;
1200 op->map = m; 1320 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1202 if(i > 0 && i != op->direction){ 1322 if (i > 0 && i != op->direction)
1323 {
1203 op->direction=i; 1324 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1325 SET_ANIMATION (op, op->direction);
1205 } 1326 }
1327
1206 insert_ob_in_map(op,op->map,op,0); 1328 insert_ob_in_map (op, op->map, op, 0);
1207} 1329}
1208 1330
1209/**************************************************************************** 1331/****************************************************************************
1210 * Destruction 1332 * Destruction
1211 ****************************************************************************/ 1333 ****************************************************************************/
1334
1212/* make_object_glow() - currently only makes living objects glow. 1335/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1336 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1337 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1338 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1339 * give them the capability to have an inventory. b.t.
1217 */ 1340 */
1218 1341
1342int
1219int make_object_glow(object *op, int radius, int time) { 1343make_object_glow (object *op, int radius, int time)
1344{
1220 object *tmp; 1345 object *tmp;
1221 1346
1222 /* some things are unaffected... */ 1347 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1348 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1349 return 0;
1225 1350
1226 tmp=get_archetype(FORCE_NAME); 1351 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1352 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1353 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1354 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1355 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1357 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1358
1234 tmp->x=op->x; 1359 tmp->x = op->x;
1235 tmp->y=op->y; 1360 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1363 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1364 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1365 op->glow_radius = tmp->glow_radius;
1240 1366
1241 if(!tmp->env||op!=tmp->env) { 1367 if (!tmp->env || op != tmp->env)
1368 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1370 return 0;
1245 } 1371 }
1246 return 1; 1372 return 1;
1247} 1373}
1248 1374
1249 1375
1250
1251 1376
1377
1378int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1379cast_destruction (object *op, object *caster, object *spell_ob)
1380{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1381 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1382 sint16 sx, sy;
1255 mapstruct *m; 1383 maptile *m;
1256 object *tmp; 1384 object *tmp;
1257 const char *skill; 1385 const char *skill;
1258 1386
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1263 1392
1264 /* destruction doesn't use another spell object, so we need 1393 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1394 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1395 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1396 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1397 * the full share string/free_string route.
1269 */ 1398 */
1270 skill = op->skill; 1399 skill = op->skill;
1400 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1401 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1273 else op->skill = NULL; 1405 op->skill = NULL;
1274 1406
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1407 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1408
1277 for(i= -range; i<range; i++) { 1409 for (i = -range; i < range; i++)
1410 {
1278 for(j=-range; j<range ; j++) { 1411 for (j = -range; j < range; j++)
1412 {
1279 m = op->map; 1413 m = op->map;
1280 sx = op->x + i; 1414 sx = op->x + i;
1281 sy = op->y + j; 1415 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1284 if (mflags & P_IS_ALIVE) { 1419 if (mflags & P_IS_ALIVE)
1420 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break;
1287 } 1425 }
1288 if (tmp) { 1426 if (tmp)
1427 {
1428 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1429 tmp = tmp->head;
1290 1430
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1437 if (spell_ob->other_arch)
1438 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1439 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1440 tmp->x = sx;
1298 tmp->y = sy; 1441 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1442 insert_ob_in_map (tmp, m, op, 0);
1300 } 1443 }
1301 } 1444 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1446 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1449 object *effect = arch_to_object (spell_ob->other_arch);
1450
1306 effect->x = sx; 1451 effect->x = sx;
1307 effect->y = sy; 1452 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1453 insert_ob_in_map (effect, m, op, 0);
1309 } 1454 }
1310 } 1455 }
1311 } 1456 }
1312 } 1457 }
1313 } 1458 }
1314 } 1459 }
1315 } 1460 }
1316 op->skill = skill; 1461 op->skill = skill;
1317 return 1; 1462 return 1;
1318} 1463}
1319 1464
1320/*************************************************************************** 1465/***************************************************************************
1321 * 1466 *
1322 * CURSE 1467 * CURSE
1323 * 1468 *
1324 ***************************************************************************/ 1469 ***************************************************************************/
1325 1470
1471int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1472cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{
1327 object *god = find_god(determine_god(op)); 1474 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1475 object *tmp, *force;
1329 1476
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1477 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1478 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1479 {
1334 "There is no one in that direction to curse."); 1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1481 return 0;
1336 } 1482 }
1337 1483
1338 /* If we've already got a force of this type, don't add a new one. */ 1484 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1485 for (force = tmp->inv; force != NULL; force = force->below)
1486 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 {
1341 if (force->name == spell_ob->name) { 1489 if (force->name == spell_ob->name)
1490 {
1342 break; 1491 break;
1343 } 1492 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1493 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1494 {
1346 "You can not cast %s while %s is in effect", 1495 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1496 return 0;
1349 } 1497 }
1350 } 1498 }
1351 } 1499 }
1352 1500
1353 if(force==NULL) { 1501 if (force == NULL)
1502 {
1354 force=get_archetype(FORCE_NAME); 1503 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1504 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1505 if (spell_ob->race)
1357 force->name = spell_ob->race; 1506 force->name = spell_ob->race;
1358 else 1507 else
1359 force->name = spell_ob->name; 1508 force->name = spell_ob->name;
1360 1509
1361 force->name_pl = spell_ob->name; 1510 force->name_pl = spell_ob->name;
1362 1511
1363 } else { 1512 }
1513 else
1514 {
1364 int duration; 1515 int duration;
1365 1516
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1517 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1518 if (duration > force->duration)
1519 {
1368 force->duration = duration; 1520 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 }
1370 } else { 1523 else
1524 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1526 }
1373 return 1; 1527 return 1;
1374 } 1528 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1530 force->speed = 1.0;
1377 force->speed_left = -1.0; 1531 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1532 SET_FLAG (force, FLAG_APPLIED);
1379 1533
1380 if(god) { 1534 if (god)
1535 {
1381 if (spell_ob->last_grace) 1536 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1537 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1538 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1539 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1540 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1541 }
1387 } else 1542 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1543 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1544
1390 1545
1391 if(tmp!=op && op->type==PLAYER) 1546 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1548
1394 force->stats.ac = spell_ob->stats.ac; 1549 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1550 force->stats.wc = spell_ob->stats.wc;
1396 1551
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1554 fix_player (tmp);
1400 return 1; 1555 return 1;
1401 1556
1402} 1557}
1403 1558
1404 1559
1405/********************************************************************** 1560/**********************************************************************
1409 ***********************************************************************/ 1564 ***********************************************************************/
1410 1565
1411/* This covers the various spells that change the moods of monsters - 1566/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1567 * makes them angry, peacful, friendly, etc.
1413 */ 1568 */
1569int
1414int mood_change(object *op, object *caster, object *spell) { 1570mood_change (object *op, object *caster, object *spell)
1571{
1415 object *tmp, *god, *head; 1572 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1573 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1574 sint16 x, y, nx, ny;
1418 mapstruct *m; 1575 maptile *m;
1419 const char *race; 1576 const char *race;
1420 1577
1421 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1579 * doing it over and over again.
1423 */ 1580 */
1424 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1584
1428 /* On the bright side, no monster should ever have a race of GOD_... 1585 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1586 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1587 * won't ever match anything.
1431 */ 1588 */
1432 if (!spell->race) race=NULL; 1589 if (!spell->race)
1590 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1591 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1592 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1593 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race;
1595 else
1435 else race = spell->race; 1596 race = spell->race;
1436
1437 1597
1598
1438 for (x = op->x - range; x <= op->x + range; x++) 1599 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1600 for (y = op->y - range; y <= op->y + range; y++)
1601 {
1440 1602
1441 done_one=0; 1603 done_one = 0;
1442 m = op->map; 1604 m = op->map;
1443 nx = x; 1605 nx = x;
1444 ny = y; 1606 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1447 1610
1448 /* If there is nothing living on this space, no need to go further */ 1611 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1612 if (!(mflags & P_IS_ALIVE))
1613 continue;
1450 1614
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1616 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break;
1453 1618
1454 /* There can be living objects that are not monsters */ 1619 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1620 if (!tmp || tmp->type == PLAYER)
1621 continue;
1456 1622
1457 /* Only the head has meaningful data, so resolve to that */ 1623 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1624 if (tmp->head)
1625 head = tmp->head;
1626 else
1459 else head=tmp; 1627 head = tmp;
1460 1628
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1630 if (race && head->race && !strstr (race, head->race))
1631 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue;
1464 1634
1465 /* Now do a bunch of stuff related to saving throws */ 1635 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1636 best_at = -1;
1467 if (spell->attacktype) { 1637 if (spell->attacktype)
1638 {
1468 for (at=0; at < NROFATTACKS; at++) 1639 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1640 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1641 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at;
1471 1643
1472 if (best_at == -1) at=0; 1644 if (best_at == -1)
1645 at = 0;
1646 else
1647 {
1648 if (head->resist[best_at] == 100)
1649 continue;
1473 else { 1650 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1651 at = head->resist[best_at] / 5;
1476 } 1652 }
1477 at -= level / 5; 1653 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1654 if (did_make_save (head, head->level, at))
1655 continue;
1479 } 1656 }
1480 else /* spell->attacktype */ 1657 else /* spell->attacktype */
1481 /* 1658 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1660 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1662
1486 The chance will then be in the range [20-70] percent, not too bad. 1663 The chance will then be in the range [20-70] percent, not too bad.
1487 1664
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1666 charm a level 125 monster...
1490 1667
1491 Ryo, august 14th 1668 Ryo, august 14th
1492 */ 1669 */
1493 { 1670 {
1494 if ( head->level > level ) continue; 1671 if (head->level > level)
1672 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1674 /* Failed, no effect */
1497 continue; 1675 continue;
1498 } 1676 }
1499 1677
1500 /* Done with saving throw. Now start effecting the monster */ 1678 /* Done with saving throw. Now start effecting the monster */
1501 1679
1502 /* aggravation */ 1680 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1681 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1683 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1685 remove_friendly_object (head);
1507 1686
1508 done_one = 1; 1687 done_one = 1;
1509 head->enemy = op; 1688 head->enemy = op;
1510 } 1689 }
1511 1690
1512 /* calm monsters */ 1691 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1694 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1695 head->enemy = NULL;
1516 done_one = 1; 1696 done_one = 1;
1517 } 1697 }
1518 1698
1519 /* berserk monsters */ 1699 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 {
1521 SET_FLAG(head, FLAG_BERSERK); 1702 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1703 done_one = 1;
1523 } 1704 }
1524 /* charm */ 1705 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1708 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1709 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1710 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1712 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1713 set_owner (head, op);
1532 set_spell_skill(op, caster, spell, head); 1714 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1715 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1716 head->attack_movement = PETMOVE;
1535 done_one = 1; 1717 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1719 head->stats.exp = 0;
1538 } 1720 }
1539 1721
1540 /* If a monster was effected, put an effect in */ 1722 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1723 if (done_one && spell->other_arch)
1724 {
1542 tmp = arch_to_object(spell->other_arch); 1725 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1726 tmp->x = nx;
1544 tmp->y = ny; 1727 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1728 insert_ob_in_map (tmp, m, op, 0);
1546 } 1729 }
1547 } /* for y */ 1730 } /* for y */
1548 1731
1549 return 1; 1732 return 1;
1550} 1733}
1551 1734
1552 1735
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1736/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1737 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1738 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1739 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1740 * note that duration is handled by process_object() in time.c
1558 */ 1741 */
1559 1742
1743void
1560void move_ball_spell(object *op) { 1744move_ball_spell (object *op)
1745{
1561 int i,j,dam_save,dir, mflags; 1746 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1747 sint16 nx, ny, hx, hy;
1563 object *owner; 1748 object *owner;
1564 mapstruct *m; 1749 maptile *m;
1565 1750
1566 owner = get_owner(op); 1751 owner = get_owner (op);
1567 1752
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1753 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1754 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1755 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1756 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1757 * deviations.
1573 */ 1758 */
1574 1759
1575 dir = 0; 1760 dir = 0;
1576 if(!(rndm(0, 3))) 1761 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1762 j = rndm (0, 1);
1578 else j=0; 1763 else
1764 j = 0;
1579 1765
1580 for(i = 1; i < 9; i++) { 1766 for (i = 1; i < 9; i++)
1767 {
1581 /* i bit 0: alters sign of offset 1768 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1769 * other bits (i / 2): absolute value of offset
1583 */ 1770 */
1584 1771
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1773 int tmpdir = absdir (op->direction + offset);
1587 1774
1588 nx = op->x + freearr_x[tmpdir]; 1775 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1776 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1777 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1778 {
1592 dir = tmpdir; 1779 dir = tmpdir;
1593 break; 1780 break;
1594 } 1781 }
1595 } 1782 }
1596 if (dir == 0) { 1783 if (dir == 0)
1784 {
1597 nx = op->x; 1785 nx = op->x;
1598 ny = op->y; 1786 ny = op->y;
1599 m = op->map; 1787 m = op->map;
1600 } 1788 }
1601 1789
1602 remove_ob(op); 1790 op->remove ();
1603 op->y=ny; 1791 op->y = ny;
1604 op->x=nx; 1792 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1793 insert_ob_in_map (op, m, op, 0);
1606 1794
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1796 surrounding squares */
1609 1797
1610 /* loop over current square and neighbors to hit. 1798 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1799 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1800 * the surround spaces.
1613 */ 1801 */
1614 for(j=0;j<9;j++) { 1802 for (j = 0; j < 9; j++)
1803 {
1615 object *new_ob; 1804 object *new_ob;
1616 1805
1617 hx = nx+freearr_x[j]; 1806 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1807 hy = ny + freearr_y[j];
1619 1808
1620 m = op->map; 1809 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1811
1623 if (mflags & P_OUT_OF_MAP) continue; 1812 if (mflags & P_OUT_OF_MAP)
1813 continue;
1624 1814
1625 /* first, don't ever, ever hit the owner. Don't hit out 1815 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1816 * of the map either.
1627 */ 1817 */
1628 1818
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1820 {
1821 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1822 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1823 hit_map (op, j, op->attacktype, 1);
1632 1824
1633 } 1825 }
1634 1826
1635 /* insert the other arch */ 1827 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 {
1637 new_ob = arch_to_object(op->other_arch); 1830 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1831 new_ob->x = hx;
1639 new_ob->y = hy; 1832 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1833 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1834 }
1642 } 1835 }
1643 1836
1644 /* restore to the center location and damage*/ 1837 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1838 op->stats.dam = dam_save;
1646 1839
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1648 1841
1649 if(i>=0) { /* we have a preferred direction! */ 1842 if (i >= 0)
1843 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1844 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1849 }
1655 op->direction=i; 1850 op->direction = i;
1656 } 1851 }
1657} 1852}
1658 1853
1659 1854
1660/* move_swarm_spell: peterm 1855/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1858 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1859 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1860 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1861 */
1667 1862
1863void
1668void move_swarm_spell(object *op) 1864move_swarm_spell (object *op)
1669{ 1865{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1866#if 0
1692 // this is bogus: it causes wrong places to be checked below 1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1693 // (a wall 2 cells away will block the effect...) and 1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1869 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1870 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1871 maptile *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1872#endif
1873 int basedir;
1874 object *owner;
1739 1875
1876 owner = get_owner (op);
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 op->remove ();
1880 op->destroy (0);
1881 return;
1882 }
1883 op->duration--;
1884
1885 basedir = op->direction;
1886 if (basedir == 0)
1887 {
1888 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8);
1890 }
1891
1892#if 0
1893 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space.
1897 // should be fixed later, but correctness before featurs...
1898 // (schmorp)
1899
1900 /* new offset calculation to make swarm element distribution
1901 * more uniform
1902 */
1903 if (op->duration)
1904 {
1905 if (basedir & 1)
1906 {
1907 adjustdir = cardinal_adjust[rndm (0, 8)];
1908 }
1909 else
1910 {
1911 adjustdir = diagonal_adjust[rndm (0, 9)];
1912 }
1913 }
1914 else
1915 {
1916 adjustdir = 0; /* fire the last one from forward. */
1917 }
1918
1919 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1920 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1921
1922 /* back up one space so we can hit point-blank targets, but this
1923 * necessitates extra out_of_map check below
1924 */
1925 origin_x = target_x - freearr_x[basedir];
1926 origin_y = target_y - freearr_y[basedir];
1927
1928
1740 /* spell pointer is set up for the spell this casts. Since this 1929 /* spell pointer is set up for the spell this casts. Since this
1741 * should just be a pointer to the spell in some inventory, 1930 * should just be a pointer to the spell in some inventory,
1742 * it is unlikely to disappear by the time we need it. However, 1931 * it is unlikely to disappear by the time we need it. However,
1743 * do some sanity checking anyways. 1932 * do some sanity checking anyways.
1744 */ 1933 */
1745 1934
1746 if (op->spell && op->spell->type == SPELL) 1935 if (op->spell && op->spell->type == SPELL &&
1936 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1937 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1747 { 1938 {
1939
1748 /* Bullet spells have a bunch more customization that needs to be done */ 1940 /* Bullet spells have a bunch more customization that needs to be done */
1749 if (op->spell->subtype == SP_BULLET) 1941 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1942 fire_bullet (owner, op, basedir, op->spell);
1751 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1943 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1944 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1945 }
1946#endif
1947
1948 /* spell pointer is set up for the spell this casts. Since this
1949 * should just be a pointer to the spell in some inventory,
1950 * it is unlikely to disappear by the time we need it. However,
1951 * do some sanity checking anyways.
1952 */
1953
1954 if (op->spell && op->spell->type == SPELL)
1955 {
1956 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1752 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1753 } 1961 }
1754} 1962}
1755 1963
1756 1964
1757 1965
1758 1966
1766 * dir: the direction everything will be fired in 1974 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1975 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1976 * n: the number to be fired.
1769 */ 1977 */
1770 1978
1979int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1980fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1981{
1773 object *tmp; 1982 object *tmp;
1774 int i; 1983 int i;
1775 1984
1776 if (!spell->other_arch) return 0; 1985 if (!spell->other_arch)
1986 return 0;
1777 1987
1778 tmp=get_archetype(SWARM_SPELL); 1988 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x; 1989 tmp->x = op->x;
1780 tmp->y=op->y; 1990 tmp->y = op->y;
1781 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1782 set_spell_skill(op, caster, spell, tmp); 1992 set_spell_skill (op, caster, spell, tmp);
1783 1993
1784 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1785 tmp->spell = arch_to_object(spell->other_arch); 1995 tmp->spell = arch_to_object (spell->other_arch);
1786 1996
1787 tmp->attacktype = tmp->spell->attacktype; 1997 tmp->attacktype = tmp->spell->attacktype;
1788 1998
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
1790 if ( ! tailor_god_spell (tmp, op)) 2001 if (!tailor_god_spell (tmp, op))
1791 return 1; 2002 return 1;
1792 } 2003 }
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 2004 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 2005 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 2007
1797 tmp->direction=dir; 2008 tmp->direction = dir;
1798 tmp->invisible=1; 2009 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 2010 insert_ob_in_map (tmp, op->map, op, 0);
1800 return 1; 2011 return 1;
1801} 2012}
1802 2013
1803 2014
1804/* See the spells documentation file for why this is its own 2015/* See the spells documentation file for why this is its own
1805 * function. 2016 * function.
1806 */ 2017 */
2018int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 2019cast_light (object *op, object *caster, object *spell, int dir)
2020{
1808 object *target=NULL,*tmp=NULL; 2021 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 2022 sint16 x, y;
1810 int dam, mflags; 2023 int dam, mflags;
1811 mapstruct *m; 2024 maptile *m;
1812 2025
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 2027
1815 if(!dir) { 2028 if (!dir)
2029 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 2031 return 0;
1818 } 2032 }
1819 2033
1820 x=op->x+freearr_x[dir]; 2034 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 2035 y = op->y + freearr_y[dir];
1822 m = op->map; 2036 m = op->map;
1823 2037
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 2039
1826 if (mflags & P_OUT_OF_MAP) { 2040 if (mflags & P_OUT_OF_MAP)
2041 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 2043 return 0;
1829 } 2044 }
1830 2045
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 2046 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
1832 for(target=get_map_ob(m,x,y);target;target=target->above) 2048 for (target = get_map_ob (m, x, y); target; target = target->above)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 {
1834 /* oky doky. got a target monster. Lets make a blinding attack */ 2051 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head)
1835 if(target->head) target = target->head; 2053 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 2054 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 2055 return 1; /* one success only! */
1838 } 2056 }
1839 } 2057 }
1840 2058
1841 /* no live target, perhaps a wall is in the way? */ 2059 /* no live target, perhaps a wall is in the way? */
1842 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 {
1843 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1844 return 0; 2063 return 0;
1845 } 2064 }
1846 2065
1847 /* ok, looks groovy to just insert a new light on the map */ 2066 /* ok, looks groovy to just insert a new light on the map */
1848 tmp=arch_to_object(spell->other_arch); 2067 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 2068 if (!tmp)
2069 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 2071 return 0;
1852 } 2072 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 2074 if (tmp->glow_radius)
2075 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2077 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII;
1857 } 2079 }
1858 tmp->x=x; 2080 tmp->x = x;
1859 tmp->y=y; 2081 tmp->y = y;
1860 insert_ob_in_map(tmp,m,op,0); 2082 insert_ob_in_map (tmp, m, op, 0);
1861 return 1; 2083 return 1;
1862} 2084}
1863 2085
1864 2086
1865 2087
1866 2088
1869 * op is the player/monster, caster is the object, dir is the direction 2091 * op is the player/monster, caster is the object, dir is the direction
1870 * to cast, disease_arch is the specific disease, and type is the spell number 2092 * to cast, disease_arch is the specific disease, and type is the spell number
1871 * perhaps this should actually be in disease.c? 2093 * perhaps this should actually be in disease.c?
1872 */ 2094 */
1873 2095
2096int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2097cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{
1875 sint16 x,y; 2099 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 2100 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 2101 object *walk;
1878 mapstruct *m; 2102 maptile *m;
1879 2103
1880 x = op->x; 2104 x = op->x;
1881 y = op->y; 2105 y = op->y;
1882 2106
1883 /* If casting from a scroll, no direction will be available, so refer to the 2107 /* If casting from a scroll, no direction will be available, so refer to the
1884 * direction the player is pointing. 2108 * direction the player is pointing.
1885 */ 2109 */
2110 if (!dir)
1886 if (!dir) dir=op->facing; 2111 dir = op->facing;
2112 if (!dir)
1887 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2113 return 0; /* won't find anything if casting on ourself, so just return */
1888 2114
1889 /* Calculate these once here */ 2115 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2116 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2117 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2118 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2119
1894 /* search in a line for a victim */ 2120 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2121 for (i = 1; i < range; i++)
2122 {
1896 x = op->x + i * freearr_x[dir]; 2123 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2124 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2125 m = op->map;
1899 2126
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2127 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2128
1902 if (mflags & P_OUT_OF_MAP) return 0; 2129 if (mflags & P_OUT_OF_MAP)
2130 return 0;
1903 2131
1904 /* don't go through walls - presume diseases are airborne */ 2132 /* don't go through walls - presume diseases are airborne */
1905 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2133 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2134 return 0;
1906 2135
1907 /* Only bother looking on this space if there is something living here */ 2136 /* Only bother looking on this space if there is something living here */
1908 if (mflags & P_IS_ALIVE) { 2137 if (mflags & P_IS_ALIVE)
2138 {
1909 /* search this square for a victim */ 2139 /* search this square for a victim */
1910 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1911 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */
1912 object *disease = arch_to_object(spell->other_arch); 2143 object *disease = arch_to_object (spell->other_arch);
1913 2144
1914 set_owner(disease,op); 2145 set_owner (disease, op);
1915 set_spell_skill(op, caster, spell, disease); 2146 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2147 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2148 disease->level = caster_level (caster, spell);
1918 2149
1919 /* do level adjustments */ 2150 /* do level adjustments */
1920 if(disease->stats.wc) 2151 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2152 disease->stats.wc += dur_mod / 2;
1922 2153
1923 if(disease->magic> 0) 2154 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2155 disease->magic += dur_mod / 4;
1925 2156
1926 if(disease->stats.maxhp>0) 2157 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2158 disease->stats.maxhp += dur_mod;
1928 2159
1929 if(disease->stats.maxgrace>0) 2160 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2161 disease->stats.maxgrace += dur_mod;
1931 2162
1932 if(disease->stats.dam) { 2163 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2164 {
1949 if(disease->stats.ac) 2165 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2166 disease->stats.dam += dam_mod;
1951 2167 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2168 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 2169 }
1974 free_object(disease); 2170
2171 if (disease->last_sp)
2172 {
2173 disease->last_sp -= 2 * dam_mod;
2174 if (disease->last_sp < 1)
2175 disease->last_sp = 1;
1975 } 2176 }
2177
2178 if (disease->stats.maxsp)
2179 {
2180 if (disease->stats.maxsp > 0)
2181 disease->stats.maxsp += dam_mod;
2182 else
2183 disease->stats.maxsp -= dam_mod;
2184 }
2185
2186 if (disease->stats.ac)
2187 disease->stats.ac += dam_mod;
2188
2189 if (disease->last_eat)
2190 disease->last_eat -= dam_mod;
2191
2192 if (disease->stats.hp)
2193 disease->stats.hp -= dam_mod;
2194
2195 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod;
2197
2198 if (infect_object (walk, disease, 1))
2199 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203
2204 disease->destroy (0); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1;
2211 }
2212 disease->destroy (0);
2213 }
1976 } /* if living creature */ 2214 } /* if living creature */
1977 } /* for range of spaces */ 2215 } /* for range of spaces */
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2217 return 1;
1980} 2218}

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