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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* 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) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 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);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* 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; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* 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 90 * 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. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 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 */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * 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 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 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) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
412 {
413 remove_ob (op); 432 remove_ob (op);
414 free_object (op); 433 free_object (op);
434 return;
435 }
436 remove_ob (op);
437 op->x = env->x;
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
441 else if (out_of_map (op->map, op->x, op->y))
442 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op);
445 free_object (op);
446 return;
447 }
448
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 {
454 remove_ob (op);
455 free_object (op);
456 return;
457 }
458
459 if (op->attacktype)
460 {
461 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag))
415 return; 463 return;
416 } 464 }
417 465
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
426 468
427 copy_owner (tmp, op); 469 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 471
431 owner = get_owner(op); 472 owner = get_owner (op);
473
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) { 475 {
434 remove_ob (op); 476 remove_ob (op);
435 free_object (op); 477 free_object (op);
436 return; 478 return;
437 } 479 }
480
438 tmp->x = op->x; 481 tmp->x = op->x;
439 tmp->y = op->y; 482 tmp->y = op->y;
440 483
441 /* special for bombs - it actually has sane values for these */ 484 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 {
443 tmp->attacktype = op->attacktype; 487 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 488 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 489 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 490 tmp->duration = op->duration;
447 } else { 491 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 492 else
493 {
494 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 496 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 497 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 498 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 499 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 500 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 501 * the count of the parent should work fine.
455 */ 502 */
456 tmp->stats.maxhp = op->count; 503 tmp->stats.maxhp = op->count;
457 } 504 }
458 505
459 /* Set direction of cone explosion */ 506 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 507 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 508 tmp->stats.sp = op->direction;
462 509
463 /* Prevent recursion */ 510 /* Prevent recursion */
464 op->move_on = 0; 511 op->move_on = 0;
465 512
466 insert_ob_in_map(tmp, op->map, op, 0); 513 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 514 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 515 if (!was_destroyed (op, op_tag))
516 {
469 remove_ob (op); 517 remove_ob (op);
470 free_object (op); 518 free_object (op);
471 } 519 }
472} 520}
473 521
474 522
475 523
476/* checks to see what op should do, given the space it is on 524/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 525 * (eg, explode, damage player, etc)
478 */ 526 */
479 527
528void
480void check_bullet(object *op) 529check_bullet (object *op)
481{ 530{
482 tag_t op_tag = op->count, tmp_tag; 531 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 532 object *tmp;
484 int dam, mflags; 533 int dam, mflags;
485 mapstruct *m; 534 mapstruct *m;
486 sint16 sx, sy; 535 sint16 sx, sy;
487 536
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 538
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 540 return;
492 541
493 if (op->other_arch) { 542 if (op->other_arch)
543 {
494 /* explode object will also remove op */ 544 /* explode object will also remove op */
495 explode_bullet (op); 545 explode_bullet (op);
496 return; 546 return;
497 } 547 }
498 548
499 /* If nothing alive on this space, no reason to do anything further */ 549 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 550 if (!(mflags & P_IS_ALIVE))
551 return;
501 552
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 554 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 {
505 tmp_tag = tmp->count; 557 tmp_tag = tmp->count;
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 560 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 561 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 562 {
512 free_object(op); 563 remove_ob (op);
513 return; 564 free_object (op);
514 } 565 return;
566 }
515 } 567 }
516 } 568 }
517 } 569 }
518} 570}
519 571
522 * call check_bullet. 574 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 575 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 576 * fired arches (eg, bolts).
525 */ 577 */
526 578
579void
527void move_bullet(object *op) 580move_bullet (object *op)
528{ 581{
529 sint16 new_x, new_y; 582 sint16 new_x, new_y;
530 int mflags; 583 int mflags;
531 mapstruct *m; 584 mapstruct *m;
532 585
533#if 0 586#if 0
534 /* We need a better general purpose way to do this */ 587 /* We need a better general purpose way to do this */
535 588
536 /* peterm: added to make comet leave a trail of burnouts 589 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 590 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 591 if (op->stats.sp == SP_METEOR)
592 {
539 replace_insert_ob_in_map("fire_trail",op); 593 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 594 if (was_destroyed (op, op_tag))
541 return; 595 return;
542 } /* end addition. */ 596 } /* end addition. */
543#endif 597#endif
544 598
545 /* Reached the end of its life - remove it */ 599 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 600 if (--op->range <= 0)
601 {
547 if (op->other_arch) { 602 if (op->other_arch)
603 {
548 explode_bullet (op); 604 explode_bullet (op);
549 } else { 605 }
606 else
607 {
550 remove_ob (op); 608 remove_ob (op);
551 free_object (op); 609 free_object (op);
552 } 610 }
553 return; 611 return;
554 } 612 }
555 613
556 new_x = op->x + DIRX(op); 614 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 615 new_y = op->y + DIRY (op);
558 m = op->map; 616 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 618
561 if (mflags & P_OUT_OF_MAP) { 619 if (mflags & P_OUT_OF_MAP)
620 {
562 remove_ob (op); 621 remove_ob (op);
563 free_object (op); 622 free_object (op);
564 return; 623 return;
565 } 624 }
566 625
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 {
568 if (op->other_arch) { 628 if (op->other_arch)
629 {
569 explode_bullet (op); 630 explode_bullet (op);
631 }
570 } else { 632 else
633 {
571 remove_ob (op); 634 remove_ob (op);
572 free_object (op); 635 free_object (op);
573 } 636 }
574 return; 637 return;
575 } 638 }
576 639
577 remove_ob (op); 640 remove_ob (op);
578 op->x = new_x; 641 op->x = new_x;
579 op->y = new_y; 642 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 644 return;
582 645
583 if (reflwall (op->map, op->x, op->y, op)) { 646 if (reflwall (op->map, op->x, op->y, op))
647 {
584 op->direction = absdir (op->direction + 4); 648 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 649 update_turn_face (op);
586 } else { 650 }
651 else
652 {
587 check_bullet (op); 653 check_bullet (op);
588 } 654 }
589} 655}
590 656
591 657
592 658
598 * spob->attacktype. 664 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 665 * This function sets up the appropriate owner and skill
600 * pointers. 666 * pointers.
601 */ 667 */
602 668
669int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 670fire_bullet (object *op, object *caster, int dir, object *spob)
671{
604 object *tmp=NULL; 672 object *tmp = NULL;
605 int mflags; 673 int mflags;
606 674
607 if (!spob->other_arch) 675 if (!spob->other_arch)
608 return 0; 676 return 0;
609 677
610 tmp=arch_to_object(spob->other_arch); 678 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 679 if (tmp == NULL)
612 return 0; 680 return 0;
613 681
614 /* peterm: level dependency for bolts */ 682 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 684 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 685 if (spob->slaying)
686 tmp->slaying = spob->slaying;
618 687
619 tmp->range = 50; 688 tmp->range = 50;
620 689
621 /* Need to store duration/range for the ball to use */ 690 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 693 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 694
626 tmp->direction=dir; 695 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 697 SET_ANIMATION (tmp, dir);
629 698
630 set_owner(tmp,op); 699 set_owner (tmp, op);
631 set_spell_skill(op, caster, spob, tmp); 700 set_spell_skill (op, caster, spob, tmp);
632 701
633 tmp->x=op->x + freearr_x[dir]; 702 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 703 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 704 tmp->map = op->map;
636 705
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 707 if (mflags & P_OUT_OF_MAP)
708 {
639 free_object(tmp); 709 free_object (tmp);
640 return 0; 710 return 0;
641 } 711 }
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 {
644 free_object(tmp); 716 free_object (tmp);
645 return 0; 717 return 0;
646 } 718 }
647 tmp->x=op->x; 719 tmp->x = op->x;
648 tmp->y=op->y; 720 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 721 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 722 tmp->map = op->map;
651 } 723 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
725 {
653 check_bullet (tmp); 726 check_bullet (tmp);
654 } 727 }
655 return 1; 728 return 1;
656} 729}
657 730
658 731
659 732
660 733
664 * 737 *
665 *****************************************************************************/ 738 *****************************************************************************/
666 739
667 740
668/* drops an object based on what is in the cone's "other_arch" */ 741/* drops an object based on what is in the cone's "other_arch" */
742void
669void cone_drop(object *op) { 743cone_drop (object *op)
744{
670 object *new_ob = arch_to_object(op->other_arch); 745 object *new_ob = arch_to_object (op->other_arch);
671 746
672 new_ob->x = op->x; 747 new_ob->x = op->x;
673 new_ob->y = op->y; 748 new_ob->y = op->y;
674 new_ob->level = op->level; 749 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 750 set_owner (new_ob, op->owner);
676 751
677 /* preserve skill ownership */ 752 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 753 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 754 {
755 new_ob->skill = op->skill;
756 }
682 insert_ob_in_map(new_ob,op->map,op,0); 757 insert_ob_in_map (new_ob, op->map, op, 0);
683 758
684} 759}
685 760
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 761/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 762
763void
688void move_cone(object *op) { 764move_cone (object *op)
765{
689 int i; 766 int i;
690 tag_t tag; 767 tag_t tag;
691 768
692 /* if no map then hit_map will crash so just ignore object */ 769 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 770 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 771 {
695 op->name ? op->name : "unknown"); 772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
696 op->speed = 0; 773 op->speed = 0;
697 update_ob_speed (op); 774 update_ob_speed (op);
698 return; 775 return;
699 } 776 }
700 777
701 /* lava saves it's life, but not yours :) */ 778 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 779 if (QUERY_FLAG (op, FLAG_LIFESAVE))
780 {
703 hit_map(op,0,op->attacktype,0); 781 hit_map (op, 0, op->attacktype, 0);
704 return; 782 return;
705 } 783 }
706 784
707#if 0 785#if 0
708 /* Disable this - enabling it makes monsters easier, as 786 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 787 * when their cone dies when they die.
710 */ 788 */
711 /* If no owner left, the spell dies out. */ 789 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 790 if (get_owner (op) == NULL)
791 {
713 remove_ob(op); 792 remove_ob (op);
714 free_object(op); 793 free_object (op);
715 return; 794 return;
716 } 795 }
717#endif 796#endif
718 797
719 tag = op->count; 798 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 799 hit_map (op, 0, op->attacktype, 0);
721 800
722 /* Check to see if we should push anything. 801 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 802 * Spell objects with weight push whatever they encounter to some
724 * degree. 803 * degree.
725 */ 804 */
805 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 806 check_spell_knockback (op);
727 807
728 if (was_destroyed (op, tag)) 808 if (was_destroyed (op, tag))
809 return;
810
811 if ((op->duration--) < 0)
812 {
813 remove_ob (op);
814 free_object (op);
729 return; 815 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 816 }
736 /* Object has hit maximum range, so don't have it move 817 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 818 * any further. When the duration above expires,
738 * then the object will get removed. 819 * then the object will get removed.
739 */ 820 */
740 if (--op->range < 0) { 821 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 822 {
823 op->range = 0; /* just so it doesn't wrap */
824 return;
825 }
744 826
745 for(i= -1;i<2;i++) { 827 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 828 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 830
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 831 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 {
750 object *tmp=get_object(); 833 object *tmp = get_object ();
834
751 copy_object(op, tmp); 835 copy_object (op, tmp);
752 tmp->x=x; 836 tmp->x = x;
753 tmp->y=y; 837 tmp->y = y;
754 838
755 tmp->duration = op->duration + 1; 839 tmp->duration = op->duration + 1;
756 840
757 /* Use for spell tracking - see ok_to_put_more() */ 841 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 842 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 843 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 844 if (tmp->other_arch)
761 } 845 cone_drop (tmp);
846 }
762 } 847 }
763} 848}
764 849
765/* cast_cone: casts a cone spell. 850/* cast_cone: casts a cone spell.
766 * op: person firing the object. 851 * op: person firing the object.
768 * dir: direction to fire in. 853 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 854 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 855 * to fire.
771 * returns 0 on failure, 1 on success. 856 * returns 0 on failure, 1 on success.
772 */ 857 */
858int
773int cast_cone(object *op, object *caster,int dir, object *spell) 859cast_cone (object *op, object *caster, int dir, object *spell)
774{ 860{
775 object *tmp; 861 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 862 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 863 mapstruct *m;
778 sint16 sx, sy; 864 sint16 sx, sy;
779 MoveType movetype; 865 MoveType movetype;
780 866
781 if (!spell->other_arch) return 0; 867 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 868 return 0;
869
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
873 return 0;
874 }
789 875
790 if(!dir) { 876 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 877 {
878 range_min = 0;
879 range_max = 8;
880 }
794 881
795 /* Need to know what the movetype of the object we are about 882 /* 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 883 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 884 * insert it into is blocked.
798 */ 885 */
799 movetype = spell->other_arch->clone.move_type; 886 movetype = spell->other_arch->clone.move_type;
800 887
801 for(i=range_min;i<=range_max;i++) { 888 for (i = range_min; i <= range_max; i++)
889 {
802 sint16 x,y, d; 890 sint16 x, y, d;
803 891
804 /* We can't use absdir here, because it never returns 892 /* 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 893 * 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 894 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 895 * to hit that person.
808 */ 896 */
809 d = dir + i; 897 d = dir + i;
810 while (d < 0) d+=8; 898 while (d < 0)
811 while (d > 8) d-=8; 899 d += 8;
900 while (d > 8)
901 d -= 8;
812 902
813 /* If it's not a rune, we don't want to blast the caster. 903 /* 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, 904 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 905 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 906 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 907 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 908 * for the rune code.
819 */ 909 */
820 if (caster->type != RUNE && d==0) { 910 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 911 {
822 else continue; 912 if (dir != 0)
823 } 913 d = 8;
914 else
915 continue;
916 }
824 917
825 x = op->x+freearr_x[d]; 918 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 919 y = op->y + freearr_y[d];
827 920
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 921 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 922 continue;
830 923
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 925 continue;
833 926
834 success=1; 927 success = 1;
835 tmp=arch_to_object(spell->other_arch); 928 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 929 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 930 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 931 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 932 tmp->x = sx;
840 tmp->y = sy; 933 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 934 tmp->attacktype = spell->attacktype;
842 935
843 /* holy word stuff */ 936 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 938 if (!tailor_god_spell (tmp, op))
846 } 939 return 0;
847 940
848 if(dir) 941 if (dir)
849 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
850 else 943 else
851 tmp->stats.sp=i; 944 tmp->stats.sp = i;
852 945
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 947
855 /* If casting it in all directions, it doesn't go as far */ 948 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 949 if (dir == 0)
950 {
857 tmp->range /= 4; 951 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
859 } 953 tmp->range = 2;
954 }
955
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 956 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 957 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 958
863 /* Special bonus for fear attacks */ 959 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 960 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 961 {
866 else 962 if (caster->type == PLAYER)
963 tmp->duration += fear_bonus[caster->stats.Cha];
964 else
867 tmp->duration += caster->level/3; 965 tmp->duration += caster->level / 3;
868 } 966 }
967
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 968 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 969 {
871 else 970 if (caster->type == PLAYER)
971 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
972 else
872 tmp->duration += caster->level/3; 973 tmp->duration += caster->level / 3;
873 } 974 }
874 975
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 976 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 978
880 if (!tmp->move_on && tmp->stats.dam) { 979 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 980 {
882 "cast_cone(): arch %s doesn't have move_on set\n", 981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
883 spell->other_arch->name); 982 }
884 } 983
885 insert_ob_in_map(tmp,m,op,0); 984 insert_ob_in_map (tmp, m, op, 0);
886 985
887 /* This is used for tracking spells so that one effect doesn't hit 986 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 987 * a single space too many times.
889 */ 988 */
890 tmp->stats.maxhp = tmp->count; 989 tmp->stats.maxhp = tmp->count;
891 990
892 if(tmp->other_arch) cone_drop(tmp); 991 if (tmp->other_arch)
992 cone_drop (tmp);
893 } 993 }
994
894 return success; 995 return success;
895} 996}
896 997
897/**************************************************************************** 998/****************************************************************************
898 * 999 *
899 * BOMB related code 1000 * BOMB related code
902 1003
903 1004
904/* This handles an exploding bomb. 1005/* This handles an exploding bomb.
905 * op is the original bomb object. 1006 * op is the original bomb object.
906 */ 1007 */
1008void
907void animate_bomb(object *op) { 1009animate_bomb (object *op)
1010{
908 int i; 1011 int i;
909 object *env, *tmp; 1012 object *env, *tmp;
910 archetype *at; 1013 archetype *at;
911 1014
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1015 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 1016 return;
914 1017
915 env = object_get_env_recursive(op); 1018 env = object_get_env_recursive (op);
916 1019
917 if (op->env) { 1020 if (op->env)
1021 {
918 if (env->map == NULL) 1022 if (env->map == NULL)
919 return; 1023 return;
920 1024
921 if (env->type == PLAYER) 1025 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1026 esrv_del_item (env->contr, op->count);
923 1027
924 remove_ob(op); 1028 remove_ob (op);
925 op->x = env->x; 1029 op->x = env->x;
926 op->y = env->y; 1030 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return;
1033 }
1034
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 {
1040 remove_ob (op);
1041 free_object (op);
928 return; 1042 return;
929 } 1043 }
930 1044
931 /* This copies a lot of the code from the fire bullet, 1045 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1046 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1047 * so just set up the appropriate values.
934 */ 1048 */
935 at = find_archetype(SPLINT); 1049 at = find_archetype (SPLINT);
936 if (at) { 1050 if (at)
937 for(i=1;i<9;i++) { 1051 {
1052 for (i = 1; i < 9; i++)
1053 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 1055 continue;
940 tmp = arch_to_object(at); 1056 tmp = arch_to_object (at);
941 tmp->direction = i; 1057 tmp->direction = i;
942 tmp->range = op->range; 1058 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1059 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1060 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1061 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1062 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) { 1063 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1064 {
949 tmp->skill = add_refcount(op->skill); 1065 tmp->skill = op->skill;
950 } 1066 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1068 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1069 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1070 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1071 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1072 move_bullet (tmp);
957 } 1073 }
958 } 1074 }
959 1075
960 explode_bullet(op); 1076 explode_bullet (op);
961} 1077}
962 1078
1079int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1080create_bomb (object *op, object *caster, int dir, object *spell)
1081{
964 1082
965 object *tmp; 1083 object *tmp;
966 int mflags; 1084 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1086 mapstruct *m;
969 1087
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1092 return 0;
974 } 1093 }
975 tmp=arch_to_object(spell->other_arch); 1094 tmp = arch_to_object (spell->other_arch);
976 1095
977 /* level dependencies for bomb */ 1096 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1100 tmp->attacktype = spell->attacktype;
982 1101
983 set_owner(tmp,op); 1102 set_owner (tmp, op);
984 set_spell_skill(op, caster, spell, tmp); 1103 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1104 tmp->x = dx;
986 tmp->y=dy; 1105 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1106 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1107 return 1;
989} 1108}
990 1109
991/**************************************************************************** 1110/****************************************************************************
992 * 1111 *
993 * smite related spell code. 1112 * smite related spell code.
1001 * dir is the direction to look in. 1120 * dir is the direction to look in.
1002 * range is how far out to look. 1121 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1123 * this info is used for blocked magic/unholy spaces.
1005 */ 1124 */
1006 1125
1126object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1127get_pointed_target (object *op, int dir, int range, int type)
1128{
1008 object *target; 1129 object *target;
1009 sint16 x,y; 1130 sint16 x, y;
1010 int dist, mflags; 1131 int dist, mflags;
1011 mapstruct *mp; 1132 mapstruct *mp;
1012 1133
1013 if (dir==0) return NULL; 1134 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1135 return NULL;
1136
1137 for (dist = 1; dist < range; dist++)
1138 {
1139 x = op->x + freearr_x[dir] * dist;
1140 y = op->y + freearr_y[dir] * dist;
1141 mp = op->map;
1142 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1143
1144 if (mflags & P_OUT_OF_MAP)
1145 return NULL;
1146 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1147 return NULL;
1148 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1149 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL;
1152
1153 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above)
1156 {
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target;
1160 }
1161 }
1162 }
1163 }
1164 return NULL;
1035} 1165}
1036 1166
1037 1167
1038/* cast_smite_arch() - the priest points to a creature and causes 1168/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1169 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1172 * caster = object casting the spell.
1043 * dir = direction being cast 1173 * dir = direction being cast
1044 * spell = spell object 1174 * spell = spell object
1045 */ 1175 */
1046 1176
1177int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1178cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{
1048 object *effect, *target; 1180 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1181 object *god = find_god (determine_god (op));
1050 int range; 1182 int range;
1051 1183
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1184 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1185 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1186
1055 /* Bunch of conditions for casting this spell. Note that only 1187 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1188 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1189 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1190 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1191 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1192 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1193 * can't be friendly to your god.
1062 */ 1194 */
1063 1195
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1197 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1199 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1201 return 0;
1070 } 1202 }
1071 1203
1072 if (spell->other_arch) 1204 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1205 effect = arch_to_object (spell->other_arch);
1074 else 1206 else
1075 return 0; 1207 return 0;
1076 1208
1077 /* tailor the effect by priest level and worshipped God */ 1209 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1210 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1211 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 {
1081 if(tailor_god_spell(effect,op)) 1214 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1216 else
1217 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1219 return 0;
1087 } 1220 }
1088 } 1221 }
1089 1222
1090 /* size of the area of destruction */ 1223 /* size of the area of destruction */
1091 effect->range=spell->range + 1224 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1225 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1226
1096 if (effect->attacktype & AT_DEATH) { 1227 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1228 {
1098 SP_level_dam_adjust(caster,spell); 1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1230
1100 /* casting death spells at undead isn't a good thing */ 1231 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD)
1234 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1235 if (random_roll (0, 2, op, PREFER_LOW))
1236 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1238 effect->x = op->x;
1105 effect->y=op->y; 1239 effect->y = op->y;
1106 } else { 1240 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1241 else
1108 query_name(target)); 1242 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1244 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1245 free_object (effect);
1111 return 0; 1246 return 0;
1247 }
1248 }
1112 } 1249 }
1113 } 1250 else
1114 } else { 1251 {
1115 /* how much woe to inflict :) */ 1252 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1254 }
1119 1255
1120 set_owner(effect,op); 1256 set_owner (effect, op);
1121 set_spell_skill(op, caster, spell, effect); 1257 set_spell_skill (op, caster, spell, effect);
1122 1258
1123 /* ok, tell it where to be, and insert! */ 1259 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1260 effect->x = target->x;
1125 effect->y=target->y; 1261 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1262 insert_ob_in_map (effect, target->map, op, 0);
1127 1263
1128 return 1; 1264 return 1;
1129} 1265}
1130 1266
1131 1267
1132/**************************************************************************** 1268/****************************************************************************
1133 * 1269 *
1135 * note that the fire_bullet is used to fire the missile. The 1271 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1272 * code here is just to move the missile.
1137 ****************************************************************************/ 1273 ****************************************************************************/
1138 1274
1139/* op is a missile that needs to be moved */ 1275/* op is a missile that needs to be moved */
1276void
1140void move_missile(object *op) { 1277move_missile (object *op)
1278{
1141 int i, mflags; 1279 int i, mflags;
1142 object *owner; 1280 object *owner;
1143 sint16 new_x, new_y; 1281 sint16 new_x, new_y;
1144 mapstruct *m; 1282 mapstruct *m;
1145 1283
1146 if (op->range-- <=0) { 1284 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1285 {
1286 remove_ob (op);
1287 free_object (op);
1288 return;
1289 }
1151 1290
1152 owner = get_owner(op); 1291 owner = get_owner (op);
1153#if 0 1292#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1293 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1294 * monster that are then killed would continue to survive
1156 */ 1295 */
1157 if (owner == NULL) { 1296 if (owner == NULL)
1297 {
1158 remove_ob(op); 1298 remove_ob (op);
1159 free_object(op); 1299 free_object (op);
1160 return; 1300 return;
1161 } 1301 }
1162#endif 1302#endif
1163 1303
1164 new_x = op->x + DIRX(op); 1304 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1305 new_y = op->y + DIRY (op);
1166 1306
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1308
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 {
1171 tag_t tag = op->count; 1311 tag_t tag = op->count;
1312
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1313 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1314 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1315 * we need to remove it if someone hasn't already done so.
1175 */ 1316 */
1176 if ( ! was_destroyed (op, tag)) { 1317 if (!was_destroyed (op, tag))
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324
1177 remove_ob (op); 1325 remove_ob (op);
1178 free_object(op);
1179 }
1180 return;
1181 }
1182
1183 remove_ob(op);
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1327 {
1328 free_object (op);
1329 return;
1330 }
1188 op->x = new_x; 1331 op->x = new_x;
1189 op->y = new_y; 1332 op->y = new_y;
1190 op->map = m; 1333 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1192 if(i > 0 && i != op->direction){ 1335 if (i > 0 && i != op->direction)
1336 {
1193 op->direction=i; 1337 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1338 SET_ANIMATION (op, op->direction);
1195 } 1339 }
1196 insert_ob_in_map(op,op->map,op,0); 1340 insert_ob_in_map (op, op->map, op, 0);
1197} 1341}
1198 1342
1199/**************************************************************************** 1343/****************************************************************************
1200 * Destruction 1344 * Destruction
1201 ****************************************************************************/ 1345 ****************************************************************************/
1346
1202/* make_object_glow() - currently only makes living objects glow. 1347/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1348 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1349 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1350 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1351 * give them the capability to have an inventory. b.t.
1207 */ 1352 */
1208 1353
1354int
1209int make_object_glow(object *op, int radius, int time) { 1355make_object_glow (object *op, int radius, int time)
1356{
1210 object *tmp; 1357 object *tmp;
1211 1358
1212 /* some things are unaffected... */ 1359 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1360 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1361 return 0;
1215 1362
1216 tmp=get_archetype(FORCE_NAME); 1363 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1364 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1365 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1366 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1367 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1369 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1370
1224 tmp->x=op->x; 1371 tmp->x = op->x;
1225 tmp->y=op->y; 1372 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1375 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1376 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1377 op->glow_radius = tmp->glow_radius;
1230 1378
1231 if(!tmp->env||op!=tmp->env) { 1379 if (!tmp->env || op != tmp->env)
1380 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1382 return 0;
1234 return 0;
1235 } 1383 }
1236 return 1; 1384 return 1;
1237} 1385}
1238 1386
1239 1387
1240
1241 1388
1389
1390int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1391cast_destruction (object *op, object *caster, object *spell_ob)
1392{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1393 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1394 sint16 sx, sy;
1245 mapstruct *m; 1395 mapstruct *m;
1246 object *tmp; 1396 object *tmp;
1247 const char *skill; 1397 const char *skill;
1248 1398
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1253 1404
1254 /* destruction doesn't use another spell object, so we need 1405 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1406 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1407 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1408 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1409 * the full share string/free_string route.
1259 */ 1410 */
1260 skill = op->skill; 1411 skill = op->skill;
1412 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1413 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1263 else op->skill = NULL; 1417 op->skill = NULL;
1264 1418
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1419 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1420
1267 for(i= -range; i<range; i++) { 1421 for (i = -range; i < range; i++)
1422 {
1268 for(j=-range; j<range ; j++) { 1423 for (j = -range; j < range; j++)
1424 {
1269 m = op->map; 1425 m = op->map;
1270 sx = op->x + i; 1426 sx = op->x + i;
1271 sy = op->y + j; 1427 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1274 if (mflags & P_IS_ALIVE) { 1431 if (mflags & P_IS_ALIVE)
1432 {
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1436 break;
1278 if (tmp) { 1437 }
1279 if (tmp->head) tmp=tmp->head; 1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1280 1442
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1445 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1449 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1450 {
1287 tmp->x = sx; 1451 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1452 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1453 tmp->y = sy;
1290 } 1454 insert_ob_in_map (tmp, m, op, 0);
1291 } 1455 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1456 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1461 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1462
1297 effect->y = sy; 1463 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1464 effect->y = sy;
1299 } 1465 insert_ob_in_map (effect, m, op, 0);
1300 } 1466 }
1301 } 1467 }
1302 } 1468 }
1469 }
1470 }
1471 }
1303 } 1472 }
1304 }
1305 }
1306 op->skill = skill; 1473 op->skill = skill;
1307 return 1; 1474 return 1;
1308} 1475}
1309 1476
1310/*************************************************************************** 1477/***************************************************************************
1311 * 1478 *
1312 * CURSE 1479 * CURSE
1313 * 1480 *
1314 ***************************************************************************/ 1481 ***************************************************************************/
1315 1482
1483int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1484cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485{
1317 object *god = find_god(determine_god(op)); 1486 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1487 object *tmp, *force;
1319 1488
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1489 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1490 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0;
1494 }
1327 1495
1328 /* If we've already got a force of this type, don't add a new one. */ 1496 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1497 for (force = tmp->inv; force != NULL; force = force->below)
1498 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 {
1331 if (force->name == spell_ob->name) { 1501 if (force->name == spell_ob->name)
1332 break; 1502 {
1333 } 1503 break;
1504 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1505 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1506 {
1336 "You can not cast %s while %s is in effect", 1507 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1508 return 0;
1338 return 0; 1509 }
1510 }
1339 } 1511 }
1340 }
1341 }
1342 1512
1343 if(force==NULL) { 1513 if (force == NULL)
1514 {
1344 force=get_archetype(FORCE_NAME); 1515 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1516 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1517 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1518 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1519 else
1520 force->name = spell_ob->name;
1521
1522 force->name_pl = spell_ob->name;
1523
1524 }
1525 else
1526 {
1355 int duration; 1527 int duration;
1356 1528
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1530 if (duration > force->duration)
1531 {
1359 force->duration = duration; 1532 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1534 }
1535 else
1536 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1538 }
1364 return 1; 1539 return 1;
1365 } 1540 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1542 force->speed = 1.0;
1368 force->speed_left = -1.0; 1543 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1544 SET_FLAG (force, FLAG_APPLIED);
1370 1545
1371 if(god) { 1546 if (god)
1547 {
1372 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1549 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1550 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1551 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1552 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1553 }
1378 } else 1554 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1556
1381 1557
1382 if(tmp!=op && op->type==PLAYER) 1558 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1560
1385 force->stats.ac = spell_ob->stats.ac; 1561 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1562 force->stats.wc = spell_ob->stats.wc;
1387 1563
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1564 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1565 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1566 fix_player (tmp);
1391 return 1; 1567 return 1;
1392 1568
1393} 1569}
1394 1570
1395 1571
1396/********************************************************************** 1572/**********************************************************************
1400 ***********************************************************************/ 1576 ***********************************************************************/
1401 1577
1402/* This covers the various spells that change the moods of monsters - 1578/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1579 * makes them angry, peacful, friendly, etc.
1404 */ 1580 */
1581int
1405int mood_change(object *op, object *caster, object *spell) { 1582mood_change (object *op, object *caster, object *spell)
1583{
1406 object *tmp, *god, *head; 1584 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1585 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1586 sint16 x, y, nx, ny;
1409 mapstruct *m; 1587 mapstruct *m;
1410 const char *race; 1588 const char *race;
1411 1589
1412 /* We precompute some values here so that we don't have to keep 1590 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1591 * doing it over and over again.
1414 */ 1592 */
1415 god=find_god(determine_god(op)); 1593 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1594 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1595 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1596
1419 /* On the bright side, no monster should ever have a race of GOD_... 1597 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1598 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1599 * won't ever match anything.
1422 */ 1600 */
1423 if (!spell->race) race=NULL; 1601 if (!spell->race)
1602 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1603 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1604 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1605 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race;
1607 else
1426 else race = spell->race; 1608 race = spell->race;
1427
1428 1609
1610
1429 for (x = op->x - range; x <= op->x + range; x++) 1611 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1612 for (y = op->y - range; y <= op->y + range; y++)
1613 {
1431 1614
1432 done_one=0; 1615 done_one = 0;
1433 m = op->map; 1616 m = op->map;
1434 nx = x; 1617 nx = x;
1435 ny = y; 1618 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1438 1622
1439 /* If there is nothing living on this space, no need to go further */ 1623 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1624 if (!(mflags & P_IS_ALIVE))
1625 continue;
1441 1626
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1628 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break;
1444 1630
1445 /* There can be living objects that are not monsters */ 1631 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1632 if (!tmp || tmp->type == PLAYER)
1633 continue;
1447 1634
1448 /* Only the head has meaningful data, so resolve to that */ 1635 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1636 if (tmp->head)
1450 else head=tmp; 1637 head = tmp->head;
1638 else
1639 head = tmp;
1451 1640
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1642 if (race && head->race && !strstr (race, head->race))
1643 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue;
1455 1646
1456 /* Now do a bunch of stuff related to saving throws */ 1647 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1648 best_at = -1;
1458 if (spell->attacktype) { 1649 if (spell->attacktype)
1650 {
1459 for (at=0; at < NROFATTACKS; at++) 1651 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1652 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1653 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at;
1462 1655
1463 if (best_at == -1) at=0; 1656 if (best_at == -1)
1657 at = 0;
1464 else { 1658 else
1659 {
1465 if (head->resist[best_at] == 100) continue; 1660 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1661 continue;
1467 } 1662 else
1663 at = head->resist[best_at] / 5;
1664 }
1468 at -= level / 5; 1665 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1666 if (did_make_save (head, head->level, at))
1470 } 1667 continue;
1668 }
1471 else /* spell->attacktype */ 1669 else /* spell->attacktype */
1472 /* 1670 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1672 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1674
1477 The chance will then be in the range [20-70] percent, not too bad. 1675 The chance will then be in the range [20-70] percent, not too bad.
1478 1676
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1678 charm a level 125 monster...
1481 1679
1482 Ryo, august 14th 1680 Ryo, august 14th
1483 */ 1681 */
1484 { 1682 {
1485 if ( head->level > level ) continue; 1683 if (head->level > level)
1684 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1686 /* Failed, no effect */
1488 continue; 1687 continue;
1489 } 1688 }
1490 1689
1491 /* Done with saving throw. Now start effecting the monster */ 1690 /* Done with saving throw. Now start effecting the monster */
1492 1691
1493 /* aggravation */ 1692 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1693 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1695 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1697 remove_friendly_object (head);
1498 1698
1499 done_one = 1; 1699 done_one = 1;
1500 head->enemy = op; 1700 head->enemy = op;
1501 } 1701 }
1502 1702
1503 /* calm monsters */ 1703 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1706 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1707 head->enemy = NULL;
1507 done_one = 1; 1708 done_one = 1;
1508 } 1709 }
1509 1710
1510 /* berserk monsters */ 1711 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 {
1512 SET_FLAG(head, FLAG_BERSERK); 1714 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1715 done_one = 1;
1514 } 1716 }
1515 /* charm */ 1717 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1720 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1721 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1722 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1724 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1725 set_owner (head, op);
1523 set_spell_skill(op, caster, spell, head); 1726 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1727 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1728 head->attack_movement = PETMOVE;
1526 done_one = 1; 1729 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1731 head->stats.exp = 0;
1529 } 1732 }
1530 1733
1531 /* If a monster was effected, put an effect in */ 1734 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1735 if (done_one && spell->other_arch)
1736 {
1533 tmp = arch_to_object(spell->other_arch); 1737 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1738 tmp->x = nx;
1535 tmp->y = ny; 1739 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1740 insert_ob_in_map (tmp, m, op, 0);
1537 } 1741 }
1538 } /* for y */ 1742 } /* for y */
1539 1743
1540 return 1; 1744 return 1;
1541} 1745}
1542 1746
1543 1747
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1748/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1749 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1750 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1751 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1752 * note that duration is handled by process_object() in time.c
1549 */ 1753 */
1550 1754
1755void
1551void move_ball_spell(object *op) { 1756move_ball_spell (object *op)
1757{
1552 int i,j,dam_save,dir, mflags; 1758 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1759 sint16 nx, ny, hx, hy;
1554 object *owner; 1760 object *owner;
1555 mapstruct *m; 1761 mapstruct *m;
1556 1762
1557 owner = get_owner(op); 1763 owner = get_owner (op);
1558 1764
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1765 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1766 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1767 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1768 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1769 * deviations.
1564 */ 1770 */
1565 1771
1566 dir = 0; 1772 dir = 0;
1567 if(!(rndm(0, 3))) 1773 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1774 j = rndm (0, 1);
1569 else j=0; 1775 else
1776 j = 0;
1570 1777
1571 for(i = 1; i < 9; i++) { 1778 for (i = 1; i < 9; i++)
1779 {
1572 /* i bit 0: alters sign of offset 1780 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1781 * other bits (i / 2): absolute value of offset
1574 */ 1782 */
1575 1783
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1785 int tmpdir = absdir (op->direction + offset);
1578 1786
1579 nx = op->x + freearr_x[tmpdir]; 1787 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1788 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1789 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1790 {
1583 dir = tmpdir; 1791 dir = tmpdir;
1584 break; 1792 break;
1585 } 1793 }
1586 } 1794 }
1587 if (dir == 0) { 1795 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1796 {
1797 nx = op->x;
1798 ny = op->y;
1799 m = op->map;
1800 }
1592 1801
1593 remove_ob(op); 1802 remove_ob (op);
1594 op->y=ny; 1803 op->y = ny;
1595 op->x=nx; 1804 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1805 insert_ob_in_map (op, m, op, 0);
1597 1806
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1808 surrounding squares */
1600 1809
1601 /* loop over current square and neighbors to hit. 1810 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1811 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1812 * the surround spaces.
1604 */ 1813 */
1605 for(j=0;j<9;j++) { 1814 for (j = 0; j < 9; j++)
1815 {
1606 object *new_ob; 1816 object *new_ob;
1607 1817
1608 hx = nx+freearr_x[j]; 1818 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1819 hy = ny + freearr_y[j];
1610 1820
1611 m = op->map; 1821 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1823
1614 if (mflags & P_OUT_OF_MAP) continue; 1824 if (mflags & P_OUT_OF_MAP)
1825 continue;
1615 1826
1616 /* first, don't ever, ever hit the owner. Don't hit out 1827 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1828 * of the map either.
1618 */ 1829 */
1619 1830
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1832 {
1833 if (j)
1834 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1835 hit_map (op, j, op->attacktype, 1);
1623 1836
1624 } 1837 }
1625 1838
1626 /* insert the other arch */ 1839 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 {
1628 new_ob = arch_to_object(op->other_arch); 1842 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1843 new_ob->x = hx;
1630 new_ob->y = hy; 1844 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1845 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1846 }
1633 } 1847 }
1634 1848
1635 /* restore to the center location and damage*/ 1849 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1850 op->stats.dam = dam_save;
1637 1851
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1639 1853
1640 if(i>=0) { /* we have a preferred direction! */ 1854 if (i >= 0)
1855 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1856 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1861 }
1646 op->direction=i; 1862 op->direction = i;
1647 } 1863 }
1648} 1864}
1649 1865
1650 1866
1651/* move_swarm_spell: peterm 1867/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1870 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1871 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1872 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1873 */
1658 1874
1875void
1659void move_swarm_spell(object *op) 1876move_swarm_spell (object *op)
1660{ 1877{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1878#if 0
1683 // this is bogus: it causes wrong places to be checked below 1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1881 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1882 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1883 mapstruct *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1884#endif
1885 int basedir;
1886 object *owner;
1730 1887
1888 owner = get_owner (op);
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 }
1895 op->duration--;
1896
1897 basedir = op->direction;
1898 if (basedir == 0)
1899 {
1900 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8);
1902 }
1903
1904#if 0
1905 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space.
1909 // should be fixed later, but correctness before featurs...
1910 // (schmorp)
1911
1912 /* new offset calculation to make swarm element distribution
1913 * more uniform
1914 */
1915 if (op->duration)
1916 {
1917 if (basedir & 1)
1918 {
1919 adjustdir = cardinal_adjust[rndm (0, 8)];
1920 }
1921 else
1922 {
1923 adjustdir = diagonal_adjust[rndm (0, 9)];
1924 }
1925 }
1926 else
1927 {
1928 adjustdir = 0; /* fire the last one from forward. */
1929 }
1930
1931 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1932 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1933
1934 /* back up one space so we can hit point-blank targets, but this
1935 * necessitates extra out_of_map check below
1936 */
1937 origin_x = target_x - freearr_x[basedir];
1938 origin_y = target_y - freearr_y[basedir];
1939
1940
1731 /* spell pointer is set up for the spell this casts. Since this 1941 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1942 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1943 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1944 * do some sanity checking anyways.
1735 */ 1945 */
1946
1947 if (op->spell && op->spell->type == SPELL &&
1948 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1949 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1950 {
1951
1952 /* Bullet spells have a bunch more customization that needs to be done */
1953 if (op->spell->subtype == SP_BULLET)
1954 fire_bullet (owner, op, basedir, op->spell);
1955 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1956 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1957 }
1958#endif
1959
1960 /* spell pointer is set up for the spell this casts. Since this
1961 * should just be a pointer to the spell in some inventory,
1962 * it is unlikely to disappear by the time we need it. However,
1963 * do some sanity checking anyways.
1964 */
1965
1737 if (op->spell && op->spell->type == SPELL) 1966 if (op->spell && op->spell->type == SPELL)
1738 { 1967 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1968 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1969 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1970 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1971 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1973 }
1745} 1974}
1746 1975
1747 1976
1748 1977
1749 1978
1757 * dir: the direction everything will be fired in 1986 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1987 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1988 * n: the number to be fired.
1760 */ 1989 */
1761 1990
1991int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1992fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1993{
1764 object *tmp; 1994 object *tmp;
1765 int i; 1995 int i;
1766 1996
1767 if (!spell->other_arch) return 0; 1997 if (!spell->other_arch)
1998 return 0;
1768 1999
1769 tmp=get_archetype(SWARM_SPELL); 2000 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 2001 tmp->x = op->x;
1771 tmp->y=op->y; 2002 tmp->y = op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 2004 set_spell_skill (op, caster, spell, tmp);
1774 2005
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 2007 tmp->spell = arch_to_object (spell->other_arch);
1777 2008
1778 tmp->attacktype = tmp->spell->attacktype; 2009 tmp->attacktype = tmp->spell->attacktype;
1779 2010
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
1781 if ( ! tailor_god_spell (tmp, op)) 2013 if (!tailor_god_spell (tmp, op))
1782 return 1; 2014 return 1;
1783 } 2015 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 2016 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 2017 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 2019
1788 tmp->direction=dir; 2020 tmp->direction = dir;
1789 tmp->invisible=1; 2021 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 2022 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 2023 return 1;
1792} 2024}
1793 2025
1794 2026
1795/* See the spells documentation file for why this is its own 2027/* See the spells documentation file for why this is its own
1796 * function. 2028 * function.
1797 */ 2029 */
2030int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2031cast_light (object *op, object *caster, object *spell, int dir)
2032{
1799 object *target=NULL,*tmp=NULL; 2033 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2034 sint16 x, y;
1801 int dam, mflags; 2035 int dam, mflags;
1802 mapstruct *m; 2036 mapstruct *m;
1803 2037
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2039
1806 if(!dir) { 2040 if (!dir)
2041 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2043 return 0;
1809 } 2044 }
1810 2045
1811 x=op->x+freearr_x[dir]; 2046 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2047 y = op->y + freearr_y[dir];
1813 m = op->map; 2048 m = op->map;
1814 2049
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2050 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2051
1817 if (mflags & P_OUT_OF_MAP) { 2052 if (mflags & P_OUT_OF_MAP)
2053 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2055 return 0;
1820 } 2056 }
1821 2057
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2058 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 2060 for (target = get_map_ob (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2063 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2064 if (target->head)
2065 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2066 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2067 return 1; /* one success only! */
2068 }
1829 } 2069 }
1830 }
1831 2070
1832 /* no live target, perhaps a wall is in the way? */ 2071 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 2075 return 0;
1836 } 2076 }
1837 2077
1838 /* ok, looks groovy to just insert a new light on the map */ 2078 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 2079 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2080 if (!tmp)
2081 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2083 return 0;
1843 } 2084 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2086 if (tmp->glow_radius)
2087 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2089 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2091 }
1849 tmp->x=x; 2092 tmp->x = x;
1850 tmp->y=y; 2093 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2094 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2095 return 1;
1853} 2096}
1854 2097
1855 2098
1856 2099
1857 2100
1860 * op is the player/monster, caster is the object, dir is the direction 2103 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2104 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2105 * perhaps this should actually be in disease.c?
1863 */ 2106 */
1864 2107
2108int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2109cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{
1866 sint16 x,y; 2111 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2112 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2113 object *walk;
1869 mapstruct *m; 2114 mapstruct *m;
1870 2115
1871 x = op->x; 2116 x = op->x;
1872 y = op->y; 2117 y = op->y;
1873 2118
1874 /* If casting from a scroll, no direction will be available, so refer to the 2119 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2120 * direction the player is pointing.
1876 */ 2121 */
2122 if (!dir)
1877 if (!dir) dir=op->facing; 2123 dir = op->facing;
2124 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2125 return 0; /* won't find anything if casting on ourself, so just return */
1879 2126
1880 /* Calculate these once here */ 2127 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2128 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2129 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2130 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2131
1885 /* search in a line for a victim */ 2132 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2133 for (i = 1; i < range; i++)
2134 {
1887 x = op->x + i * freearr_x[dir]; 2135 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2136 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2137 m = op->map;
1890 2138
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2139 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2140
1893 if (mflags & P_OUT_OF_MAP) return 0; 2141 if (mflags & P_OUT_OF_MAP)
2142 return 0;
1894 2143
1895 /* don't go through walls - presume diseases are airborne */ 2144 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2145 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2146 return 0;
1897 2147
1898 /* Only bother looking on this space if there is something living here */ 2148 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2149 if (mflags & P_IS_ALIVE)
2150 {
1900 /* search this square for a victim */ 2151 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2155 object *disease = arch_to_object (spell->other_arch);
1904 2156
1905 set_owner(disease,op); 2157 set_owner (disease, op);
1906 set_spell_skill(op, caster, spell, disease); 2158 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2159 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2160 disease->level = caster_level (caster, spell);
1909 2161
1910 /* do level adjustments */ 2162 /* do level adjustments */
1911 if(disease->stats.wc) 2163 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2164 disease->stats.wc += dur_mod / 2;
1913 2165
1914 if(disease->magic> 0) 2166 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2167 disease->magic += dur_mod / 4;
1916 2168
1917 if(disease->stats.maxhp>0) 2169 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2170 disease->stats.maxhp += dur_mod;
1919 2171
1920 if(disease->stats.maxgrace>0) 2172 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2173 disease->stats.maxgrace += dur_mod;
1922 2174
1923 if(disease->stats.dam) { 2175 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2176 {
1925 disease->stats.dam += dam_mod; 2177 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2178 disease->stats.dam += dam_mod;
1927 } 2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
1928 2182
1929 if(disease->last_sp) { 2183 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2184 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2185 disease->last_sp -= 2 * dam_mod;
1932 } 2186 if (disease->last_sp < 1)
2187 disease->last_sp = 1;
2188 }
1933 2189
1934 if(disease->stats.maxsp) { 2190 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2191 {
1936 disease->stats.maxsp += dam_mod; 2192 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2193 disease->stats.maxsp += dam_mod;
1938 } 2194 else
1939 2195 disease->stats.maxsp -= dam_mod;
2196 }
2197
1940 if(disease->stats.ac) 2198 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2199 disease->stats.ac += dam_mod;
1942 2200
1943 if(disease->last_eat) 2201 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2202 disease->last_eat -= dam_mod;
1945 2203
1946 if(disease->stats.hp) 2204 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2205 disease->stats.hp -= dam_mod;
1948 2206
1949 if(disease->stats.sp) 2207 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2208 disease->stats.sp -= dam_mod;
1951 2209
1952 if(infect_object(walk,disease,1)) { 2210 if (infect_object (walk, disease, 1))
2211 {
1953 object *flash; /* visual effect for inflicting disease */ 2212 object *flash; /* visual effect for inflicting disease */
1954 2213
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2215
1957 free_object(disease); /* don't need this one anymore */ 2216 free_object (disease); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2217 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2218 flash->x = x;
1960 flash->y = y; 2219 flash->y = y;
1961 flash->map = walk->map; 2220 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2221 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2222 return 1;
1964 } 2223 }
1965 free_object(disease); 2224 free_object (disease);
1966 } 2225 }
1967 } /* if living creature */ 2226 } /* if living creature */
1968 } /* for range of spaces */ 2227 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2229 return 1;
1971} 2230}

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