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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 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 1.5 2006/08/26 23:36:34 root 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 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
143 154
144 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
150 new_bolt->duration++; 161 new_bolt->duration++;
151 new_bolt->x=sx; 162 new_bolt->x = sx;
152 new_bolt->y=sy; 163 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 167 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
159} 170}
160 171
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
163 */ 174 */
164 175
176void
165void move_bolt(object *op) { 177move_bolt (object *op)
178{
166 object *tmp; 179 object *tmp;
167 int mflags; 180 int mflags;
168 sint16 x, y; 181 sint16 x, y;
169 mapstruct *m; 182 mapstruct *m;
170 183
171 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
176 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
177 191
178 if(!op->direction) 192 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 193 return;
239 } 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
240 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 261 tmp = get_object ();
242 copy_object(op,tmp); 262 copy_object (op, tmp);
243 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* 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 */
247 tmp->duration++; 267 tmp->duration++;
248 268
249 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 270 * going off in other directions.
251 */ 271 */
252 272
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
254 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
255 } 275 forklightning (op, tmp);
276 }
256 /* 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
257 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
258 */ 279 */
259 op->range = 0; 280 op->range = 0;
260 } /* copy object and move it along */ 281 } /* copy object and move it along */
261 } /* if move bolt along */ 282 } /* if move bolt along */
262} 283}
263 284
264/* fire_bolt 285/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
268 * spob->attacktype. 289 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
270 * pointers. 291 * pointers.
271 */ 292 */
272 293
294int
273int 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{
274 object *tmp=NULL; 297 object *tmp = NULL;
275 int mflags; 298 int mflags;
276 299
277 if (!spob->other_arch) 300 if (!spob->other_arch)
278 return 0; 301 return 0;
279 302
280 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 304 if (tmp == NULL)
282 return 0; 305 return 0;
283 306
284 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
292 316
293 tmp->direction=dir; 317 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
296 320
297 set_owner(tmp,op); 321 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
299 323
300 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 326 tmp->map = op->map;
303 327
304 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);
305 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
306 free_object(tmp); 331 free_object (tmp);
307 return 0; 332 return 0;
308 } 333 }
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
311 free_object(tmp); 338 free_object (tmp);
312 return 0; 339 return 0;
313 } 340 }
314 tmp->x=op->x; 341 tmp->x = op->x;
315 tmp->y=op->y; 342 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 344 tmp->map = op->map;
318 } 345 }
319 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)
320 move_bolt (tmp); 347 move_bolt (tmp);
321 return 1; 348 return 1;
322} 349}
323 350
324 351
325 352
326/*************************************************************************** 353/***************************************************************************
331 358
332/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 361 * At least that is what I think this does.
335 */ 362 */
363void
336void explosion(object *op) { 364explosion (object *op)
365{
337 object *tmp; 366 object *tmp;
338 mapstruct *m=op->map; 367 mapstruct *m = op->map;
339 int i; 368 int i;
340 369
341 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
346 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
347 377
348 if(op->range>0) { 378 if (op->range > 0)
349 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
350 sint16 dx,dy; 382 sint16 dx, dy;
351 383
352 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 387 * out of map, etc.
356 */ 388 */
357 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))
358 tmp=get_object(); 390 {
359 copy_object(op,tmp); 391 tmp = get_object ();
360 tmp->state=0; 392 copy_object (op, tmp);
361 tmp->speed_left= -0.21; 393 tmp->state = 0;
362 tmp->range--; 394 tmp->speed_left = -0.21;
363 tmp->value=0; 395 tmp->range--;
364 tmp->x=dx; 396 tmp->value = 0;
365 tmp->y=dy; 397 tmp->x = dx;
366 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
367 } 399 insert_ob_in_map (tmp, m, op, 0);
368 } 400 }
401 }
369 } 402 }
370} 403}
371 404
372 405
373/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
375 * explode. 408 * explode.
376 */ 409 */
410void
377void explode_bullet(object *op) 411explode_bullet (object *op)
378{ 412{
379 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
380 object *tmp, *owner; 414 object *tmp, *owner;
381 415
382 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 419 remove_ob (op);
385 free_object (op); 420 free_object (op);
386 return; 421 return;
387 } 422 }
388 423
389 if (op->env) { 424 if (op->env)
425 {
390 object *env; 426 object *env;
391 427
392 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
393 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 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
395 remove_ob (op); 436 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x; 437 op->x = env->x;
401 op->y = env->y; 438 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
403 } else if (out_of_map (op->map, op->x, op->y)) { 441 else if (out_of_map (op->map, op->x, op->y))
442 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 444 remove_ob (op);
406 free_object (op); 445 free_object (op);
407 return; 446 return;
408 } 447 }
409 448
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 450 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 451 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 453 {
415 remove_ob (op); 454 remove_ob (op);
416 free_object (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))
417 return; 463 return;
418 } 464 }
419 465
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
428 468
429 copy_owner (tmp, op); 469 copy_owner (tmp, op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 471
433 owner = get_owner(op); 472 owner = get_owner (op);
473
434 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))
435 !tailor_god_spell(tmp, owner)) { 475 {
436 remove_ob (op); 476 remove_ob (op);
437 free_object (op); 477 free_object (op);
438 return; 478 return;
439 } 479 }
480
440 tmp->x = op->x; 481 tmp->x = op->x;
441 tmp->y = op->y; 482 tmp->y = op->y;
442 483
443 /* special for bombs - it actually has sane values for these */ 484 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 {
445 tmp->attacktype = op->attacktype; 487 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 488 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 489 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 490 tmp->duration = op->duration;
449 } else { 491 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 492 else
493 {
494 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 496 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 497 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 498 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 499 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 501 * the count of the parent should work fine.
457 */ 502 */
458 tmp->stats.maxhp = op->count; 503 tmp->stats.maxhp = op->count;
459 } 504 }
460 505
461 /* Set direction of cone explosion */ 506 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 507 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 508 tmp->stats.sp = op->direction;
464 509
465 /* Prevent recursion */ 510 /* Prevent recursion */
466 op->move_on = 0; 511 op->move_on = 0;
467 512
468 insert_ob_in_map(tmp, op->map, op, 0); 513 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 514 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 515 if (!was_destroyed (op, op_tag))
516 {
471 remove_ob (op); 517 remove_ob (op);
472 free_object (op); 518 free_object (op);
473 } 519 }
474} 520}
475 521
476 522
477 523
478/* 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
479 * (eg, explode, damage player, etc) 525 * (eg, explode, damage player, etc)
480 */ 526 */
481 527
528void
482void check_bullet(object *op) 529check_bullet (object *op)
483{ 530{
484 tag_t op_tag = op->count, tmp_tag; 531 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 532 object *tmp;
486 int dam, mflags; 533 int dam, mflags;
487 mapstruct *m; 534 mapstruct *m;
488 sint16 sx, sy; 535 sint16 sx, sy;
489 536
490 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);
491 538
492 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)))
493 return; 540 return;
494 541
495 if (op->other_arch) { 542 if (op->other_arch)
543 {
496 /* explode object will also remove op */ 544 /* explode object will also remove op */
497 explode_bullet (op); 545 explode_bullet (op);
498 return; 546 return;
499 } 547 }
500 548
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 550 if (!(mflags & P_IS_ALIVE))
551 return;
503 552
504 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)
505 { 554 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 {
507 tmp_tag = tmp->count; 557 tmp_tag = tmp->count;
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 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)
510 || (op->stats.dam -= dam) < 0)
511 { 560 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 561 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 562 {
514 free_object(op); 563 remove_ob (op);
515 return; 564 free_object (op);
516 } 565 return;
566 }
517 } 567 }
518 } 568 }
519 } 569 }
520} 570}
521 571
524 * call check_bullet. 574 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 575 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 576 * fired arches (eg, bolts).
527 */ 577 */
528 578
579void
529void move_bullet(object *op) 580move_bullet (object *op)
530{ 581{
531 sint16 new_x, new_y; 582 sint16 new_x, new_y;
532 int mflags; 583 int mflags;
533 mapstruct *m; 584 mapstruct *m;
534 585
535#if 0 586#if 0
536 /* We need a better general purpose way to do this */ 587 /* We need a better general purpose way to do this */
537 588
538 /* peterm: added to make comet leave a trail of burnouts 589 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 590 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 591 if (op->stats.sp == SP_METEOR)
592 {
541 replace_insert_ob_in_map("fire_trail",op); 593 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 594 if (was_destroyed (op, op_tag))
543 return; 595 return;
544 } /* end addition. */ 596 } /* end addition. */
545#endif 597#endif
546 598
547 /* Reached the end of its life - remove it */ 599 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 600 if (--op->range <= 0)
601 {
549 if (op->other_arch) { 602 if (op->other_arch)
603 {
550 explode_bullet (op); 604 explode_bullet (op);
551 } else { 605 }
606 else
607 {
552 remove_ob (op); 608 remove_ob (op);
553 free_object (op); 609 free_object (op);
554 } 610 }
555 return; 611 return;
556 } 612 }
557 613
558 new_x = op->x + DIRX(op); 614 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 615 new_y = op->y + DIRY (op);
560 m = op->map; 616 m = op->map;
561 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);
562 618
563 if (mflags & P_OUT_OF_MAP) { 619 if (mflags & P_OUT_OF_MAP)
620 {
564 remove_ob (op); 621 remove_ob (op);
565 free_object (op); 622 free_object (op);
566 return; 623 return;
567 } 624 }
568 625
569 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 {
570 if (op->other_arch) { 628 if (op->other_arch)
629 {
571 explode_bullet (op); 630 explode_bullet (op);
631 }
572 } else { 632 else
633 {
573 remove_ob (op); 634 remove_ob (op);
574 free_object (op); 635 free_object (op);
575 } 636 }
576 return; 637 return;
577 } 638 }
578 639
579 remove_ob (op); 640 remove_ob (op);
580 op->x = new_x; 641 op->x = new_x;
581 op->y = new_y; 642 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 644 return;
584 645
585 if (reflwall (op->map, op->x, op->y, op)) { 646 if (reflwall (op->map, op->x, op->y, op))
647 {
586 op->direction = absdir (op->direction + 4); 648 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 649 update_turn_face (op);
588 } else { 650 }
651 else
652 {
589 check_bullet (op); 653 check_bullet (op);
590 } 654 }
591} 655}
592 656
593 657
594 658
600 * spob->attacktype. 664 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 665 * This function sets up the appropriate owner and skill
602 * pointers. 666 * pointers.
603 */ 667 */
604 668
669int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 670fire_bullet (object *op, object *caster, int dir, object *spob)
671{
606 object *tmp=NULL; 672 object *tmp = NULL;
607 int mflags; 673 int mflags;
608 674
609 if (!spob->other_arch) 675 if (!spob->other_arch)
610 return 0; 676 return 0;
611 677
612 tmp=arch_to_object(spob->other_arch); 678 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 679 if (tmp == NULL)
614 return 0; 680 return 0;
615 681
616 /* peterm: level dependency for bolts */ 682 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 684 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 685 if (spob->slaying)
686 tmp->slaying = spob->slaying;
620 687
621 tmp->range = 50; 688 tmp->range = 50;
622 689
623 /* Need to store duration/range for the ball to use */ 690 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 694
628 tmp->direction=dir; 695 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 697 SET_ANIMATION (tmp, dir);
631 698
632 set_owner(tmp,op); 699 set_owner (tmp, op);
633 set_spell_skill(op, caster, spob, tmp); 700 set_spell_skill (op, caster, spob, tmp);
634 701
635 tmp->x=op->x + freearr_x[dir]; 702 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 703 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 704 tmp->map = op->map;
638 705
639 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);
640 if (mflags & P_OUT_OF_MAP) { 707 if (mflags & P_OUT_OF_MAP)
708 {
641 free_object(tmp); 709 free_object (tmp);
642 return 0; 710 return 0;
643 } 711 }
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 {
646 free_object(tmp); 716 free_object (tmp);
647 return 0; 717 return 0;
648 } 718 }
649 tmp->x=op->x; 719 tmp->x = op->x;
650 tmp->y=op->y; 720 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 721 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 722 tmp->map = op->map;
653 } 723 }
654 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 {
655 check_bullet (tmp); 726 check_bullet (tmp);
656 } 727 }
657 return 1; 728 return 1;
658} 729}
659 730
660 731
661 732
662 733
666 * 737 *
667 *****************************************************************************/ 738 *****************************************************************************/
668 739
669 740
670/* 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
671void cone_drop(object *op) { 743cone_drop (object *op)
744{
672 object *new_ob = arch_to_object(op->other_arch); 745 object *new_ob = arch_to_object (op->other_arch);
673 746
674 new_ob->x = op->x; 747 new_ob->x = op->x;
675 new_ob->y = op->y; 748 new_ob->y = op->y;
676 new_ob->level = op->level; 749 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 750 set_owner (new_ob, op->owner);
678 751
679 /* preserve skill ownership */ 752 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 753 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 } 754 {
755 new_ob->skill = op->skill;
756 }
684 insert_ob_in_map(new_ob,op->map,op,0); 757 insert_ob_in_map (new_ob, op->map, op, 0);
685 758
686} 759}
687 760
688/* 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 */
689 762
763void
690void move_cone(object *op) { 764move_cone (object *op)
765{
691 int i; 766 int i;
692 tag_t tag; 767 tag_t tag;
693 768
694 /* 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 */
695 if (! op->map) { 770 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 771 {
697 op->name ? op->name : "unknown"); 772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
698 op->speed = 0; 773 op->speed = 0;
699 update_ob_speed (op); 774 update_ob_speed (op);
700 return; 775 return;
701 } 776 }
702 777
703 /* lava saves it's life, but not yours :) */ 778 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 779 if (QUERY_FLAG (op, FLAG_LIFESAVE))
780 {
705 hit_map(op,0,op->attacktype,0); 781 hit_map (op, 0, op->attacktype, 0);
706 return; 782 return;
707 } 783 }
708 784
709#if 0 785#if 0
710 /* Disable this - enabling it makes monsters easier, as 786 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 787 * when their cone dies when they die.
712 */ 788 */
713 /* If no owner left, the spell dies out. */ 789 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 790 if (get_owner (op) == NULL)
791 {
715 remove_ob(op); 792 remove_ob (op);
716 free_object(op); 793 free_object (op);
717 return; 794 return;
718 } 795 }
719#endif 796#endif
720 797
721 tag = op->count; 798 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 799 hit_map (op, 0, op->attacktype, 0);
723 800
724 /* Check to see if we should push anything. 801 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 802 * Spell objects with weight push whatever they encounter to some
726 * degree. 803 * degree.
727 */ 804 */
805 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 806 check_spell_knockback (op);
729 807
730 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);
731 return; 815 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 816 }
738 /* Object has hit maximum range, so don't have it move 817 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 818 * any further. When the duration above expires,
740 * then the object will get removed. 819 * then the object will get removed.
741 */ 820 */
742 if (--op->range < 0) { 821 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 822 {
823 op->range = 0; /* just so it doesn't wrap */
824 return;
825 }
746 826
747 for(i= -1;i<2;i++) { 827 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 828 {
749 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)];
750 830
751 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 {
752 object *tmp=get_object(); 833 object *tmp = get_object ();
834
753 copy_object(op, tmp); 835 copy_object (op, tmp);
754 tmp->x=x; 836 tmp->x = x;
755 tmp->y=y; 837 tmp->y = y;
756 838
757 tmp->duration = op->duration + 1; 839 tmp->duration = op->duration + 1;
758 840
759 /* Use for spell tracking - see ok_to_put_more() */ 841 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 842 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 843 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 844 if (tmp->other_arch)
763 } 845 cone_drop (tmp);
846 }
764 } 847 }
765} 848}
766 849
767/* cast_cone: casts a cone spell. 850/* cast_cone: casts a cone spell.
768 * op: person firing the object. 851 * op: person firing the object.
770 * dir: direction to fire in. 853 * dir: direction to fire in.
771 * 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
772 * to fire. 855 * to fire.
773 * returns 0 on failure, 1 on success. 856 * returns 0 on failure, 1 on success.
774 */ 857 */
858int
775int cast_cone(object *op, object *caster,int dir, object *spell) 859cast_cone (object *op, object *caster, int dir, object *spell)
776{ 860{
777 object *tmp; 861 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 862 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 863 mapstruct *m;
780 sint16 sx, sy; 864 sint16 sx, sy;
781 MoveType movetype; 865 MoveType movetype;
782 866
783 if (!spell->other_arch) return 0; 867 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 868 return 0;
869
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
873 return 0;
874 }
791 875
792 if(!dir) { 876 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 877 {
878 range_min = 0;
879 range_max = 8;
880 }
796 881
797 /* 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
798 * 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
799 * insert it into is blocked. 884 * insert it into is blocked.
800 */ 885 */
801 movetype = spell->other_arch->clone.move_type; 886 movetype = spell->other_arch->clone.move_type;
802 887
803 for(i=range_min;i<=range_max;i++) { 888 for (i = range_min; i <= range_max; i++)
889 {
804 sint16 x,y, d; 890 sint16 x, y, d;
805 891
806 /* We can't use absdir here, because it never returns 892 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 895 * to hit that person.
810 */ 896 */
811 d = dir + i; 897 d = dir + i;
812 while (d < 0) d+=8; 898 while (d < 0)
813 while (d > 8) d-=8; 899 d += 8;
900 while (d > 8)
901 d -= 8;
814 902
815 /* 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.
816 * In that case, we have to see - if dir is specified, 904 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 905 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 906 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 907 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 908 * for the rune code.
821 */ 909 */
822 if (caster->type != RUNE && d==0) { 910 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 911 {
824 else continue; 912 if (dir != 0)
825 } 913 d = 8;
914 else
915 continue;
916 }
826 917
827 x = op->x+freearr_x[d]; 918 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 919 y = op->y + freearr_y[d];
829 920
830 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)
831 continue; 922 continue;
832 923
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 925 continue;
835 926
836 success=1; 927 success = 1;
837 tmp=arch_to_object(spell->other_arch); 928 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 929 set_owner (tmp, op);
839 set_spell_skill(op, caster, spell, tmp); 930 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 931 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 932 tmp->x = sx;
842 tmp->y = sy; 933 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 934 tmp->attacktype = spell->attacktype;
844 935
845 /* holy word stuff */ 936 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 938 if (!tailor_god_spell (tmp, op))
848 } 939 return 0;
849 940
850 if(dir) 941 if (dir)
851 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
852 else 943 else
853 tmp->stats.sp=i; 944 tmp->stats.sp = i;
854 945
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 947
857 /* 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 */
858 if (dir == 0) { 949 if (dir == 0)
950 {
859 tmp->range /= 4; 951 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
861 } 953 tmp->range = 2;
954 }
955
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 957 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 958
865 /* Special bonus for fear attacks */ 959 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 960 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 961 {
868 else 962 if (caster->type == PLAYER)
963 tmp->duration += fear_bonus[caster->stats.Cha];
964 else
869 tmp->duration += caster->level/3; 965 tmp->duration += caster->level / 3;
870 } 966 }
967
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 968 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 969 {
873 else 970 if (caster->type == PLAYER)
971 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
972 else
874 tmp->duration += caster->level/3; 973 tmp->duration += caster->level / 3;
875 } 974 }
876 975
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 976 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 978
882 if (!tmp->move_on && tmp->stats.dam) { 979 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 980 {
884 "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);
885 spell->other_arch->name); 982 }
886 } 983
887 insert_ob_in_map(tmp,m,op,0); 984 insert_ob_in_map (tmp, m, op, 0);
888 985
889 /* 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
890 * a single space too many times. 987 * a single space too many times.
891 */ 988 */
892 tmp->stats.maxhp = tmp->count; 989 tmp->stats.maxhp = tmp->count;
893 990
894 if(tmp->other_arch) cone_drop(tmp); 991 if (tmp->other_arch)
992 cone_drop (tmp);
895 } 993 }
994
896 return success; 995 return success;
897} 996}
898 997
899/**************************************************************************** 998/****************************************************************************
900 * 999 *
901 * BOMB related code 1000 * BOMB related code
904 1003
905 1004
906/* This handles an exploding bomb. 1005/* This handles an exploding bomb.
907 * op is the original bomb object. 1006 * op is the original bomb object.
908 */ 1007 */
1008void
909void animate_bomb(object *op) { 1009animate_bomb (object *op)
1010{
910 int i; 1011 int i;
911 object *env, *tmp; 1012 object *env, *tmp;
912 archetype *at; 1013 archetype *at;
913 1014
914 if(op->state!=NUM_ANIMATIONS(op)-1) 1015 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 1016 return;
916 1017
917
918 env = object_get_env_recursive(op); 1018 env = object_get_env_recursive (op);
919 1019
920 if (op->env) { 1020 if (op->env)
1021 {
921 if (env->map == NULL) 1022 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 1023 return;
1024
1025 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return;
942 } 1033 }
943 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);
1042 return;
1043 }
1044
944 /* This copies a lot of the code from the fire bullet, 1045 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1046 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1047 * so just set up the appropriate values.
947 */ 1048 */
948 at = find_archetype(SPLINT); 1049 at = find_archetype (SPLINT);
949 if (at) { 1050 if (at)
950 for(i=1;i<9;i++) { 1051 {
1052 for (i = 1; i < 9; i++)
1053 {
951 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]))
952 continue; 1055 continue;
953 tmp = arch_to_object(at); 1056 tmp = arch_to_object (at);
954 tmp->direction = i; 1057 tmp->direction = i;
955 tmp->range = op->range; 1058 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1059 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1060 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1061 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1062 copy_owner (tmp, op);
960 if(op->skill && op->skill != tmp->skill) { 1063 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1064 {
962 tmp->skill = add_refcount(op->skill); 1065 tmp->skill = op->skill;
963 } 1066 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1068 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1069 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1070 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1071 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1072 move_bullet (tmp);
970 } 1073 }
971 } 1074 }
972 1075
973 explode_bullet(op); 1076 explode_bullet (op);
974} 1077}
975 1078
1079int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1080create_bomb (object *op, object *caster, int dir, object *spell)
1081{
977 1082
978 object *tmp; 1083 object *tmp;
979 int mflags; 1084 int mflags;
980 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];
981 mapstruct *m; 1086 mapstruct *m;
982 1087
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 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 {
985 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.");
986 return 0; 1092 return 0;
987 } 1093 }
988 tmp=arch_to_object(spell->other_arch); 1094 tmp = arch_to_object (spell->other_arch);
989 1095
990 /* level dependencies for bomb */ 1096 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1100 tmp->attacktype = spell->attacktype;
995 1101
996 set_owner(tmp,op); 1102 set_owner (tmp, op);
997 set_spell_skill(op, caster, spell, tmp); 1103 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1104 tmp->x = dx;
999 tmp->y=dy; 1105 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1106 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1107 return 1;
1002} 1108}
1003 1109
1004/**************************************************************************** 1110/****************************************************************************
1005 * 1111 *
1006 * smite related spell code. 1112 * smite related spell code.
1014 * dir is the direction to look in. 1120 * dir is the direction to look in.
1015 * range is how far out to look. 1121 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1123 * this info is used for blocked magic/unholy spaces.
1018 */ 1124 */
1019 1125
1126object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1127get_pointed_target (object *op, int dir, int range, int type)
1128{
1021 object *target; 1129 object *target;
1022 sint16 x,y; 1130 sint16 x, y;
1023 int dist, mflags; 1131 int dist, mflags;
1024 mapstruct *mp; 1132 mapstruct *mp;
1025 1133
1026 if (dir==0) return NULL; 1134 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 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;
1048} 1165}
1049 1166
1050 1167
1051/* cast_smite_arch() - the priest points to a creature and causes 1168/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1169 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1172 * caster = object casting the spell.
1056 * dir = direction being cast 1173 * dir = direction being cast
1057 * spell = spell object 1174 * spell = spell object
1058 */ 1175 */
1059 1176
1177int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1178cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{
1061 object *effect, *target; 1180 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1181 object *god = find_god (determine_god (op));
1063 int range; 1182 int range;
1064 1183
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1184 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1186
1068 /* Bunch of conditions for casting this spell. Note that only 1187 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1188 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1191 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1193 * can't be friendly to your god.
1075 */ 1194 */
1076 1195
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1197 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1199 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1201 return 0;
1083 } 1202 }
1084 1203
1085 if (spell->other_arch) 1204 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1205 effect = arch_to_object (spell->other_arch);
1087 else 1206 else
1088 return 0; 1207 return 0;
1089 1208
1090 /* tailor the effect by priest level and worshipped God */ 1209 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1210 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1211 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 {
1094 if(tailor_god_spell(effect,op)) 1214 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1216 else
1217 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1219 return 0;
1100 } 1220 }
1101 } 1221 }
1102 1222
1103 /* size of the area of destruction */ 1223 /* size of the area of destruction */
1104 effect->range=spell->range + 1224 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1225 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1226
1109 if (effect->attacktype & AT_DEATH) { 1227 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1228 {
1111 SP_level_dam_adjust(caster,spell); 1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1230
1113 /* casting death spells at undead isn't a good thing */ 1231 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD)
1234 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1235 if (random_roll (0, 2, op, PREFER_LOW))
1236 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1238 effect->x = op->x;
1118 effect->y=op->y; 1239 effect->y = op->y;
1119 } else { 1240 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1241 else
1121 query_name(target)); 1242 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1244 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1245 free_object (effect);
1124 return 0; 1246 return 0;
1247 }
1248 }
1125 } 1249 }
1126 } 1250 else
1127 } else { 1251 {
1128 /* how much woe to inflict :) */ 1252 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1254 }
1132 1255
1133 set_owner(effect,op); 1256 set_owner (effect, op);
1134 set_spell_skill(op, caster, spell, effect); 1257 set_spell_skill (op, caster, spell, effect);
1135 1258
1136 /* ok, tell it where to be, and insert! */ 1259 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1260 effect->x = target->x;
1138 effect->y=target->y; 1261 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1262 insert_ob_in_map (effect, target->map, op, 0);
1140 1263
1141 return 1; 1264 return 1;
1142} 1265}
1143 1266
1144 1267
1145/**************************************************************************** 1268/****************************************************************************
1146 * 1269 *
1148 * 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
1149 * code here is just to move the missile. 1272 * code here is just to move the missile.
1150 ****************************************************************************/ 1273 ****************************************************************************/
1151 1274
1152/* op is a missile that needs to be moved */ 1275/* op is a missile that needs to be moved */
1276void
1153void move_missile(object *op) { 1277move_missile (object *op)
1278{
1154 int i, mflags; 1279 int i, mflags;
1155 object *owner; 1280 object *owner;
1156 sint16 new_x, new_y; 1281 sint16 new_x, new_y;
1157 mapstruct *m; 1282 mapstruct *m;
1158 1283
1159 if (op->range-- <=0) { 1284 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1285 {
1286 remove_ob (op);
1287 free_object (op);
1288 return;
1289 }
1164 1290
1165 owner = get_owner(op); 1291 owner = get_owner (op);
1166#if 0 1292#if 0
1167 /* 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
1168 * monster that are then killed would continue to survive 1294 * monster that are then killed would continue to survive
1169 */ 1295 */
1170 if (owner == NULL) { 1296 if (owner == NULL)
1297 {
1171 remove_ob(op); 1298 remove_ob (op);
1172 free_object(op); 1299 free_object (op);
1173 return; 1300 return;
1174 } 1301 }
1175#endif 1302#endif
1176 1303
1177 new_x = op->x + DIRX(op); 1304 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1305 new_y = op->y + DIRY (op);
1179 1306
1180 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);
1181 1308
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((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 {
1184 tag_t tag = op->count; 1311 tag_t tag = op->count;
1312
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1313 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1314 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1316 */
1189 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
1190 remove_ob (op); 1325 remove_ob (op);
1191 free_object(op);
1192 }
1193 return;
1194 }
1195
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1327 {
1328 free_object (op);
1329 return;
1330 }
1201 op->x = new_x; 1331 op->x = new_x;
1202 op->y = new_y; 1332 op->y = new_y;
1203 op->map = m; 1333 op->map = m;
1204 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));
1205 if(i > 0 && i != op->direction){ 1335 if (i > 0 && i != op->direction)
1336 {
1206 op->direction=i; 1337 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1338 SET_ANIMATION (op, op->direction);
1208 } 1339 }
1209 insert_ob_in_map(op,op->map,op,0); 1340 insert_ob_in_map (op, op->map, op, 0);
1210} 1341}
1211 1342
1212/**************************************************************************** 1343/****************************************************************************
1213 * Destruction 1344 * Destruction
1214 ****************************************************************************/ 1345 ****************************************************************************/
1346
1215/* make_object_glow() - currently only makes living objects glow. 1347/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1349 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1350 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1351 * give them the capability to have an inventory. b.t.
1220 */ 1352 */
1221 1353
1354int
1222int make_object_glow(object *op, int radius, int time) { 1355make_object_glow (object *op, int radius, int time)
1356{
1223 object *tmp; 1357 object *tmp;
1224 1358
1225 /* some things are unaffected... */ 1359 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1360 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1361 return 0;
1228 1362
1229 tmp=get_archetype(FORCE_NAME); 1363 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1364 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1365 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1366 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1367 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1369 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1370
1237 tmp->x=op->x; 1371 tmp->x = op->x;
1238 tmp->y=op->y; 1372 tmp->y = op->y;
1239 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 */
1240 tmp=insert_ob_in_ob(tmp,op); 1375 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1376 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1377 op->glow_radius = tmp->glow_radius;
1243 1378
1244 if(!tmp->env||op!=tmp->env) { 1379 if (!tmp->env || op != tmp->env)
1380 {
1245 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);
1246 op->name); 1382 return 0;
1247 return 0;
1248 } 1383 }
1249 return 1; 1384 return 1;
1250} 1385}
1251 1386
1252 1387
1253
1254 1388
1389
1390int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1391cast_destruction (object *op, object *caster, object *spell_ob)
1392{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1393 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1394 sint16 sx, sy;
1258 mapstruct *m; 1395 mapstruct *m;
1259 object *tmp; 1396 object *tmp;
1260 const char *skill; 1397 const char *skill;
1261 1398
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1266 1404
1267 /* destruction doesn't use another spell object, so we need 1405 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1406 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1407 * We do some shortcuts here - since this is just temporary
1270 * 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
1271 * the full share string/free_string route. 1409 * the full share string/free_string route.
1272 */ 1410 */
1273 skill = op->skill; 1411 skill = op->skill;
1412 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1413 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1276 else op->skill = NULL; 1417 op->skill = NULL;
1277 1418
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1419 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1420
1280 for(i= -range; i<range; i++) { 1421 for (i = -range; i < range; i++)
1422 {
1281 for(j=-range; j<range ; j++) { 1423 for (j = -range; j < range; j++)
1424 {
1282 m = op->map; 1425 m = op->map;
1283 sx = op->x + i; 1426 sx = op->x + i;
1284 sy = op->y + j; 1427 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1287 if (mflags & P_IS_ALIVE) { 1431 if (mflags & P_IS_ALIVE)
1432 {
1288 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 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1436 break;
1291 if (tmp) { 1437 }
1292 if (tmp->head) tmp=tmp->head; 1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1293 1442
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1445 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1449 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1450 {
1300 tmp->x = sx; 1451 tmp = arch_to_object (spell_ob->other_arch);
1301 tmp->y = sy; 1452 tmp->x = sx;
1302 insert_ob_in_map(tmp, m, op, 0); 1453 tmp->y = sy;
1303 } 1454 insert_ob_in_map (tmp, m, op, 0);
1304 } 1455 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1456 }
1306 tmp->resist[ATNR_MAGIC]!=100) { 1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1461 object *effect = arch_to_object (spell_ob->other_arch);
1309 effect->x = sx; 1462
1310 effect->y = sy; 1463 effect->x = sx;
1311 insert_ob_in_map(effect, m, op, 0); 1464 effect->y = sy;
1312 } 1465 insert_ob_in_map (effect, m, op, 0);
1313 } 1466 }
1314 } 1467 }
1315 } 1468 }
1469 }
1470 }
1471 }
1316 } 1472 }
1317 }
1318 }
1319 op->skill = skill; 1473 op->skill = skill;
1320 return 1; 1474 return 1;
1321} 1475}
1322 1476
1323/*************************************************************************** 1477/***************************************************************************
1324 * 1478 *
1325 * CURSE 1479 * CURSE
1326 * 1480 *
1327 ***************************************************************************/ 1481 ***************************************************************************/
1328 1482
1483int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1484cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485{
1330 object *god = find_god(determine_god(op)); 1486 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1487 object *tmp, *force;
1332 1488
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1490 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0;
1494 }
1340 1495
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1497 for (force = tmp->inv; force != NULL; force = force->below)
1498 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 {
1344 if (force->name == spell_ob->name) { 1501 if (force->name == spell_ob->name)
1345 break; 1502 {
1346 } 1503 break;
1504 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1505 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1506 {
1349 "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);
1350 spell_ob->name, force->name_pl); 1508 return 0;
1351 return 0; 1509 }
1510 }
1352 } 1511 }
1353 }
1354 }
1355 1512
1356 if(force==NULL) { 1513 if (force == NULL)
1514 {
1357 force=get_archetype(FORCE_NAME); 1515 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1516 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1517 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1518 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1519 else
1520 force->name = spell_ob->name;
1521
1522 force->name_pl = spell_ob->name;
1523
1524 }
1525 else
1526 {
1368 int duration; 1527 int duration;
1369 1528
1370 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;
1371 if (duration > force->duration) { 1530 if (duration > force->duration)
1531 {
1372 force->duration = duration; 1532 force->duration = duration;
1373 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.");
1374 } else { 1534 }
1535 else
1536 {
1375 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.");
1376 } 1538 }
1377 return 1; 1539 return 1;
1378 } 1540 }
1379 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;
1380 force->speed = 1.0; 1542 force->speed = 1.0;
1381 force->speed_left = -1.0; 1543 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1544 SET_FLAG (force, FLAG_APPLIED);
1383 1545
1384 if(god) { 1546 if (god)
1547 {
1385 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1549 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1550 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1551 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1553 }
1391 } else 1554 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1556
1394 1557
1395 if(tmp!=op && op->type==PLAYER) 1558 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1560
1398 force->stats.ac = spell_ob->stats.ac; 1561 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1562 force->stats.wc = spell_ob->stats.wc;
1400 1563
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1564 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1565 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1566 fix_player (tmp);
1404 return 1; 1567 return 1;
1405 1568
1406} 1569}
1407 1570
1408 1571
1409/********************************************************************** 1572/**********************************************************************
1413 ***********************************************************************/ 1576 ***********************************************************************/
1414 1577
1415/* This covers the various spells that change the moods of monsters - 1578/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1579 * makes them angry, peacful, friendly, etc.
1417 */ 1580 */
1581int
1418int mood_change(object *op, object *caster, object *spell) { 1582mood_change (object *op, object *caster, object *spell)
1583{
1419 object *tmp, *god, *head; 1584 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1585 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1586 sint16 x, y, nx, ny;
1422 mapstruct *m; 1587 mapstruct *m;
1423 const char *race; 1588 const char *race;
1424 1589
1425 /* 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
1426 * doing it over and over again. 1591 * doing it over and over again.
1427 */ 1592 */
1428 god=find_god(determine_god(op)); 1593 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1594 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1595 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1596
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1599 * won't ever match anything.
1435 */ 1600 */
1436 if (!spell->race) race=NULL; 1601 if (!spell->race)
1602 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1603 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1604 race = god->slaying;
1438 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
1439 else race = spell->race; 1608 race = spell->race;
1440
1441 1609
1610
1442 for (x = op->x - range; x <= op->x + range; x++) 1611 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1612 for (y = op->y - range; y <= op->y + range; y++)
1613 {
1444 1614
1445 done_one=0; 1615 done_one = 0;
1446 m = op->map; 1616 m = op->map;
1447 nx = x; 1617 nx = x;
1448 ny = y; 1618 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1451 1622
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1624 if (!(mflags & P_IS_ALIVE))
1625 continue;
1454 1626
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1628 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break;
1457 1630
1458 /* There can be living objects that are not monsters */ 1631 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1632 if (!tmp || tmp->type == PLAYER)
1633 continue;
1460 1634
1461 /* Only the head has meaningful data, so resolve to that */ 1635 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1636 if (tmp->head)
1463 else head=tmp; 1637 head = tmp->head;
1638 else
1639 head = tmp;
1464 1640
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1642 if (race && head->race && !strstr (race, head->race))
1643 continue;
1467 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;
1468 1646
1469 /* Now do a bunch of stuff related to saving throws */ 1647 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1648 best_at = -1;
1471 if (spell->attacktype) { 1649 if (spell->attacktype)
1650 {
1472 for (at=0; at < NROFATTACKS; at++) 1651 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1652 if (spell->attacktype & (1 << at))
1474 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;
1475 1655
1476 if (best_at == -1) at=0; 1656 if (best_at == -1)
1657 at = 0;
1477 else { 1658 else
1659 {
1478 if (head->resist[best_at] == 100) continue; 1660 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1661 continue;
1480 } 1662 else
1663 at = head->resist[best_at] / 5;
1664 }
1481 at -= level / 5; 1665 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1666 if (did_make_save (head, head->level, at))
1483 } 1667 continue;
1668 }
1484 else /* spell->attacktype */ 1669 else /* spell->attacktype */
1485 /* 1670 /*
1486 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:
1487 * if spell level < monster level, no go 1672 * if spell level < monster level, no go
1488 * 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 ) )
1489 1674
1490 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.
1491 1676
1492 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
1493 charm a level 125 monster... 1678 charm a level 125 monster...
1494 1679
1495 Ryo, august 14th 1680 Ryo, august 14th
1496 */ 1681 */
1497 { 1682 {
1498 if ( head->level > level ) continue; 1683 if (head->level > level)
1684 continue;
1499 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))))
1500 /* Failed, no effect */ 1686 /* Failed, no effect */
1501 continue; 1687 continue;
1502 } 1688 }
1503 1689
1504 /* Done with saving throw. Now start effecting the monster */ 1690 /* Done with saving throw. Now start effecting the monster */
1505 1691
1506 /* aggravation */ 1692 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1693 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1695 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1697 remove_friendly_object (head);
1511 1698
1512 done_one = 1; 1699 done_one = 1;
1513 head->enemy = op; 1700 head->enemy = op;
1514 } 1701 }
1515 1702
1516 /* calm monsters */ 1703 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1706 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1707 head->enemy = NULL;
1520 done_one = 1; 1708 done_one = 1;
1521 } 1709 }
1522 1710
1523 /* berserk monsters */ 1711 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 {
1525 SET_FLAG(head, FLAG_BERSERK); 1714 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1715 done_one = 1;
1527 } 1716 }
1528 /* charm */ 1717 /* charm */
1529 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 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1720 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1721 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1724 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1725 set_owner (head, op);
1536 set_spell_skill(op, caster, spell, head); 1726 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1727 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1728 head->attack_movement = PETMOVE;
1539 done_one = 1; 1729 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1731 head->stats.exp = 0;
1542 } 1732 }
1543 1733
1544 /* If a monster was effected, put an effect in */ 1734 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1735 if (done_one && spell->other_arch)
1736 {
1546 tmp = arch_to_object(spell->other_arch); 1737 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1738 tmp->x = nx;
1548 tmp->y = ny; 1739 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1740 insert_ob_in_map (tmp, m, op, 0);
1550 } 1741 }
1551 } /* for y */ 1742 } /* for y */
1552 1743
1553 return 1; 1744 return 1;
1554} 1745}
1555 1746
1556 1747
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1750 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1751 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1752 * note that duration is handled by process_object() in time.c
1562 */ 1753 */
1563 1754
1755void
1564void move_ball_spell(object *op) { 1756move_ball_spell (object *op)
1757{
1565 int i,j,dam_save,dir, mflags; 1758 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1759 sint16 nx, ny, hx, hy;
1567 object *owner; 1760 object *owner;
1568 mapstruct *m; 1761 mapstruct *m;
1569 1762
1570 owner = get_owner(op); 1763 owner = get_owner (op);
1571 1764
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1767 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1769 * deviations.
1577 */ 1770 */
1578 1771
1579 dir = 0; 1772 dir = 0;
1580 if(!(rndm(0, 3))) 1773 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1774 j = rndm (0, 1);
1582 else j=0; 1775 else
1776 j = 0;
1583 1777
1584 for(i = 1; i < 9; i++) { 1778 for (i = 1; i < 9; i++)
1779 {
1585 /* i bit 0: alters sign of offset 1780 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1781 * other bits (i / 2): absolute value of offset
1587 */ 1782 */
1588 1783
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1785 int tmpdir = absdir (op->direction + offset);
1591 1786
1592 nx = op->x + freearr_x[tmpdir]; 1787 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1788 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1790 {
1596 dir = tmpdir; 1791 dir = tmpdir;
1597 break; 1792 break;
1598 } 1793 }
1599 } 1794 }
1600 if (dir == 0) { 1795 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1796 {
1797 nx = op->x;
1798 ny = op->y;
1799 m = op->map;
1800 }
1605 1801
1606 remove_ob(op); 1802 remove_ob (op);
1607 op->y=ny; 1803 op->y = ny;
1608 op->x=nx; 1804 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1805 insert_ob_in_map (op, m, op, 0);
1610 1806
1611 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
1612 surrounding squares */ 1808 surrounding squares */
1613 1809
1614 /* loop over current square and neighbors to hit. 1810 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1811 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1812 * the surround spaces.
1617 */ 1813 */
1618 for(j=0;j<9;j++) { 1814 for (j = 0; j < 9; j++)
1815 {
1619 object *new_ob; 1816 object *new_ob;
1620 1817
1621 hx = nx+freearr_x[j]; 1818 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1819 hy = ny + freearr_y[j];
1623 1820
1624 m = op->map; 1821 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1823
1627 if (mflags & P_OUT_OF_MAP) continue; 1824 if (mflags & P_OUT_OF_MAP)
1825 continue;
1628 1826
1629 /* 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
1630 * of the map either. 1828 * of the map either.
1631 */ 1829 */
1632 1830
1633 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)))
1634 if(j) op->stats.dam = dam_save/2; 1832 {
1833 if (j)
1834 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1835 hit_map (op, j, op->attacktype, 1);
1636 1836
1637 } 1837 }
1638 1838
1639 /* insert the other arch */ 1839 /* insert the other arch */
1640 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 {
1641 new_ob = arch_to_object(op->other_arch); 1842 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1843 new_ob->x = hx;
1643 new_ob->y = hy; 1844 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1845 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1846 }
1646 } 1847 }
1647 1848
1648 /* restore to the center location and damage*/ 1849 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1850 op->stats.dam = dam_save;
1650 1851
1651 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));
1652 1853
1653 if(i>=0) { /* we have a preferred direction! */ 1854 if (i >= 0)
1855 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1856 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1861 }
1659 op->direction=i; 1862 op->direction = i;
1660 } 1863 }
1661} 1864}
1662 1865
1663 1866
1664/* move_swarm_spell: peterm 1867/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1873 */
1671 1874
1875void
1672void move_swarm_spell(object *op) 1876move_swarm_spell (object *op)
1673{ 1877{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1878#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1881 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1882 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1883 mapstruct *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1884#endif
1885 int basedir;
1886 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1942 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1944 * do some sanity checking anyways.
1748 */ 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))))
1749 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
1750 if (op->spell && op->spell->type == SPELL) 1966 if (op->spell && op->spell->type == SPELL)
1751 { 1967 {
1752 /* 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 */
1753 if (op->spell->subtype == SP_BULLET) 1969 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1970 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1971 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1973 }
1758} 1974}
1759 1975
1760 1976
1761 1977
1762 1978
1770 * dir: the direction everything will be fired in 1986 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1987 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1988 * n: the number to be fired.
1773 */ 1989 */
1774 1990
1991int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1992fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1993{
1777 object *tmp; 1994 object *tmp;
1778 int i; 1995 int i;
1779 1996
1780 if (!spell->other_arch) return 0; 1997 if (!spell->other_arch)
1998 return 0;
1781 1999
1782 tmp=get_archetype(SWARM_SPELL); 2000 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 2001 tmp->x = op->x;
1784 tmp->y=op->y; 2002 tmp->y = op->y;
1785 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. */
1786 set_spell_skill(op, caster, spell, tmp); 2004 set_spell_skill (op, caster, spell, tmp);
1787 2005
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 2007 tmp->spell = arch_to_object (spell->other_arch);
1790 2008
1791 tmp->attacktype = tmp->spell->attacktype; 2009 tmp->attacktype = tmp->spell->attacktype;
1792 2010
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
1794 if ( ! tailor_god_spell (tmp, op)) 2013 if (!tailor_god_spell (tmp, op))
1795 return 1; 2014 return 1;
1796 } 2015 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 2016 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 2017 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 2019
1801 tmp->direction=dir; 2020 tmp->direction = dir;
1802 tmp->invisible=1; 2021 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 2022 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 2023 return 1;
1805} 2024}
1806 2025
1807 2026
1808/* See the spells documentation file for why this is its own 2027/* See the spells documentation file for why this is its own
1809 * function. 2028 * function.
1810 */ 2029 */
2030int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2031cast_light (object *op, object *caster, object *spell, int dir)
2032{
1812 object *target=NULL,*tmp=NULL; 2033 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2034 sint16 x, y;
1814 int dam, mflags; 2035 int dam, mflags;
1815 mapstruct *m; 2036 mapstruct *m;
1816 2037
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2039
1819 if(!dir) { 2040 if (!dir)
2041 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2043 return 0;
1822 } 2044 }
1823 2045
1824 x=op->x+freearr_x[dir]; 2046 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2047 y = op->y + freearr_y[dir];
1826 m = op->map; 2048 m = op->map;
1827 2049
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2050 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2051
1830 if (mflags & P_OUT_OF_MAP) { 2052 if (mflags & P_OUT_OF_MAP)
2053 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2055 return 0;
1833 } 2056 }
1834 2057
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2058 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
1836 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)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2063 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 2064 if (target->head)
2065 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2066 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2067 return 1; /* one success only! */
2068 }
1842 } 2069 }
1843 }
1844 2070
1845 /* no live target, perhaps a wall is in the way? */ 2071 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 2075 return 0;
1849 } 2076 }
1850 2077
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 2079 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2080 if (!tmp)
2081 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2083 return 0;
1856 } 2084 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2086 if (tmp->glow_radius)
2087 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 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;
1861 } 2091 }
1862 tmp->x=x; 2092 tmp->x = x;
1863 tmp->y=y; 2093 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2094 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2095 return 1;
1866} 2096}
1867 2097
1868 2098
1869 2099
1870 2100
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 2105 * perhaps this should actually be in disease.c?
1876 */ 2106 */
1877 2107
2108int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2109cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{
1879 sint16 x,y; 2111 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2112 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2113 object *walk;
1882 mapstruct *m; 2114 mapstruct *m;
1883 2115
1884 x = op->x; 2116 x = op->x;
1885 y = op->y; 2117 y = op->y;
1886 2118
1887 /* 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
1888 * direction the player is pointing. 2120 * direction the player is pointing.
1889 */ 2121 */
2122 if (!dir)
1890 if (!dir) dir=op->facing; 2123 dir = op->facing;
2124 if (!dir)
1891 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 */
1892 2126
1893 /* Calculate these once here */ 2127 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2128 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2129 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2130 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2131
1898 /* search in a line for a victim */ 2132 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2133 for (i = 1; i < range; i++)
2134 {
1900 x = op->x + i * freearr_x[dir]; 2135 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2136 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2137 m = op->map;
1903 2138
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2139 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2140
1906 if (mflags & P_OUT_OF_MAP) return 0; 2141 if (mflags & P_OUT_OF_MAP)
2142 return 0;
1907 2143
1908 /* don't go through walls - presume diseases are airborne */ 2144 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 2147
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2149 if (mflags & P_IS_ALIVE)
2150 {
1913 /* search this square for a victim */ 2151 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2155 object *disease = arch_to_object (spell->other_arch);
1917 2156
1918 set_owner(disease,op); 2157 set_owner (disease, op);
1919 set_spell_skill(op, caster, spell, disease); 2158 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2159 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2160 disease->level = caster_level (caster, spell);
1922 2161
1923 /* do level adjustments */ 2162 /* do level adjustments */
1924 if(disease->stats.wc) 2163 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2164 disease->stats.wc += dur_mod / 2;
1926 2165
1927 if(disease->magic> 0) 2166 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2167 disease->magic += dur_mod / 4;
1929 2168
1930 if(disease->stats.maxhp>0) 2169 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2170 disease->stats.maxhp += dur_mod;
1932 2171
1933 if(disease->stats.maxgrace>0) 2172 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2173 disease->stats.maxgrace += dur_mod;
1935 2174
1936 if(disease->stats.dam) { 2175 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2176 {
1938 disease->stats.dam += dam_mod; 2177 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2178 disease->stats.dam += dam_mod;
1940 } 2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
1941 2182
1942 if(disease->last_sp) { 2183 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2184 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2185 disease->last_sp -= 2 * dam_mod;
1945 } 2186 if (disease->last_sp < 1)
2187 disease->last_sp = 1;
2188 }
1946 2189
1947 if(disease->stats.maxsp) { 2190 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2191 {
1949 disease->stats.maxsp += dam_mod; 2192 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2193 disease->stats.maxsp += dam_mod;
1951 } 2194 else
1952 2195 disease->stats.maxsp -= dam_mod;
2196 }
2197
1953 if(disease->stats.ac) 2198 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2199 disease->stats.ac += dam_mod;
1955 2200
1956 if(disease->last_eat) 2201 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2202 disease->last_eat -= dam_mod;
1958 2203
1959 if(disease->stats.hp) 2204 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2205 disease->stats.hp -= dam_mod;
1961 2206
1962 if(disease->stats.sp) 2207 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2208 disease->stats.sp -= dam_mod;
1964 2209
1965 if(infect_object(walk,disease,1)) { 2210 if (infect_object (walk, disease, 1))
2211 {
1966 object *flash; /* visual effect for inflicting disease */ 2212 object *flash; /* visual effect for inflicting disease */
1967 2213
1968 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);
1969 2215
1970 free_object(disease); /* don't need this one anymore */ 2216 free_object (disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2217 flash = get_archetype (ARCH_DETECT_MAGIC);
1972 flash->x = x; 2218 flash->x = x;
1973 flash->y = y; 2219 flash->y = y;
1974 flash->map = walk->map; 2220 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0); 2221 insert_ob_in_map (flash, walk->map, op, 0);
1976 return 1; 2222 return 1;
1977 } 2223 }
1978 free_object(disease); 2224 free_object (disease);
1979 } 2225 }
1980 } /* if living creature */ 2226 } /* if living creature */
1981 } /* for range of spaces */ 2227 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2229 return 1;
1984} 2230}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines