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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 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 1.3 2006/08/15 16:19:55 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 90 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
396 remove_ob (op); 436 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 437 op->x = env->x;
402 op->y = env->y; 438 op->y = env->y;
403 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 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 441 else if (out_of_map (op->map, op->x, op->y))
442 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 444 remove_ob (op);
407 free_object (op); 445 free_object (op);
408 return; 446 return;
409 } 447 }
410 448
411 // 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
412 // 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
413 // bad at the moment that might happen from this. 451 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 453 {
416 remove_ob (op); 454 remove_ob (op);
417 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))
418 return; 463 return;
419 } 464 }
420 465
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
429 468
430 copy_owner (tmp, op); 469 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 471
434 owner = get_owner(op); 472 owner = get_owner (op);
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) { 474 {
437 remove_ob (op); 475 remove_ob (op);
438 free_object (op); 476 free_object (op);
439 return; 477 return;
440 } 478 }
441 tmp->x = op->x; 479 tmp->x = op->x;
442 tmp->y = op->y; 480 tmp->y = op->y;
443 481
444 /* special for bombs - it actually has sane values for these */ 482 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 {
446 tmp->attacktype = op->attacktype; 485 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 486 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 487 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 488 tmp->duration = op->duration;
450 } else { 489 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 490 else
491 {
492 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 494 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 495 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 496 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 497 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 498 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 499 * the count of the parent should work fine.
458 */ 500 */
459 tmp->stats.maxhp = op->count; 501 tmp->stats.maxhp = op->count;
460 } 502 }
461 503
462 /* Set direction of cone explosion */ 504 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 505 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 506 tmp->stats.sp = op->direction;
465 507
466 /* Prevent recursion */ 508 /* Prevent recursion */
467 op->move_on = 0; 509 op->move_on = 0;
468 510
469 insert_ob_in_map(tmp, op->map, op, 0); 511 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 512 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 513 if (!was_destroyed (op, op_tag))
514 {
472 remove_ob (op); 515 remove_ob (op);
473 free_object (op); 516 free_object (op);
474 } 517 }
475} 518}
476 519
477 520
478 521
479/* checks to see what op should do, given the space it is on 522/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 523 * (eg, explode, damage player, etc)
481 */ 524 */
482 525
526void
483void check_bullet(object *op) 527check_bullet (object *op)
484{ 528{
485 tag_t op_tag = op->count, tmp_tag; 529 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 530 object *tmp;
487 int dam, mflags; 531 int dam, mflags;
488 mapstruct *m; 532 mapstruct *m;
489 sint16 sx, sy; 533 sint16 sx, sy;
490 534
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 536
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 538 return;
495 539
496 if (op->other_arch) { 540 if (op->other_arch)
541 {
497 /* explode object will also remove op */ 542 /* explode object will also remove op */
498 explode_bullet (op); 543 explode_bullet (op);
499 return; 544 return;
500 } 545 }
501 546
502 /* If nothing alive on this space, no reason to do anything further */ 547 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 548 if (!(mflags & P_IS_ALIVE))
549 return;
504 550
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 552 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 {
508 tmp_tag = tmp->count; 555 tmp_tag = tmp->count;
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 558 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 559 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 560 {
515 free_object(op); 561 remove_ob (op);
516 return; 562 free_object (op);
517 } 563 return;
564 }
518 } 565 }
519 } 566 }
520 } 567 }
521} 568}
522 569
525 * call check_bullet. 572 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 573 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 574 * fired arches (eg, bolts).
528 */ 575 */
529 576
577void
530void move_bullet(object *op) 578move_bullet (object *op)
531{ 579{
532 sint16 new_x, new_y; 580 sint16 new_x, new_y;
533 int mflags; 581 int mflags;
534 mapstruct *m; 582 mapstruct *m;
535 583
536#if 0 584#if 0
537 /* We need a better general purpose way to do this */ 585 /* We need a better general purpose way to do this */
538 586
539 /* peterm: added to make comet leave a trail of burnouts 587 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 588 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 589 if (op->stats.sp == SP_METEOR)
590 {
542 replace_insert_ob_in_map("fire_trail",op); 591 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 592 if (was_destroyed (op, op_tag))
544 return; 593 return;
545 } /* end addition. */ 594 } /* end addition. */
546#endif 595#endif
547 596
548 /* Reached the end of its life - remove it */ 597 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 598 if (--op->range <= 0)
599 {
550 if (op->other_arch) { 600 if (op->other_arch)
601 {
551 explode_bullet (op); 602 explode_bullet (op);
552 } else { 603 }
604 else
605 {
553 remove_ob (op); 606 remove_ob (op);
554 free_object (op); 607 free_object (op);
555 } 608 }
556 return; 609 return;
557 } 610 }
558 611
559 new_x = op->x + DIRX(op); 612 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 613 new_y = op->y + DIRY (op);
561 m = op->map; 614 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 616
564 if (mflags & P_OUT_OF_MAP) { 617 if (mflags & P_OUT_OF_MAP)
618 {
565 remove_ob (op); 619 remove_ob (op);
566 free_object (op); 620 free_object (op);
567 return; 621 return;
568 } 622 }
569 623
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 {
571 if (op->other_arch) { 626 if (op->other_arch)
627 {
572 explode_bullet (op); 628 explode_bullet (op);
629 }
573 } else { 630 else
631 {
574 remove_ob (op); 632 remove_ob (op);
575 free_object (op); 633 free_object (op);
576 } 634 }
577 return; 635 return;
578 } 636 }
579 637
580 remove_ob (op); 638 remove_ob (op);
581 op->x = new_x; 639 op->x = new_x;
582 op->y = new_y; 640 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 642 return;
585 643
586 if (reflwall (op->map, op->x, op->y, op)) { 644 if (reflwall (op->map, op->x, op->y, op))
645 {
587 op->direction = absdir (op->direction + 4); 646 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 647 update_turn_face (op);
589 } else { 648 }
649 else
650 {
590 check_bullet (op); 651 check_bullet (op);
591 } 652 }
592} 653}
593 654
594 655
595 656
601 * spob->attacktype. 662 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 663 * This function sets up the appropriate owner and skill
603 * pointers. 664 * pointers.
604 */ 665 */
605 666
667int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 668fire_bullet (object *op, object *caster, int dir, object *spob)
669{
607 object *tmp=NULL; 670 object *tmp = NULL;
608 int mflags; 671 int mflags;
609 672
610 if (!spob->other_arch) 673 if (!spob->other_arch)
611 return 0; 674 return 0;
612 675
613 tmp=arch_to_object(spob->other_arch); 676 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 677 if (tmp == NULL)
615 return 0; 678 return 0;
616 679
617 /* peterm: level dependency for bolts */ 680 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 682 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 683 if (spob->slaying)
684 tmp->slaying = spob->slaying;
621 685
622 tmp->range = 50; 686 tmp->range = 50;
623 687
624 /* Need to store duration/range for the ball to use */ 688 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 689 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 690 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 691 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 692
629 tmp->direction=dir; 693 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 695 SET_ANIMATION (tmp, dir);
632 696
633 set_owner(tmp,op); 697 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 698 set_spell_skill (op, caster, spob, tmp);
635 699
636 tmp->x=op->x + freearr_x[dir]; 700 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 701 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 702 tmp->map = op->map;
639 703
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 705 if (mflags & P_OUT_OF_MAP)
706 {
642 free_object(tmp); 707 free_object (tmp);
643 return 0; 708 return 0;
644 } 709 }
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 {
647 free_object(tmp); 714 free_object (tmp);
648 return 0; 715 return 0;
649 } 716 }
650 tmp->x=op->x; 717 tmp->x = op->x;
651 tmp->y=op->y; 718 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 719 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 720 tmp->map = op->map;
654 } 721 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
723 {
656 check_bullet (tmp); 724 check_bullet (tmp);
657 } 725 }
658 return 1; 726 return 1;
659} 727}
660 728
661 729
662 730
663 731
667 * 735 *
668 *****************************************************************************/ 736 *****************************************************************************/
669 737
670 738
671/* drops an object based on what is in the cone's "other_arch" */ 739/* drops an object based on what is in the cone's "other_arch" */
740void
672void cone_drop(object *op) { 741cone_drop (object *op)
742{
673 object *new_ob = arch_to_object(op->other_arch); 743 object *new_ob = arch_to_object (op->other_arch);
674 744
675 new_ob->x = op->x; 745 new_ob->x = op->x;
676 new_ob->y = op->y; 746 new_ob->y = op->y;
677 new_ob->level = op->level; 747 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 748 set_owner (new_ob, op->owner);
679 749
680 /* preserve skill ownership */ 750 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 751 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 752 {
753 new_ob->skill = op->skill;
754 }
685 insert_ob_in_map(new_ob,op->map,op,0); 755 insert_ob_in_map (new_ob, op->map, op, 0);
686 756
687} 757}
688 758
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 759/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 760
761void
691void move_cone(object *op) { 762move_cone (object *op)
763{
692 int i; 764 int i;
693 tag_t tag; 765 tag_t tag;
694 766
695 /* if no map then hit_map will crash so just ignore object */ 767 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 768 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 769 {
698 op->name ? op->name : "unknown"); 770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 771 op->speed = 0;
700 update_ob_speed (op); 772 update_ob_speed (op);
701 return; 773 return;
702 } 774 }
703 775
704 /* lava saves it's life, but not yours :) */ 776 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 777 if (QUERY_FLAG (op, FLAG_LIFESAVE))
778 {
706 hit_map(op,0,op->attacktype,0); 779 hit_map (op, 0, op->attacktype, 0);
707 return; 780 return;
708 } 781 }
709 782
710#if 0 783#if 0
711 /* Disable this - enabling it makes monsters easier, as 784 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 785 * when their cone dies when they die.
713 */ 786 */
714 /* If no owner left, the spell dies out. */ 787 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 788 if (get_owner (op) == NULL)
789 {
716 remove_ob(op); 790 remove_ob (op);
717 free_object(op); 791 free_object (op);
718 return; 792 return;
719 } 793 }
720#endif 794#endif
721 795
722 tag = op->count; 796 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 797 hit_map (op, 0, op->attacktype, 0);
724 798
725 /* Check to see if we should push anything. 799 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 800 * Spell objects with weight push whatever they encounter to some
727 * degree. 801 * degree.
728 */ 802 */
803 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 804 check_spell_knockback (op);
730 805
731 if (was_destroyed (op, tag)) 806 if (was_destroyed (op, tag))
807 return;
808
809 if ((op->duration--) < 0)
810 {
811 remove_ob (op);
812 free_object (op);
732 return; 813 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 814 }
739 /* Object has hit maximum range, so don't have it move 815 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 816 * any further. When the duration above expires,
741 * then the object will get removed. 817 * then the object will get removed.
742 */ 818 */
743 if (--op->range < 0) { 819 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 820 {
821 op->range = 0; /* just so it doesn't wrap */
822 return;
823 }
747 824
748 for(i= -1;i<2;i++) { 825 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 826 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 828
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 829 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 {
753 object *tmp=get_object(); 831 object *tmp = get_object ();
832
754 copy_object(op, tmp); 833 copy_object (op, tmp);
755 tmp->x=x; 834 tmp->x = x;
756 tmp->y=y; 835 tmp->y = y;
757 836
758 tmp->duration = op->duration + 1; 837 tmp->duration = op->duration + 1;
759 838
760 /* Use for spell tracking - see ok_to_put_more() */ 839 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 840 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 841 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 842 if (tmp->other_arch)
764 } 843 cone_drop (tmp);
844 }
765 } 845 }
766} 846}
767 847
768/* cast_cone: casts a cone spell. 848/* cast_cone: casts a cone spell.
769 * op: person firing the object. 849 * op: person firing the object.
771 * dir: direction to fire in. 851 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 852 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 853 * to fire.
774 * returns 0 on failure, 1 on success. 854 * returns 0 on failure, 1 on success.
775 */ 855 */
856int
776int cast_cone(object *op, object *caster,int dir, object *spell) 857cast_cone (object *op, object *caster, int dir, object *spell)
777{ 858{
778 object *tmp; 859 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 860 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 861 mapstruct *m;
781 sint16 sx, sy; 862 sint16 sx, sy;
782 MoveType movetype; 863 MoveType movetype;
783 864
784 if (!spell->other_arch) return 0; 865 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 866 return 0;
867
868 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 869 {
870 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
871 return 0;
872 }
792 873
793 if(!dir) { 874 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 875 {
876 range_min = 0;
877 range_max = 8;
878 }
797 879
798 /* Need to know what the movetype of the object we are about 880 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 881 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 882 * insert it into is blocked.
801 */ 883 */
802 movetype = spell->other_arch->clone.move_type; 884 movetype = spell->other_arch->clone.move_type;
803 885
804 for(i=range_min;i<=range_max;i++) { 886 for (i = range_min; i <= range_max; i++)
887 {
805 sint16 x,y, d; 888 sint16 x, y, d;
806 889
807 /* We can't use absdir here, because it never returns 890 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 891 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 892 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 893 * to hit that person.
811 */ 894 */
812 d = dir + i; 895 d = dir + i;
813 while (d < 0) d+=8; 896 while (d < 0)
814 while (d > 8) d-=8; 897 d += 8;
898 while (d > 8)
899 d -= 8;
815 900
816 /* If it's not a rune, we don't want to blast the caster. 901 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 902 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 903 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 904 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 905 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 906 * for the rune code.
822 */ 907 */
823 if (caster->type != RUNE && d==0) { 908 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 909 {
825 else continue; 910 if (dir != 0)
826 } 911 d = 8;
912 else
913 continue;
914 }
827 915
828 x = op->x+freearr_x[d]; 916 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 917 y = op->y + freearr_y[d];
830 918
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 919 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 920 continue;
833 921
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 923 continue;
836 924
837 success=1; 925 success = 1;
838 tmp=arch_to_object(spell->other_arch); 926 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 927 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 928 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 929 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 930 tmp->x = sx;
843 tmp->y = sy; 931 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 932 tmp->attacktype = spell->attacktype;
845 933
846 /* holy word stuff */ 934 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
848 if(!tailor_god_spell(tmp,op)) return 0; 937 if (!tailor_god_spell (tmp, op))
849 } 938 return 0;
850 939 }
851 if(dir) 940
941 if (dir)
852 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
853 else 943 else
854 tmp->stats.sp=i; 944 tmp->stats.sp = i;
855 945
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 947
858 /* 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 */
859 if (dir == 0) { 949 if (dir == 0)
950 {
860 tmp->range /= 4; 951 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
862 } 953 tmp->range = 2;
954 }
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 957
866 /* Special bonus for fear attacks */ 958 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 959 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 960 {
869 else 961 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha];
963 else
870 tmp->duration += caster->level/3; 964 tmp->duration += caster->level / 3;
871 } 965 }
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 967 {
874 else 968 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else
875 tmp->duration += caster->level/3; 971 tmp->duration += caster->level / 3;
876 } 972 }
877 973
878 974
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 975 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 977
883 if (!tmp->move_on && tmp->stats.dam) { 978 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 979 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 981 }
887 }
888 insert_ob_in_map(tmp,m,op,0); 982 insert_ob_in_map (tmp, m, op, 0);
889 983
890 /* This is used for tracking spells so that one effect doesn't hit 984 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 985 * a single space too many times.
892 */ 986 */
893 tmp->stats.maxhp = tmp->count; 987 tmp->stats.maxhp = tmp->count;
894 988
895 if(tmp->other_arch) cone_drop(tmp); 989 if (tmp->other_arch)
990 cone_drop (tmp);
896 } 991 }
897 return success; 992 return success;
898} 993}
899 994
900/**************************************************************************** 995/****************************************************************************
901 * 996 *
902 * BOMB related code 997 * BOMB related code
905 1000
906 1001
907/* This handles an exploding bomb. 1002/* This handles an exploding bomb.
908 * op is the original bomb object. 1003 * op is the original bomb object.
909 */ 1004 */
1005void
910void animate_bomb(object *op) { 1006animate_bomb (object *op)
1007{
911 int i; 1008 int i;
912 object *env, *tmp; 1009 object *env, *tmp;
913 archetype *at; 1010 archetype *at;
914 1011
915 if(op->state!=NUM_ANIMATIONS(op)-1) 1012 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 1013 return;
917 1014
918 1015
919 env = object_get_env_recursive(op); 1016 env = object_get_env_recursive (op);
920 1017
921 if (op->env) { 1018 if (op->env)
1019 {
922 if (env->map == NULL) 1020 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1021 return;
1022
1023 if (env->type == PLAYER)
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return;
943 } 1031 }
944 1032
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 {
1038 remove_ob (op);
1039 free_object (op);
1040 return;
1041 }
1042
945 /* This copies a lot of the code from the fire bullet, 1043 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1044 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1045 * so just set up the appropriate values.
948 */ 1046 */
949 at = find_archetype(SPLINT); 1047 at = find_archetype (SPLINT);
950 if (at) { 1048 if (at)
951 for(i=1;i<9;i++) { 1049 {
1050 for (i = 1; i < 9; i++)
1051 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1053 continue;
954 tmp = arch_to_object(at); 1054 tmp = arch_to_object (at);
955 tmp->direction = i; 1055 tmp->direction = i;
956 tmp->range = op->range; 1056 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1057 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1058 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1059 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1060 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1061 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1062 {
963 tmp->skill = add_refcount(op->skill); 1063 tmp->skill = op->skill;
964 } 1064 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1066 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1067 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1068 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1069 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1070 move_bullet (tmp);
971 } 1071 }
972 } 1072 }
973 1073
974 explode_bullet(op); 1074 explode_bullet (op);
975} 1075}
976 1076
1077int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1078create_bomb (object *op, object *caster, int dir, object *spell)
1079{
978 1080
979 object *tmp; 1081 object *tmp;
980 int mflags; 1082 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1084 mapstruct *m;
983 1085
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1090 return 0;
988 } 1091 }
989 tmp=arch_to_object(spell->other_arch); 1092 tmp = arch_to_object (spell->other_arch);
990 1093
991 /* level dependencies for bomb */ 1094 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1098 tmp->attacktype = spell->attacktype;
996 1099
997 set_owner(tmp,op); 1100 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1101 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1102 tmp->x = dx;
1000 tmp->y=dy; 1103 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1104 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1105 return 1;
1003} 1106}
1004 1107
1005/**************************************************************************** 1108/****************************************************************************
1006 * 1109 *
1007 * smite related spell code. 1110 * smite related spell code.
1015 * dir is the direction to look in. 1118 * dir is the direction to look in.
1016 * range is how far out to look. 1119 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1121 * this info is used for blocked magic/unholy spaces.
1019 */ 1122 */
1020 1123
1124object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1125get_pointed_target (object *op, int dir, int range, int type)
1126{
1022 object *target; 1127 object *target;
1023 sint16 x,y; 1128 sint16 x, y;
1024 int dist, mflags; 1129 int dist, mflags;
1025 mapstruct *mp; 1130 mapstruct *mp;
1026 1131
1027 if (dir==0) return NULL; 1132 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1133 return NULL;
1134
1135 for (dist = 1; dist < range; dist++)
1136 {
1137 x = op->x + freearr_x[dir] * dist;
1138 y = op->y + freearr_y[dir] * dist;
1139 mp = op->map;
1140 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1141
1142 if (mflags & P_OUT_OF_MAP)
1143 return NULL;
1144 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1145 return NULL;
1146 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1147 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL;
1150
1151 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above)
1154 {
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target;
1158 }
1159 }
1160 }
1161 }
1162 return NULL;
1049} 1163}
1050 1164
1051 1165
1052/* cast_smite_arch() - the priest points to a creature and causes 1166/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1167 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1170 * caster = object casting the spell.
1057 * dir = direction being cast 1171 * dir = direction being cast
1058 * spell = spell object 1172 * spell = spell object
1059 */ 1173 */
1060 1174
1175int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1176cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{
1062 object *effect, *target; 1178 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1179 object *god = find_god (determine_god (op));
1064 int range; 1180 int range;
1065 1181
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1182 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1183 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1184
1069 /* Bunch of conditions for casting this spell. Note that only 1185 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1186 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1187 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1188 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1189 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1190 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1191 * can't be friendly to your god.
1076 */ 1192 */
1077 1193
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1195 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1196 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1197 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1199 return 0;
1084 } 1200 }
1085 1201
1086 if (spell->other_arch) 1202 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1203 effect = arch_to_object (spell->other_arch);
1088 else 1204 else
1089 return 0; 1205 return 0;
1090 1206
1091 /* tailor the effect by priest level and worshipped God */ 1207 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1208 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1209 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 {
1095 if(tailor_god_spell(effect,op)) 1212 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1214 else
1215 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1217 return 0;
1101 } 1218 }
1102 } 1219 }
1103 1220
1104 /* size of the area of destruction */ 1221 /* size of the area of destruction */
1105 effect->range=spell->range + 1222 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1223 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1224
1110 if (effect->attacktype & AT_DEATH) { 1225 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1226 {
1112 SP_level_dam_adjust(caster,spell); 1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1228
1114 /* casting death spells at undead isn't a good thing */ 1229 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD)
1232 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1233 if (random_roll (0, 2, op, PREFER_LOW))
1234 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1236 effect->x = op->x;
1119 effect->y=op->y; 1237 effect->y = op->y;
1120 } else { 1238 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1239 else
1122 query_name(target)); 1240 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1242 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1243 free_object (effect);
1125 return 0; 1244 return 0;
1245 }
1246 }
1126 } 1247 }
1127 } 1248 else
1128 } else { 1249 {
1129 /* how much woe to inflict :) */ 1250 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1252 }
1133 1253
1134 set_owner(effect,op); 1254 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1255 set_spell_skill (op, caster, spell, effect);
1136 1256
1137 /* ok, tell it where to be, and insert! */ 1257 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1258 effect->x = target->x;
1139 effect->y=target->y; 1259 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1260 insert_ob_in_map (effect, target->map, op, 0);
1141 1261
1142 return 1; 1262 return 1;
1143} 1263}
1144 1264
1145 1265
1146/**************************************************************************** 1266/****************************************************************************
1147 * 1267 *
1149 * note that the fire_bullet is used to fire the missile. The 1269 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1270 * code here is just to move the missile.
1151 ****************************************************************************/ 1271 ****************************************************************************/
1152 1272
1153/* op is a missile that needs to be moved */ 1273/* op is a missile that needs to be moved */
1274void
1154void move_missile(object *op) { 1275move_missile (object *op)
1276{
1155 int i, mflags; 1277 int i, mflags;
1156 object *owner; 1278 object *owner;
1157 sint16 new_x, new_y; 1279 sint16 new_x, new_y;
1158 mapstruct *m; 1280 mapstruct *m;
1159 1281
1160 if (op->range-- <=0) { 1282 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1283 {
1284 remove_ob (op);
1285 free_object (op);
1286 return;
1287 }
1165 1288
1166 owner = get_owner(op); 1289 owner = get_owner (op);
1167#if 0 1290#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1291 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1292 * monster that are then killed would continue to survive
1170 */ 1293 */
1171 if (owner == NULL) { 1294 if (owner == NULL)
1295 {
1172 remove_ob(op); 1296 remove_ob (op);
1173 free_object(op); 1297 free_object (op);
1174 return; 1298 return;
1175 } 1299 }
1176#endif 1300#endif
1177 1301
1178 new_x = op->x + DIRX(op); 1302 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1303 new_y = op->y + DIRY (op);
1180 1304
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1306
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 {
1185 tag_t tag = op->count; 1309 tag_t tag = op->count;
1310
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1311 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1312 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1313 * we need to remove it if someone hasn't already done so.
1189 */ 1314 */
1190 if ( ! was_destroyed (op, tag)) { 1315 if (!was_destroyed (op, tag))
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return;
1321 }
1322
1191 remove_ob (op); 1323 remove_ob (op);
1192 free_object(op);
1193 }
1194 return;
1195 }
1196
1197 remove_ob(op);
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1325 {
1326 free_object (op);
1327 return;
1328 }
1202 op->x = new_x; 1329 op->x = new_x;
1203 op->y = new_y; 1330 op->y = new_y;
1204 op->map = m; 1331 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1206 if(i > 0 && i != op->direction){ 1333 if (i > 0 && i != op->direction)
1334 {
1207 op->direction=i; 1335 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1336 SET_ANIMATION (op, op->direction);
1209 } 1337 }
1210 insert_ob_in_map(op,op->map,op,0); 1338 insert_ob_in_map (op, op->map, op, 0);
1211} 1339}
1212 1340
1213/**************************************************************************** 1341/****************************************************************************
1214 * Destruction 1342 * Destruction
1215 ****************************************************************************/ 1343 ****************************************************************************/
1344
1216/* make_object_glow() - currently only makes living objects glow. 1345/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1346 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1347 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1348 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1349 * give them the capability to have an inventory. b.t.
1221 */ 1350 */
1222 1351
1352int
1223int make_object_glow(object *op, int radius, int time) { 1353make_object_glow (object *op, int radius, int time)
1354{
1224 object *tmp; 1355 object *tmp;
1225 1356
1226 /* some things are unaffected... */ 1357 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1358 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1359 return 0;
1229 1360
1230 tmp=get_archetype(FORCE_NAME); 1361 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1362 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1363 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1364 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1365 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1367 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1368
1238 tmp->x=op->x; 1369 tmp->x = op->x;
1239 tmp->y=op->y; 1370 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1373 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1374 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1375 op->glow_radius = tmp->glow_radius;
1244 1376
1245 if(!tmp->env||op!=tmp->env) { 1377 if (!tmp->env || op != tmp->env)
1378 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1380 return 0;
1248 return 0;
1249 } 1381 }
1250 return 1; 1382 return 1;
1251} 1383}
1252 1384
1253 1385
1254
1255 1386
1387
1388int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1389cast_destruction (object *op, object *caster, object *spell_ob)
1390{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1391 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1392 sint16 sx, sy;
1259 mapstruct *m; 1393 mapstruct *m;
1260 object *tmp; 1394 object *tmp;
1261 const char *skill; 1395 const char *skill;
1262 1396
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1401 friendly = 1;
1267 1402
1268 /* destruction doesn't use another spell object, so we need 1403 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1404 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1405 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1406 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1407 * the full share string/free_string route.
1273 */ 1408 */
1274 skill = op->skill; 1409 skill = op->skill;
1410 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1411 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1412 else if (caster->skill)
1413 op->skill = caster->skill;
1414 else
1277 else op->skill = NULL; 1415 op->skill = NULL;
1278 1416
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1417 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1418
1281 for(i= -range; i<range; i++) { 1419 for (i = -range; i < range; i++)
1420 {
1282 for(j=-range; j<range ; j++) { 1421 for (j = -range; j < range; j++)
1422 {
1283 m = op->map; 1423 m = op->map;
1284 sx = op->x + i; 1424 sx = op->x + i;
1285 sy = op->y + j; 1425 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1288 if (mflags & P_IS_ALIVE) { 1429 if (mflags & P_IS_ALIVE)
1430 {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1434 break;
1292 if (tmp) { 1435 }
1293 if (tmp->head) tmp=tmp->head; 1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head;
1294 1440
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1443 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1447 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1448 {
1301 tmp->x = sx; 1449 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1450 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1451 tmp->y = sy;
1304 } 1452 insert_ob_in_map (tmp, m, op, 0);
1305 } 1453 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1454 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1456 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1459 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1460
1311 effect->y = sy; 1461 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1462 effect->y = sy;
1313 } 1463 insert_ob_in_map (effect, m, op, 0);
1314 } 1464 }
1315 } 1465 }
1316 } 1466 }
1467 }
1468 }
1469 }
1317 } 1470 }
1318 }
1319 }
1320 op->skill = skill; 1471 op->skill = skill;
1321 return 1; 1472 return 1;
1322} 1473}
1323 1474
1324/*************************************************************************** 1475/***************************************************************************
1325 * 1476 *
1326 * CURSE 1477 * CURSE
1327 * 1478 *
1328 ***************************************************************************/ 1479 ***************************************************************************/
1329 1480
1481int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1482cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{
1331 object *god = find_god(determine_god(op)); 1484 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1485 object *tmp, *force;
1333 1486
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1487 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1488 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1489 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0;
1492 }
1341 1493
1342 /* If we've already got a force of this type, don't add a new one. */ 1494 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1495 for (force = tmp->inv; force != NULL; force = force->below)
1496 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 {
1345 if (force->name == spell_ob->name) { 1499 if (force->name == spell_ob->name)
1346 break; 1500 {
1347 } 1501 break;
1502 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1503 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 {
1350 "You can not cast %s while %s is in effect", 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1506 return 0;
1352 return 0; 1507 }
1508 }
1353 } 1509 }
1354 }
1355 }
1356 1510
1357 if(force==NULL) { 1511 if (force == NULL)
1512 {
1358 force=get_archetype(FORCE_NAME); 1513 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1514 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1515 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1516 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1517 else
1518 force->name = spell_ob->name;
1519
1520 force->name_pl = spell_ob->name;
1521
1522 }
1523 else
1524 {
1369 int duration; 1525 int duration;
1370 1526
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1527 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1528 if (duration > force->duration)
1529 {
1373 force->duration = duration; 1530 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1532 }
1533 else
1534 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1536 }
1378 return 1; 1537 return 1;
1379 } 1538 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1540 force->speed = 1.0;
1382 force->speed_left = -1.0; 1541 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1542 SET_FLAG (force, FLAG_APPLIED);
1384 1543
1385 if(god) { 1544 if (god)
1545 {
1386 if (spell_ob->last_grace) 1546 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1547 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1549 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1550 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1551 }
1392 } else 1552 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1554
1395 1555
1396 if(tmp!=op && op->type==PLAYER) 1556 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1557 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1558
1399 force->stats.ac = spell_ob->stats.ac; 1559 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1560 force->stats.wc = spell_ob->stats.wc;
1401 1561
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1562 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1563 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1564 fix_player (tmp);
1405 return 1; 1565 return 1;
1406 1566
1407} 1567}
1408 1568
1409 1569
1410/********************************************************************** 1570/**********************************************************************
1414 ***********************************************************************/ 1574 ***********************************************************************/
1415 1575
1416/* This covers the various spells that change the moods of monsters - 1576/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1577 * makes them angry, peacful, friendly, etc.
1418 */ 1578 */
1579int
1419int mood_change(object *op, object *caster, object *spell) { 1580mood_change (object *op, object *caster, object *spell)
1581{
1420 object *tmp, *god, *head; 1582 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1583 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1584 sint16 x, y, nx, ny;
1423 mapstruct *m; 1585 mapstruct *m;
1424 const char *race; 1586 const char *race;
1425 1587
1426 /* We precompute some values here so that we don't have to keep 1588 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1589 * doing it over and over again.
1428 */ 1590 */
1429 god=find_god(determine_god(op)); 1591 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1592 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1593 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1594
1433 /* On the bright side, no monster should ever have a race of GOD_... 1595 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1596 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1597 * won't ever match anything.
1436 */ 1598 */
1437 if (!spell->race) race=NULL; 1599 if (!spell->race)
1600 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1601 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1602 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1603 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race;
1605 else
1440 else race = spell->race; 1606 race = spell->race;
1441
1442 1607
1608
1443 for (x = op->x - range; x <= op->x + range; x++) 1609 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1610 for (y = op->y - range; y <= op->y + range; y++)
1611 {
1445 1612
1446 done_one=0; 1613 done_one = 0;
1447 m = op->map; 1614 m = op->map;
1448 nx = x; 1615 nx = x;
1449 ny = y; 1616 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1452 1620
1453 /* If there is nothing living on this space, no need to go further */ 1621 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1622 if (!(mflags & P_IS_ALIVE))
1623 continue;
1455 1624
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1626 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break;
1458 1628
1459 /* There can be living objects that are not monsters */ 1629 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1630 if (!tmp || tmp->type == PLAYER)
1631 continue;
1461 1632
1462 /* Only the head has meaningful data, so resolve to that */ 1633 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1634 if (tmp->head)
1464 else head=tmp; 1635 head = tmp->head;
1636 else
1637 head = tmp;
1465 1638
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1640 if (race && head->race && !strstr (race, head->race))
1641 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue;
1469 1644
1470 /* Now do a bunch of stuff related to saving throws */ 1645 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1646 best_at = -1;
1472 if (spell->attacktype) { 1647 if (spell->attacktype)
1648 {
1473 for (at=0; at < NROFATTACKS; at++) 1649 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1650 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1651 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at;
1476 1653
1477 if (best_at == -1) at=0; 1654 if (best_at == -1)
1655 at = 0;
1478 else { 1656 else
1657 {
1479 if (head->resist[best_at] == 100) continue; 1658 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1659 continue;
1481 } 1660 else
1661 at = head->resist[best_at] / 5;
1662 }
1482 at -= level / 5; 1663 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1664 if (did_make_save (head, head->level, at))
1484 } 1665 continue;
1666 }
1485 else /* spell->attacktype */ 1667 else /* spell->attacktype */
1486 /* 1668 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1670 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1672
1491 The chance will then be in the range [20-70] percent, not too bad. 1673 The chance will then be in the range [20-70] percent, not too bad.
1492 1674
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1676 charm a level 125 monster...
1495 1677
1496 Ryo, august 14th 1678 Ryo, august 14th
1497 */ 1679 */
1498 { 1680 {
1499 if ( head->level > level ) continue; 1681 if (head->level > level)
1682 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1684 /* Failed, no effect */
1502 continue; 1685 continue;
1503 } 1686 }
1504 1687
1505 /* Done with saving throw. Now start effecting the monster */ 1688 /* Done with saving throw. Now start effecting the monster */
1506 1689
1507 /* aggravation */ 1690 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1691 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1693 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1695 remove_friendly_object (head);
1512 1696
1513 done_one = 1; 1697 done_one = 1;
1514 head->enemy = op; 1698 head->enemy = op;
1515 } 1699 }
1516 1700
1517 /* calm monsters */ 1701 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1704 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1705 head->enemy = NULL;
1521 done_one = 1; 1706 done_one = 1;
1522 } 1707 }
1523 1708
1524 /* berserk monsters */ 1709 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 {
1526 SET_FLAG(head, FLAG_BERSERK); 1712 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1713 done_one = 1;
1528 } 1714 }
1529 /* charm */ 1715 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1718 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1719 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1720 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1722 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1723 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1724 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1725 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1726 head->attack_movement = PETMOVE;
1540 done_one = 1; 1727 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1729 head->stats.exp = 0;
1543 } 1730 }
1544 1731
1545 /* If a monster was effected, put an effect in */ 1732 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1733 if (done_one && spell->other_arch)
1734 {
1547 tmp = arch_to_object(spell->other_arch); 1735 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1736 tmp->x = nx;
1549 tmp->y = ny; 1737 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1738 insert_ob_in_map (tmp, m, op, 0);
1551 } 1739 }
1552 } /* for y */ 1740 } /* for y */
1553 1741
1554 return 1; 1742 return 1;
1555} 1743}
1556 1744
1557 1745
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1746/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1747 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1748 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1749 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1750 * note that duration is handled by process_object() in time.c
1563 */ 1751 */
1564 1752
1753void
1565void move_ball_spell(object *op) { 1754move_ball_spell (object *op)
1755{
1566 int i,j,dam_save,dir, mflags; 1756 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1757 sint16 nx, ny, hx, hy;
1568 object *owner; 1758 object *owner;
1569 mapstruct *m; 1759 mapstruct *m;
1570 1760
1571 owner = get_owner(op); 1761 owner = get_owner (op);
1572 1762
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1763 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1764 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1765 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1766 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1767 * deviations.
1578 */ 1768 */
1579 1769
1580 dir = 0; 1770 dir = 0;
1581 if(!(rndm(0, 3))) 1771 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1772 j = rndm (0, 1);
1583 else j=0; 1773 else
1774 j = 0;
1584 1775
1585 for(i = 1; i < 9; i++) { 1776 for (i = 1; i < 9; i++)
1777 {
1586 /* i bit 0: alters sign of offset 1778 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1779 * other bits (i / 2): absolute value of offset
1588 */ 1780 */
1589 1781
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1783 int tmpdir = absdir (op->direction + offset);
1592 1784
1593 nx = op->x + freearr_x[tmpdir]; 1785 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1786 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1787 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1788 {
1597 dir = tmpdir; 1789 dir = tmpdir;
1598 break; 1790 break;
1599 } 1791 }
1600 } 1792 }
1601 if (dir == 0) { 1793 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1794 {
1795 nx = op->x;
1796 ny = op->y;
1797 m = op->map;
1798 }
1606 1799
1607 remove_ob(op); 1800 remove_ob (op);
1608 op->y=ny; 1801 op->y = ny;
1609 op->x=nx; 1802 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1803 insert_ob_in_map (op, m, op, 0);
1611 1804
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1806 surrounding squares */
1614 1807
1615 /* loop over current square and neighbors to hit. 1808 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1809 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1810 * the surround spaces.
1618 */ 1811 */
1619 for(j=0;j<9;j++) { 1812 for (j = 0; j < 9; j++)
1813 {
1620 object *new_ob; 1814 object *new_ob;
1621 1815
1622 hx = nx+freearr_x[j]; 1816 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1817 hy = ny + freearr_y[j];
1624 1818
1625 m = op->map; 1819 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1821
1628 if (mflags & P_OUT_OF_MAP) continue; 1822 if (mflags & P_OUT_OF_MAP)
1823 continue;
1629 1824
1630 /* first, don't ever, ever hit the owner. Don't hit out 1825 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1826 * of the map either.
1632 */ 1827 */
1633 1828
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1830 {
1831 if (j)
1832 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1833 hit_map (op, j, op->attacktype, 1);
1637 1834
1638 } 1835 }
1639 1836
1640 /* insert the other arch */ 1837 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 {
1642 new_ob = arch_to_object(op->other_arch); 1840 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1841 new_ob->x = hx;
1644 new_ob->y = hy; 1842 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1843 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1844 }
1647 } 1845 }
1648 1846
1649 /* restore to the center location and damage*/ 1847 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1848 op->stats.dam = dam_save;
1651 1849
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1653 1851
1654 if(i>=0) { /* we have a preferred direction! */ 1852 if (i >= 0)
1853 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1854 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1859 }
1660 op->direction=i; 1860 op->direction = i;
1661 } 1861 }
1662} 1862}
1663 1863
1664 1864
1665/* move_swarm_spell: peterm 1865/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1868 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1869 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1870 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1871 */
1672 1872
1873void
1673void move_swarm_spell(object *op) 1874move_swarm_spell (object *op)
1674{ 1875{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1876#if 0
1697 // this is bogus: it causes wrong places to be checked below 1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1879 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1880 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1881 mapstruct *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1882#endif
1883 int basedir;
1884 object *owner;
1744 1885
1886 owner = get_owner (op);
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 }
1893 op->duration--;
1894
1895 basedir = op->direction;
1896 if (basedir == 0)
1897 {
1898 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8);
1900 }
1901
1902#if 0
1903 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space.
1907 // should be fixed later, but correctness before featurs...
1908 // (schmorp)
1909
1910 /* new offset calculation to make swarm element distribution
1911 * more uniform
1912 */
1913 if (op->duration)
1914 {
1915 if (basedir & 1)
1916 {
1917 adjustdir = cardinal_adjust[rndm (0, 8)];
1918 }
1919 else
1920 {
1921 adjustdir = diagonal_adjust[rndm (0, 9)];
1922 }
1923 }
1924 else
1925 {
1926 adjustdir = 0; /* fire the last one from forward. */
1927 }
1928
1929 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1930 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1931
1932 /* back up one space so we can hit point-blank targets, but this
1933 * necessitates extra out_of_map check below
1934 */
1935 origin_x = target_x - freearr_x[basedir];
1936 origin_y = target_y - freearr_y[basedir];
1937
1938
1745 /* spell pointer is set up for the spell this casts. Since this 1939 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1940 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1941 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1942 * do some sanity checking anyways.
1749 */ 1943 */
1944
1945 if (op->spell && op->spell->type == SPELL &&
1946 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1947 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1948 {
1949
1950 /* Bullet spells have a bunch more customization that needs to be done */
1951 if (op->spell->subtype == SP_BULLET)
1952 fire_bullet (owner, op, basedir, op->spell);
1953 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1954 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1955 }
1956#endif
1957
1958 /* spell pointer is set up for the spell this casts. Since this
1959 * should just be a pointer to the spell in some inventory,
1960 * it is unlikely to disappear by the time we need it. However,
1961 * do some sanity checking anyways.
1962 */
1963
1751 if (op->spell && op->spell->type == SPELL) 1964 if (op->spell && op->spell->type == SPELL)
1752 { 1965 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1966 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1967 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1968 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1969 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1971 }
1759} 1972}
1760 1973
1761 1974
1762 1975
1763 1976
1771 * dir: the direction everything will be fired in 1984 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1985 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1986 * n: the number to be fired.
1774 */ 1987 */
1775 1988
1989int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1990fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1991{
1778 object *tmp; 1992 object *tmp;
1779 int i; 1993 int i;
1780 1994
1781 if (!spell->other_arch) return 0; 1995 if (!spell->other_arch)
1996 return 0;
1782 1997
1783 tmp=get_archetype(SWARM_SPELL); 1998 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1999 tmp->x = op->x;
1785 tmp->y=op->y; 2000 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 2002 set_spell_skill (op, caster, spell, tmp);
1788 2003
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 2005 tmp->spell = arch_to_object (spell->other_arch);
1791 2006
1792 tmp->attacktype = tmp->spell->attacktype; 2007 tmp->attacktype = tmp->spell->attacktype;
1793 2008
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
1795 if ( ! tailor_god_spell (tmp, op)) 2011 if (!tailor_god_spell (tmp, op))
1796 return 1; 2012 return 1;
1797 } 2013 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 2014 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 2015 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 2017
1802 tmp->direction=dir; 2018 tmp->direction = dir;
1803 tmp->invisible=1; 2019 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 2020 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 2021 return 1;
1806} 2022}
1807 2023
1808 2024
1809/* See the spells documentation file for why this is its own 2025/* See the spells documentation file for why this is its own
1810 * function. 2026 * function.
1811 */ 2027 */
2028int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2029cast_light (object *op, object *caster, object *spell, int dir)
2030{
1813 object *target=NULL,*tmp=NULL; 2031 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2032 sint16 x, y;
1815 int dam, mflags; 2033 int dam, mflags;
1816 mapstruct *m; 2034 mapstruct *m;
1817 2035
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2037
1820 if(!dir) { 2038 if (!dir)
2039 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2041 return 0;
1823 } 2042 }
1824 2043
1825 x=op->x+freearr_x[dir]; 2044 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2045 y = op->y + freearr_y[dir];
1827 m = op->map; 2046 m = op->map;
1828 2047
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2048 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2049
1831 if (mflags & P_OUT_OF_MAP) { 2050 if (mflags & P_OUT_OF_MAP)
2051 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2053 return 0;
1834 } 2054 }
1835 2055
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2056 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 {
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2058 for (target = get_map_ob (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2059 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2061 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2062 if (target->head)
2063 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2064 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2065 return 1; /* one success only! */
2066 }
1843 } 2067 }
1844 }
1845 2068
1846 /* no live target, perhaps a wall is in the way? */ 2069 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2073 return 0;
1850 } 2074 }
1851 2075
1852 /* ok, looks groovy to just insert a new light on the map */ 2076 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2077 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2078 if (!tmp)
2079 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2081 return 0;
1857 } 2082 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2084 if (tmp->glow_radius)
2085 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2087 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2089 }
1863 tmp->x=x; 2090 tmp->x = x;
1864 tmp->y=y; 2091 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2092 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2093 return 1;
1867} 2094}
1868 2095
1869 2096
1870 2097
1871 2098
1874 * op is the player/monster, caster is the object, dir is the direction 2101 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 2102 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2103 * perhaps this should actually be in disease.c?
1877 */ 2104 */
1878 2105
2106int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2107cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{
1880 sint16 x,y; 2109 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2110 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2111 object *walk;
1883 mapstruct *m; 2112 mapstruct *m;
1884 2113
1885 x = op->x; 2114 x = op->x;
1886 y = op->y; 2115 y = op->y;
1887 2116
1888 /* If casting from a scroll, no direction will be available, so refer to the 2117 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2118 * direction the player is pointing.
1890 */ 2119 */
2120 if (!dir)
1891 if (!dir) dir=op->facing; 2121 dir = op->facing;
2122 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2123 return 0; /* won't find anything if casting on ourself, so just return */
1893 2124
1894 /* Calculate these once here */ 2125 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2126 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2127 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2128 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2129
1899 /* search in a line for a victim */ 2130 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2131 for (i = 1; i < range; i++)
2132 {
1901 x = op->x + i * freearr_x[dir]; 2133 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2134 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2135 m = op->map;
1904 2136
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2137 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2138
1907 if (mflags & P_OUT_OF_MAP) return 0; 2139 if (mflags & P_OUT_OF_MAP)
2140 return 0;
1908 2141
1909 /* don't go through walls - presume diseases are airborne */ 2142 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2143 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2144 return 0;
1911 2145
1912 /* Only bother looking on this space if there is something living here */ 2146 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2147 if (mflags & P_IS_ALIVE)
2148 {
1914 /* search this square for a victim */ 2149 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2153 object *disease = arch_to_object (spell->other_arch);
1918 2154
1919 set_owner(disease,op); 2155 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2156 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2157 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2158 disease->level = caster_level (caster, spell);
1923 2159
1924 /* do level adjustments */ 2160 /* do level adjustments */
1925 if(disease->stats.wc) 2161 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2162 disease->stats.wc += dur_mod / 2;
1927 2163
1928 if(disease->magic> 0) 2164 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2165 disease->magic += dur_mod / 4;
1930 2166
1931 if(disease->stats.maxhp>0) 2167 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2168 disease->stats.maxhp += dur_mod;
1933 2169
1934 if(disease->stats.maxgrace>0) 2170 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2171 disease->stats.maxgrace += dur_mod;
1936 2172
1937 if(disease->stats.dam) { 2173 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2174 {
1939 disease->stats.dam += dam_mod; 2175 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2176 disease->stats.dam += dam_mod;
1941 } 2177 else
2178 disease->stats.dam -= dam_mod;
2179 }
1942 2180
1943 if(disease->last_sp) { 2181 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2182 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2183 disease->last_sp -= 2 * dam_mod;
1946 } 2184 if (disease->last_sp < 1)
2185 disease->last_sp = 1;
2186 }
1947 2187
1948 if(disease->stats.maxsp) { 2188 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2189 {
1950 disease->stats.maxsp += dam_mod; 2190 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2191 disease->stats.maxsp += dam_mod;
1952 } 2192 else
1953 2193 disease->stats.maxsp -= dam_mod;
2194 }
2195
1954 if(disease->stats.ac) 2196 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2197 disease->stats.ac += dam_mod;
1956 2198
1957 if(disease->last_eat) 2199 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2200 disease->last_eat -= dam_mod;
1959 2201
1960 if(disease->stats.hp) 2202 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2203 disease->stats.hp -= dam_mod;
1962 2204
1963 if(disease->stats.sp) 2205 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2206 disease->stats.sp -= dam_mod;
1965 2207
1966 if(infect_object(walk,disease,1)) { 2208 if (infect_object (walk, disease, 1))
2209 {
1967 object *flash; /* visual effect for inflicting disease */ 2210 object *flash; /* visual effect for inflicting disease */
1968 2211
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2213
1971 free_object(disease); /* don't need this one anymore */ 2214 free_object (disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2215 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2216 flash->x = x;
1974 flash->y = y; 2217 flash->y = y;
1975 flash->map = walk->map; 2218 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2219 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2220 return 1;
1978 } 2221 }
1979 free_object(disease); 2222 free_object (disease);
1980 } 2223 }
1981 } /* if living creature */ 2224 } /* if living creature */
1982 } /* for range of spaces */ 2225 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2227 return 1;
1985} 2228}

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