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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.5 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.14 by root, Thu Sep 14 23:13:49 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.5 2006/08/26 23:36:34 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 mapstruct *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
143 147
144 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
150 new_bolt->duration++; 154 new_bolt->duration++;
151 new_bolt->x=sx; 155 new_bolt->x = sx;
152 new_bolt->y=sy; 156 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 160 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
159} 163}
160 164
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
163 */ 167 */
164 168
169void
165void move_bolt(object *op) { 170move_bolt (object *op)
171{
166 object *tmp; 172 object *tmp;
167 int mflags; 173 int mflags;
168 sint16 x, y; 174 sint16 x, y;
169 mapstruct *m; 175 mapstruct *m;
170 176
171 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
172 remove_ob(op);
173 free_object(op);
174 return;
175 } 178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
176 hit_map(op,0,op->attacktype,1); 184 hit_map (op, 0, op->attacktype, 1);
177 185
178 if(!op->direction) 186 if (!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return; 187 return;
239 } 188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
240 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 255 tmp = get_object ();
242 copy_object(op,tmp); 256 copy_object (op, tmp);
243 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
247 tmp->duration++; 261 tmp->duration++;
248 262
249 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 264 * going off in other directions.
251 */ 265 */
252 266
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
254 forklightning(op,tmp); 268 { /* stats.Dex % of forking */
255 } 269 forklightning (op, tmp);
270 }
256 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
258 */ 273 */
259 op->range = 0; 274 op->range = 0;
260 } /* copy object and move it along */ 275 } /* copy object and move it along */
261 } /* if move bolt along */ 276 } /* if move bolt along */
262} 277}
263 278
264/* fire_bolt 279/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
268 * spob->attacktype. 283 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
270 * pointers. 285 * pointers.
271 */ 286 */
272 287
288int
273int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
274 object *tmp=NULL; 291 object *tmp = NULL;
275 int mflags; 292 int mflags;
276 293
277 if (!spob->other_arch) 294 if (!spob->other_arch)
278 return 0; 295 return 0;
279 296
280 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 298 if (tmp == NULL)
282 return 0; 299 return 0;
283 300
284 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
286 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
292 310
293 tmp->direction=dir; 311 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
296 314
297 set_owner(tmp,op); 315 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
299 317
300 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 320 tmp->map = op->map;
303 321
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
306 free_object(tmp); 325 free_object (tmp);
307 return 0; 326 return 0;
308 } 327 }
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
311 free_object(tmp); 332 free_object (tmp);
312 return 0; 333 return 0;
313 } 334 }
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
320 move_bolt (tmp); 341 move_bolt (tmp);
321 return 1; 342 return 1;
322} 343}
323 344
324 345
325 346
326/*************************************************************************** 347/***************************************************************************
331 352
332/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 355 * At least that is what I think this does.
335 */ 356 */
357void
336void explosion(object *op) { 358explosion (object *op)
359{
337 object *tmp; 360 object *tmp;
338 mapstruct *m=op->map; 361 mapstruct *m = op->map;
339 int i; 362 int i;
340 363
341 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
342 remove_ob(op);
343 free_object(op);
344 return;
345 } 365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
346 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
347 371
348 if(op->range>0) { 372 if (op->range > 0)
349 for(i=1;i<9;i++) { 373 {
374 for (i = 1; i < 9; i++)
375 {
350 sint16 dx,dy; 376 sint16 dx, dy;
351 377
352 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 381 * out of map, etc.
356 */ 382 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
358 tmp=get_object(); 384 {
359 copy_object(op,tmp); 385 tmp = get_object ();
360 tmp->state=0; 386 copy_object (op, tmp);
361 tmp->speed_left= -0.21; 387 tmp->state = 0;
362 tmp->range--; 388 tmp->speed_left = -0.21;
363 tmp->value=0; 389 tmp->range--;
364 tmp->x=dx; 390 tmp->value = 0;
365 tmp->y=dy; 391 tmp->x = dx;
366 insert_ob_in_map(tmp,m,op,0); 392 tmp->y = dy;
367 } 393 insert_ob_in_map (tmp, m, op, 0);
368 } 394 }
395 }
369 } 396 }
370} 397}
371 398
372 399
373/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
375 * explode. 402 * explode.
376 */ 403 */
404void
377void explode_bullet(object *op) 405explode_bullet (object *op)
378{ 406{
379 tag_t op_tag = op->count;
380 object *tmp, *owner; 407 object *tmp, *owner;
381 408
382 if (op->other_arch == NULL) { 409 if (op->other_arch == NULL)
410 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op); 412 remove_ob (op);
385 free_object (op); 413 free_object (op);
386 return; 414 return;
387 } 415 }
388 416
389 if (op->env) { 417 if (op->env)
418 {
390 object *env; 419 object *env;
391 420
392 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op);
426 free_object (op);
427 return;
428 }
395 remove_ob (op); 429 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x; 430 op->x = env->x;
401 op->y = env->y; 431 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
403 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op); 437 remove_ob (op);
406 free_object (op); 438 free_object (op);
407 return; 439 return;
408 } 440 }
409 441
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything 443 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this. 444 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 { 446 {
415 remove_ob (op); 447 remove_ob (op);
416 free_object (op); 448 free_object (op);
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
417 return; 456 return;
418 } 457 }
419 458
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
428 461
429 copy_owner (tmp, op); 462 copy_owner (tmp, op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 464
433 owner = get_owner(op); 465 owner = get_owner (op);
466
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
435 !tailor_god_spell(tmp, owner)) { 468 {
436 remove_ob (op); 469 remove_ob (op);
437 free_object (op); 470 free_object (op);
438 return; 471 return;
439 } 472 }
473
440 tmp->x = op->x; 474 tmp->x = op->x;
441 tmp->y = op->y; 475 tmp->y = op->y;
442 476
443 /* special for bombs - it actually has sane values for these */ 477 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 {
445 tmp->attacktype = op->attacktype; 480 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 481 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 482 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 483 tmp->duration = op->duration;
449 } else { 484 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 485 else
486 {
487 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 489 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 490 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 491 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 492 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell - 493 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine. 494 * the count of the parent should work fine.
457 */ 495 */
458 tmp->stats.maxhp = op->count; 496 tmp->stats.maxhp = op->count;
459 } 497 }
460 498
461 /* Set direction of cone explosion */ 499 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 500 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 501 tmp->stats.sp = op->direction;
464 502
465 /* Prevent recursion */ 503 /* Prevent recursion */
466 op->move_on = 0; 504 op->move_on = 0;
467 505
468 insert_ob_in_map(tmp, op->map, op, 0); 506 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 507 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 508 if (!op->destroyed ())
509 {
471 remove_ob (op); 510 remove_ob (op);
472 free_object (op); 511 free_object (op);
473 } 512 }
474} 513}
475 514
476 515
477 516
478/* checks to see what op should do, given the space it is on 517/* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc) 518 * (eg, explode, damage player, etc)
480 */ 519 */
481 520
521void
482void check_bullet(object *op) 522check_bullet (object *op)
483{ 523{
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 524 object *tmp;
486 int dam, mflags; 525 int dam, mflags;
487 mapstruct *m; 526 mapstruct *m;
488 sint16 sx, sy; 527 sint16 sx, sy;
489 528
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 529 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
491 530
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 531 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
493 return; 532 return;
494 533
495 if (op->other_arch) { 534 if (op->other_arch)
535 {
496 /* explode object will also remove op */ 536 /* explode object will also remove op */
497 explode_bullet (op); 537 explode_bullet (op);
498 return; 538 return;
499 } 539 }
500 540
501 /* If nothing alive on this space, no reason to do anything further */ 541 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return; 542 if (!(mflags & P_IS_ALIVE))
543 return;
503 544
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
505 { 546 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 547 if (QUERY_FLAG (tmp, FLAG_ALIVE))
507 tmp_tag = tmp->count; 548 {
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
510 || (op->stats.dam -= dam) < 0)
511 { 551 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 552 if (!QUERY_FLAG (op, FLAG_REMOVED))
513 remove_ob (op); 553 {
514 free_object(op); 554 remove_ob (op);
515 return; 555 free_object (op);
516 } 556 return;
557 }
517 } 558 }
518 } 559 }
519 } 560 }
520} 561}
521 562
524 * call check_bullet. 565 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 566 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 567 * fired arches (eg, bolts).
527 */ 568 */
528 569
570void
529void move_bullet(object *op) 571move_bullet (object *op)
530{ 572{
531 sint16 new_x, new_y; 573 sint16 new_x, new_y;
532 int mflags; 574 int mflags;
533 mapstruct *m; 575 mapstruct *m;
534 576
535#if 0 577#if 0
536 /* We need a better general purpose way to do this */ 578 /* We need a better general purpose way to do this */
537 579
538 /* peterm: added to make comet leave a trail of burnouts 580 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 581 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 582 if (op->stats.sp == SP_METEOR)
583 {
541 replace_insert_ob_in_map("fire_trail",op); 584 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 585 if (op->destroyed ())
543 return; 586 return;
544 } /* end addition. */ 587 } /* end addition. */
545#endif 588#endif
546 589
547 /* Reached the end of its life - remove it */ 590 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 591 if (--op->range <= 0)
592 {
549 if (op->other_arch) { 593 if (op->other_arch)
594 {
550 explode_bullet (op); 595 explode_bullet (op);
551 } else { 596 }
597 else
598 {
552 remove_ob (op); 599 remove_ob (op);
553 free_object (op); 600 free_object (op);
554 } 601 }
555 return; 602 return;
556 } 603 }
557 604
558 new_x = op->x + DIRX(op); 605 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 606 new_y = op->y + DIRY (op);
560 m = op->map; 607 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
562 609
563 if (mflags & P_OUT_OF_MAP) { 610 if (mflags & P_OUT_OF_MAP)
611 {
564 remove_ob (op); 612 remove_ob (op);
565 free_object (op); 613 free_object (op);
566 return; 614 return;
567 } 615 }
568 616
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 {
570 if (op->other_arch) { 619 if (op->other_arch)
620 {
571 explode_bullet (op); 621 explode_bullet (op);
622 }
572 } else { 623 else
624 {
573 remove_ob (op); 625 remove_ob (op);
574 free_object (op); 626 free_object (op);
575 } 627 }
576 return; 628 return;
577 } 629 }
578 630
579 remove_ob (op); 631 remove_ob (op);
580 op->x = new_x; 632 op->x = new_x;
581 op->y = new_y; 633 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 635 return;
584 636
585 if (reflwall (op->map, op->x, op->y, op)) { 637 if (reflwall (op->map, op->x, op->y, op))
638 {
586 op->direction = absdir (op->direction + 4); 639 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 640 update_turn_face (op);
588 } else { 641 }
642 else
643 {
589 check_bullet (op); 644 check_bullet (op);
590 } 645 }
591} 646}
592 647
593 648
594 649
600 * spob->attacktype. 655 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 656 * This function sets up the appropriate owner and skill
602 * pointers. 657 * pointers.
603 */ 658 */
604 659
660int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 661fire_bullet (object *op, object *caster, int dir, object *spob)
662{
606 object *tmp=NULL; 663 object *tmp = NULL;
607 int mflags; 664 int mflags;
608 665
609 if (!spob->other_arch) 666 if (!spob->other_arch)
610 return 0; 667 return 0;
611 668
612 tmp=arch_to_object(spob->other_arch); 669 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 670 if (tmp == NULL)
614 return 0; 671 return 0;
615 672
616 /* peterm: level dependency for bolts */ 673 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
618 tmp->attacktype = spob->attacktype; 675 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 676 if (spob->slaying)
677 tmp->slaying = spob->slaying;
620 678
621 tmp->range = 50; 679 tmp->range = 50;
622 680
623 /* Need to store duration/range for the ball to use */ 681 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 684 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
627 685
628 tmp->direction=dir; 686 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 688 SET_ANIMATION (tmp, dir);
631 689
632 set_owner(tmp,op); 690 set_owner (tmp, op);
633 set_spell_skill(op, caster, spob, tmp); 691 set_spell_skill (op, caster, spob, tmp);
634 692
635 tmp->x=op->x + freearr_x[dir]; 693 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 694 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 695 tmp->map = op->map;
638 696
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) { 698 if (mflags & P_OUT_OF_MAP)
699 {
641 free_object(tmp); 700 free_object (tmp);
642 return 0; 701 return 0;
643 } 702 }
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 {
646 free_object(tmp); 707 free_object (tmp);
647 return 0; 708 return 0;
648 } 709 }
649 tmp->x=op->x; 710 tmp->x = op->x;
650 tmp->y=op->y; 711 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 712 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 713 tmp->map = op->map;
653 } 714 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
716 {
655 check_bullet (tmp); 717 check_bullet (tmp);
656 } 718 }
657 return 1; 719 return 1;
658} 720}
659 721
660 722
661 723
662 724
666 * 728 *
667 *****************************************************************************/ 729 *****************************************************************************/
668 730
669 731
670/* drops an object based on what is in the cone's "other_arch" */ 732/* drops an object based on what is in the cone's "other_arch" */
733void
671void cone_drop(object *op) { 734cone_drop (object *op)
735{
672 object *new_ob = arch_to_object(op->other_arch); 736 object *new_ob = arch_to_object (op->other_arch);
673 737
674 new_ob->x = op->x; 738 new_ob->x = op->x;
675 new_ob->y = op->y; 739 new_ob->y = op->y;
676 new_ob->level = op->level; 740 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 741 set_owner (new_ob, op->owner);
678 742
679 /* preserve skill ownership */ 743 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 744 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 } 745 {
746 new_ob->skill = op->skill;
747 }
684 insert_ob_in_map(new_ob,op->map,op,0); 748 insert_ob_in_map (new_ob, op->map, op, 0);
685 749
686} 750}
687 751
688/* move_cone: causes cone object 'op' to move a space/hit creatures */ 752/* move_cone: causes cone object 'op' to move a space/hit creatures */
689 753
754void
690void move_cone(object *op) { 755move_cone (object *op)
756{
691 int i; 757 int i;
692 tag_t tag;
693 758
694 /* if no map then hit_map will crash so just ignore object */ 759 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) { 760 if (!op->map)
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 761 {
697 op->name ? op->name : "unknown"); 762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
698 op->speed = 0; 763 op->speed = 0;
699 update_ob_speed (op); 764 update_ob_speed (op);
700 return; 765 return;
701 } 766 }
702 767
703 /* lava saves it's life, but not yours :) */ 768 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 769 if (QUERY_FLAG (op, FLAG_LIFESAVE))
770 {
705 hit_map(op,0,op->attacktype,0); 771 hit_map (op, 0, op->attacktype, 0);
706 return; 772 return;
707 } 773 }
708 774
709#if 0 775#if 0
710 /* Disable this - enabling it makes monsters easier, as 776 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 777 * when their cone dies when they die.
712 */ 778 */
713 /* If no owner left, the spell dies out. */ 779 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 780 if (get_owner (op) == NULL)
781 {
715 remove_ob(op); 782 remove_ob (op);
716 free_object(op); 783 free_object (op);
717 return; 784 return;
718 } 785 }
719#endif 786#endif
720 787
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 788 hit_map (op, 0, op->attacktype, 0);
723 789
724 /* Check to see if we should push anything. 790 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 791 * Spell objects with weight push whatever they encounter to some
726 * degree. 792 * degree.
727 */ 793 */
794 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 795 check_spell_knockback (op);
729 796
730 if (was_destroyed (op, tag)) 797 if (op->destroyed ())
798 return;
799
800 if ((op->duration--) < 0)
801 {
802 remove_ob (op);
803 free_object (op);
731 return; 804 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 } 805 }
738 /* Object has hit maximum range, so don't have it move 806 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 807 * any further. When the duration above expires,
740 * then the object will get removed. 808 * then the object will get removed.
741 */ 809 */
742 if (--op->range < 0) { 810 if (--op->range < 0)
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 } 811 {
812 op->range = 0; /* just so it doesn't wrap */
813 return;
814 }
746 815
747 for(i= -1;i<2;i++) { 816 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 817 {
749 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
750 819
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 820 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 {
752 object *tmp=get_object(); 822 object *tmp = get_object ();
823
753 copy_object(op, tmp); 824 copy_object (op, tmp);
754 tmp->x=x; 825 tmp->x = x;
755 tmp->y=y; 826 tmp->y = y;
756 827
757 tmp->duration = op->duration + 1; 828 tmp->duration = op->duration + 1;
758 829
759 /* Use for spell tracking - see ok_to_put_more() */ 830 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 831 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 832 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 833 if (tmp->other_arch)
763 } 834 cone_drop (tmp);
835 }
764 } 836 }
765} 837}
766 838
767/* cast_cone: casts a cone spell. 839/* cast_cone: casts a cone spell.
768 * op: person firing the object. 840 * op: person firing the object.
770 * dir: direction to fire in. 842 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype 843 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire. 844 * to fire.
773 * returns 0 on failure, 1 on success. 845 * returns 0 on failure, 1 on success.
774 */ 846 */
847int
775int cast_cone(object *op, object *caster,int dir, object *spell) 848cast_cone (object *op, object *caster, int dir, object *spell)
776{ 849{
777 object *tmp; 850 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 851 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 852 mapstruct *m;
780 sint16 sx, sy; 853 sint16 sx, sy;
781 MoveType movetype; 854 MoveType movetype;
782 855
783 if (!spell->other_arch) return 0; 856 if (!spell->other_arch)
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0; 857 return 0;
858
859 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
790 } 860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
862 return 0;
863 }
791 864
792 if(!dir) { 865 if (!dir)
793 range_min= 0;
794 range_max=8;
795 } 866 {
867 range_min = 0;
868 range_max = 8;
869 }
796 870
797 /* Need to know what the movetype of the object we are about 871 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to 872 * to create is, so we can know if the space we are about to
799 * insert it into is blocked. 873 * insert it into is blocked.
800 */ 874 */
801 movetype = spell->other_arch->clone.move_type; 875 movetype = spell->other_arch->clone.move_type;
802 876
803 for(i=range_min;i<=range_max;i++) { 877 for (i = range_min; i <= range_max; i++)
878 {
804 sint16 x,y, d; 879 sint16 x, y, d;
805 880
806 /* We can't use absdir here, because it never returns 881 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top 882 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want 883 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person. 884 * to hit that person.
810 */ 885 */
811 d = dir + i; 886 d = dir + i;
812 while (d < 0) d+=8; 887 while (d < 0)
813 while (d > 8) d-=8; 888 d += 8;
889 while (d > 8)
890 d -= 8;
814 891
815 /* If it's not a rune, we don't want to blast the caster. 892 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified, 893 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 894 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 895 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 896 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 897 * for the rune code.
821 */ 898 */
822 if (caster->type != RUNE && d==0) { 899 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8; 900 {
824 else continue; 901 if (dir != 0)
825 } 902 d = 8;
903 else
904 continue;
905 }
826 906
827 x = op->x+freearr_x[d]; 907 x = op->x + freearr_x[d];
828 y = op->y+freearr_y[d]; 908 y = op->y + freearr_y[d];
829 909
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 910 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 911 continue;
832 912
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 914 continue;
835 915
836 success=1; 916 success = 1;
837 tmp=arch_to_object(spell->other_arch); 917 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 918 set_owner (tmp, op);
839 set_spell_skill(op, caster, spell, tmp); 919 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 920 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 921 tmp->x = sx;
842 tmp->y = sy; 922 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 923 tmp->attacktype = spell->attacktype;
844 924
845 /* holy word stuff */ 925 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 927 if (!tailor_god_spell (tmp, op))
848 } 928 return 0;
849 929
850 if(dir) 930 if (dir)
851 tmp->stats.sp=dir; 931 tmp->stats.sp = dir;
852 else 932 else
853 tmp->stats.sp=i; 933 tmp->stats.sp = i;
854 934
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 935 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 936
857 /* If casting it in all directions, it doesn't go as far */ 937 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) { 938 if (dir == 0)
939 {
859 tmp->range /= 4; 940 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 941 if (tmp->range < 2 && spell->range >= 2)
861 } 942 tmp->range = 2;
943 }
944
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 945 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 946 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 947
865 /* Special bonus for fear attacks */ 948 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 949 if (tmp->attacktype & AT_FEAR)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 950 {
868 else 951 if (caster->type == PLAYER)
952 tmp->duration += fear_bonus[caster->stats.Cha];
953 else
869 tmp->duration += caster->level/3; 954 tmp->duration += caster->level / 3;
870 } 955 }
956
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 957 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 958 {
873 else 959 if (caster->type == PLAYER)
960 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
961 else
874 tmp->duration += caster->level/3; 962 tmp->duration += caster->level / 3;
875 } 963 }
876 964
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 965 if (!(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
880 spell->other_arch->name);
881 967
882 if (!tmp->move_on && tmp->stats.dam) { 968 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug, 969 {
884 "cast_cone(): arch %s doesn't have move_on set\n", 970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
885 spell->other_arch->name); 971 }
886 } 972
887 insert_ob_in_map(tmp,m,op,0); 973 insert_ob_in_map (tmp, m, op, 0);
888 974
889 /* This is used for tracking spells so that one effect doesn't hit 975 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times. 976 * a single space too many times.
891 */ 977 */
892 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
893 979
894 if(tmp->other_arch) cone_drop(tmp); 980 if (tmp->other_arch)
981 cone_drop (tmp);
895 } 982 }
983
896 return success; 984 return success;
897} 985}
898 986
899/**************************************************************************** 987/****************************************************************************
900 * 988 *
901 * BOMB related code 989 * BOMB related code
904 992
905 993
906/* This handles an exploding bomb. 994/* This handles an exploding bomb.
907 * op is the original bomb object. 995 * op is the original bomb object.
908 */ 996 */
997void
909void animate_bomb(object *op) { 998animate_bomb (object *op)
999{
910 int i; 1000 int i;
911 object *env, *tmp; 1001 object *env, *tmp;
912 archetype *at; 1002 archetype *at;
913 1003
914 if(op->state!=NUM_ANIMATIONS(op)-1) 1004 if (op->state != NUM_ANIMATIONS (op) - 1)
915 return; 1005 return;
916 1006
917
918 env = object_get_env_recursive(op); 1007 env = object_get_env_recursive (op);
919 1008
920 if (op->env) { 1009 if (op->env)
1010 {
921 if (env->map == NULL) 1011 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 1012 return;
1013
1014 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return;
942 } 1022 }
943 1023
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 {
1029 remove_ob (op);
1030 free_object (op);
1031 return;
1032 }
1033
944 /* This copies a lot of the code from the fire bullet, 1034 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1035 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1036 * so just set up the appropriate values.
947 */ 1037 */
948 at = find_archetype(SPLINT); 1038 at = archetype::find (SPLINT);
949 if (at) { 1039 if (at)
950 for(i=1;i<9;i++) { 1040 {
1041 for (i = 1; i < 9; i++)
1042 {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue; 1044 continue;
953 tmp = arch_to_object(at); 1045 tmp = arch_to_object (at);
954 tmp->direction = i; 1046 tmp->direction = i;
955 tmp->range = op->range; 1047 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1048 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1049 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1050 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1051 copy_owner (tmp, op);
960 if(op->skill && op->skill != tmp->skill) { 1052 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1053 {
962 tmp->skill = add_refcount(op->skill); 1054 tmp->skill = op->skill;
963 } 1055 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1057 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1058 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1059 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1060 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1061 move_bullet (tmp);
970 } 1062 }
971 } 1063 }
972 1064
973 explode_bullet(op); 1065 explode_bullet (op);
974} 1066}
975 1067
1068int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1069create_bomb (object *op, object *caster, int dir, object *spell)
1070{
977 1071
978 object *tmp; 1072 object *tmp;
979 int mflags; 1073 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
981 mapstruct *m; 1075 mapstruct *m;
982 1076
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
986 return 0; 1081 return 0;
987 } 1082 }
988 tmp=arch_to_object(spell->other_arch); 1083 tmp = arch_to_object (spell->other_arch);
989 1084
990 /* level dependencies for bomb */ 1085 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1089 tmp->attacktype = spell->attacktype;
995 1090
996 set_owner(tmp,op); 1091 set_owner (tmp, op);
997 set_spell_skill(op, caster, spell, tmp); 1092 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1093 tmp->x = dx;
999 tmp->y=dy; 1094 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1095 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1096 return 1;
1002} 1097}
1003 1098
1004/**************************************************************************** 1099/****************************************************************************
1005 * 1100 *
1006 * smite related spell code. 1101 * smite related spell code.
1014 * dir is the direction to look in. 1109 * dir is the direction to look in.
1015 * range is how far out to look. 1110 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces. 1112 * this info is used for blocked magic/unholy spaces.
1018 */ 1113 */
1019 1114
1115object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1116get_pointed_target (object *op, int dir, int range, int type)
1117{
1021 object *target; 1118 object *target;
1022 sint16 x,y; 1119 sint16 x, y;
1023 int dist, mflags; 1120 int dist, mflags;
1024 mapstruct *mp; 1121 mapstruct *mp;
1025 1122
1026 if (dir==0) return NULL; 1123 if (dir == 0)
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL; 1124 return NULL;
1125
1126 for (dist = 1; dist < range; dist++)
1127 {
1128 x = op->x + freearr_x[dir] * dist;
1129 y = op->y + freearr_y[dir] * dist;
1130 mp = op->map;
1131 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1132
1133 if (mflags & P_OUT_OF_MAP)
1134 return NULL;
1135 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1136 return NULL;
1137 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1138 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL;
1141
1142 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above)
1145 {
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target;
1149 }
1150 }
1151 }
1152 }
1153 return NULL;
1048} 1154}
1049 1155
1050 1156
1051/* cast_smite_arch() - the priest points to a creature and causes 1157/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1158 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1161 * caster = object casting the spell.
1056 * dir = direction being cast 1162 * dir = direction being cast
1057 * spell = spell object 1163 * spell = spell object
1058 */ 1164 */
1059 1165
1166int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1167cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{
1061 object *effect, *target; 1169 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1170 object *god = find_god (determine_god (op));
1063 int range; 1171 int range;
1064 1172
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1173 range = spell->range + SP_level_range_adjust (caster, spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1174 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1067 1175
1068 /* Bunch of conditions for casting this spell. Note that only 1176 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1177 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used 1178 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very 1179 * by wizards also, which is good, because I think this is a very
1072 * interesting spell. 1180 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature 1181 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god. 1182 * can't be friendly to your god.
1075 */ 1183 */
1076 1184
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1186 || (!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name)) 1187 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1188 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1190 return 0;
1083 } 1191 }
1084 1192
1085 if (spell->other_arch) 1193 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1194 effect = arch_to_object (spell->other_arch);
1087 else 1195 else
1088 return 0; 1196 return 0;
1089 1197
1090 /* tailor the effect by priest level and worshipped God */ 1198 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1199 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1200 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 {
1094 if(tailor_god_spell(effect,op)) 1203 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1205 else
1206 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1208 return 0;
1100 } 1209 }
1101 } 1210 }
1102 1211
1103 /* size of the area of destruction */ 1212 /* size of the area of destruction */
1104 effect->range=spell->range + 1213 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1214 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1215
1109 if (effect->attacktype & AT_DEATH) { 1216 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1217 {
1111 SP_level_dam_adjust(caster,spell); 1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1219
1113 /* casting death spells at undead isn't a good thing */ 1220 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD)
1223 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1224 if (random_roll (0, 2, op, PREFER_LOW))
1225 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1227 effect->x = op->x;
1118 effect->y=op->y; 1228 effect->y = op->y;
1119 } else { 1229 }
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1230 else
1121 query_name(target)); 1231 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1122 target->stats.hp = target->stats.maxhp*2; 1233 target->stats.hp = target->stats.maxhp * 2;
1123 free_object(effect); 1234 free_object (effect);
1124 return 0; 1235 return 0;
1236 }
1237 }
1125 } 1238 }
1126 } 1239 else
1127 } else { 1240 {
1128 /* how much woe to inflict :) */ 1241 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1243 }
1132 1244
1133 set_owner(effect,op); 1245 set_owner (effect, op);
1134 set_spell_skill(op, caster, spell, effect); 1246 set_spell_skill (op, caster, spell, effect);
1135 1247
1136 /* ok, tell it where to be, and insert! */ 1248 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1249 effect->x = target->x;
1138 effect->y=target->y; 1250 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1251 insert_ob_in_map (effect, target->map, op, 0);
1140 1252
1141 return 1; 1253 return 1;
1142} 1254}
1143 1255
1144 1256
1145/**************************************************************************** 1257/****************************************************************************
1146 * 1258 *
1148 * note that the fire_bullet is used to fire the missile. The 1260 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile. 1261 * code here is just to move the missile.
1150 ****************************************************************************/ 1262 ****************************************************************************/
1151 1263
1152/* op is a missile that needs to be moved */ 1264/* op is a missile that needs to be moved */
1265void
1153void move_missile(object *op) { 1266move_missile (object *op)
1267{
1154 int i, mflags; 1268 int i, mflags;
1155 object *owner; 1269 object *owner;
1156 sint16 new_x, new_y; 1270 sint16 new_x, new_y;
1157 mapstruct *m; 1271 mapstruct *m;
1158 1272
1159 if (op->range-- <=0) { 1273 if (op->range-- <= 0)
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 } 1274 {
1275 remove_ob (op);
1276 free_object (op);
1277 return;
1278 }
1164 1279
1165 owner = get_owner(op); 1280 owner = get_owner (op);
1166#if 0 1281#if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by 1282 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive 1283 * monster that are then killed would continue to survive
1169 */ 1284 */
1170 if (owner == NULL) { 1285 if (owner == NULL)
1286 {
1171 remove_ob(op); 1287 remove_ob (op);
1172 free_object(op); 1288 free_object (op);
1173 return; 1289 return;
1174 } 1290 }
1175#endif 1291#endif
1176 1292
1177 new_x = op->x + DIRX(op); 1293 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1294 new_y = op->y + DIRY (op);
1179 1295
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1181 1297
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1184 tag_t tag = op->count; 1299 {
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1300 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1301 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so. 1302 * we need to remove it if someone hasn't already done so.
1188 */ 1303 */
1189 if ( ! was_destroyed (op, tag)) { 1304 if (!op->destroyed ())
1305 free_object (op);
1306
1307 return;
1308 }
1309
1190 remove_ob (op); 1310 remove_ob (op);
1191 free_object(op);
1192 }
1193 return;
1194 }
1195 1311
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1198 free_object(op);
1199 return;
1200 } 1313 {
1314 free_object (op);
1315 return;
1316 }
1317
1201 op->x = new_x; 1318 op->x = new_x;
1202 op->y = new_y; 1319 op->y = new_y;
1203 op->map = m; 1320 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1205 if(i > 0 && i != op->direction){ 1322 if (i > 0 && i != op->direction)
1323 {
1206 op->direction=i; 1324 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1325 SET_ANIMATION (op, op->direction);
1208 } 1326 }
1327
1209 insert_ob_in_map(op,op->map,op,0); 1328 insert_ob_in_map (op, op->map, op, 0);
1210} 1329}
1211 1330
1212/**************************************************************************** 1331/****************************************************************************
1213 * Destruction 1332 * Destruction
1214 ****************************************************************************/ 1333 ****************************************************************************/
1334
1215/* make_object_glow() - currently only makes living objects glow. 1335/* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the 1336 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely 1337 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1338 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1339 * give them the capability to have an inventory. b.t.
1220 */ 1340 */
1221 1341
1342int
1222int make_object_glow(object *op, int radius, int time) { 1343make_object_glow (object *op, int radius, int time)
1344{
1223 object *tmp; 1345 object *tmp;
1224 1346
1225 /* some things are unaffected... */ 1347 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1348 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1349 return 0;
1228 1350
1229 tmp=get_archetype(FORCE_NAME); 1351 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1352 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1353 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1354 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1355 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1357 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1358
1237 tmp->x=op->x; 1359 tmp->x = op->x;
1238 tmp->y=op->y; 1360 tmp->y = op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op); 1363 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1364 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1365 op->glow_radius = tmp->glow_radius;
1243 1366
1244 if(!tmp->env||op!=tmp->env) { 1367 if (!tmp->env || op != tmp->env)
1368 {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1246 op->name); 1370 return 0;
1247 return 0;
1248 } 1371 }
1249 return 1; 1372 return 1;
1250} 1373}
1251 1374
1252 1375
1253
1254 1376
1377
1378int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1379cast_destruction (object *op, object *caster, object *spell_ob)
1380{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1381 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1382 sint16 sx, sy;
1258 mapstruct *m; 1383 mapstruct *m;
1259 object *tmp; 1384 object *tmp;
1260 const char *skill; 1385 const char *skill;
1261 1386
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1266 1392
1267 /* destruction doesn't use another spell object, so we need 1393 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1394 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1395 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through 1396 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route. 1397 * the full share string/free_string route.
1272 */ 1398 */
1273 skill = op->skill; 1399 skill = op->skill;
1400 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1401 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1276 else op->skill = NULL; 1405 op->skill = NULL;
1277 1406
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1407 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1408
1280 for(i= -range; i<range; i++) { 1409 for (i = -range; i < range; i++)
1410 {
1281 for(j=-range; j<range ; j++) { 1411 for (j = -range; j < range; j++)
1412 {
1282 m = op->map; 1413 m = op->map;
1283 sx = op->x + i; 1414 sx = op->x + i;
1284 sy = op->y + j; 1415 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1287 if (mflags & P_IS_ALIVE) { 1419 if (mflags & P_IS_ALIVE)
1420 {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1290 } 1424 break;
1291 if (tmp) { 1425 }
1292 if (tmp->head) tmp=tmp->head; 1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1293 1430
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1433 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1437 if (spell_ob->other_arch)
1299 tmp = arch_to_object(spell_ob->other_arch); 1438 {
1300 tmp->x = sx; 1439 tmp = arch_to_object (spell_ob->other_arch);
1301 tmp->y = sy; 1440 tmp->x = sx;
1302 insert_ob_in_map(tmp, m, op, 0); 1441 tmp->y = sy;
1303 } 1442 insert_ob_in_map (tmp, m, op, 0);
1304 } 1443 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1444 }
1306 tmp->resist[ATNR_MAGIC]!=100) { 1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1449 object *effect = arch_to_object (spell_ob->other_arch);
1309 effect->x = sx; 1450
1310 effect->y = sy; 1451 effect->x = sx;
1311 insert_ob_in_map(effect, m, op, 0); 1452 effect->y = sy;
1312 } 1453 insert_ob_in_map (effect, m, op, 0);
1313 } 1454 }
1314 } 1455 }
1315 } 1456 }
1457 }
1458 }
1459 }
1316 } 1460 }
1317 }
1318 }
1319 op->skill = skill; 1461 op->skill = skill;
1320 return 1; 1462 return 1;
1321} 1463}
1322 1464
1323/*************************************************************************** 1465/***************************************************************************
1324 * 1466 *
1325 * CURSE 1467 * CURSE
1326 * 1468 *
1327 ***************************************************************************/ 1469 ***************************************************************************/
1328 1470
1471int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1472cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{
1330 object *god = find_god(determine_god(op)); 1474 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1475 object *tmp, *force;
1332 1476
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1477 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1478 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 } 1479 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0;
1482 }
1340 1483
1341 /* If we've already got a force of this type, don't add a new one. */ 1484 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1485 for (force = tmp->inv; force != NULL; force = force->below)
1486 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 {
1344 if (force->name == spell_ob->name) { 1489 if (force->name == spell_ob->name)
1345 break; 1490 {
1346 } 1491 break;
1492 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1493 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1494 {
1349 "You can not cast %s while %s is in effect", 1495 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1350 spell_ob->name, force->name_pl); 1496 return 0;
1351 return 0; 1497 }
1498 }
1352 } 1499 }
1353 }
1354 }
1355 1500
1356 if(force==NULL) { 1501 if (force == NULL)
1502 {
1357 force=get_archetype(FORCE_NAME); 1503 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1504 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1505 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1506 force->name = spell_ob->race;
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else { 1507 else
1508 force->name = spell_ob->name;
1509
1510 force->name_pl = spell_ob->name;
1511
1512 }
1513 else
1514 {
1368 int duration; 1515 int duration;
1369 1516
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1517 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 if (duration > force->duration) { 1518 if (duration > force->duration)
1519 {
1372 force->duration = duration; 1520 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else { 1522 }
1523 else
1524 {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 } 1526 }
1377 return 1; 1527 return 1;
1378 } 1528 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1380 force->speed = 1.0; 1530 force->speed = 1.0;
1381 force->speed_left = -1.0; 1531 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1532 SET_FLAG (force, FLAG_APPLIED);
1383 1533
1384 if(god) { 1534 if (god)
1535 {
1385 if (spell_ob->last_grace) 1536 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1537 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1538 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1539 force->path_denied = god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1540 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1390 "You are a victim of %s's curse!",god->name); 1541 }
1391 } else 1542 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1543 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1544
1394 1545
1395 if(tmp!=op && op->type==PLAYER) 1546 if (tmp != op && op->type == PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1397 1548
1398 force->stats.ac = spell_ob->stats.ac; 1549 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1550 force->stats.wc = spell_ob->stats.wc;
1400 1551
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1554 fix_player (tmp);
1404 return 1; 1555 return 1;
1405 1556
1406} 1557}
1407 1558
1408 1559
1409/********************************************************************** 1560/**********************************************************************
1413 ***********************************************************************/ 1564 ***********************************************************************/
1414 1565
1415/* This covers the various spells that change the moods of monsters - 1566/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1567 * makes them angry, peacful, friendly, etc.
1417 */ 1568 */
1569int
1418int mood_change(object *op, object *caster, object *spell) { 1570mood_change (object *op, object *caster, object *spell)
1571{
1419 object *tmp, *god, *head; 1572 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1573 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1574 sint16 x, y, nx, ny;
1422 mapstruct *m; 1575 mapstruct *m;
1423 const char *race; 1576 const char *race;
1424 1577
1425 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again. 1579 * doing it over and over again.
1427 */ 1580 */
1428 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1584
1432 /* On the bright side, no monster should ever have a race of GOD_... 1585 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it 1586 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything. 1587 * won't ever match anything.
1435 */ 1588 */
1436 if (!spell->race) race=NULL; 1589 if (!spell->race)
1590 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1591 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1592 race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1593 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race;
1595 else
1439 else race = spell->race; 1596 race = spell->race;
1440
1441 1597
1598
1442 for (x = op->x - range; x <= op->x + range; x++) 1599 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1600 for (y = op->y - range; y <= op->y + range; y++)
1601 {
1444 1602
1445 done_one=0; 1603 done_one = 0;
1446 m = op->map; 1604 m = op->map;
1447 nx = x; 1605 nx = x;
1448 ny = y; 1606 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1451 1610
1452 /* If there is nothing living on this space, no need to go further */ 1611 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1612 if (!(mflags & P_IS_ALIVE))
1613 continue;
1454 1614
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1616 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break;
1457 1618
1458 /* There can be living objects that are not monsters */ 1619 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1620 if (!tmp || tmp->type == PLAYER)
1621 continue;
1460 1622
1461 /* Only the head has meaningful data, so resolve to that */ 1623 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1624 if (tmp->head)
1463 else head=tmp; 1625 head = tmp->head;
1626 else
1627 head = tmp;
1464 1628
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1630 if (race && head->race && !strstr (race, head->race))
1631 continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue;
1468 1634
1469 /* Now do a bunch of stuff related to saving throws */ 1635 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1636 best_at = -1;
1471 if (spell->attacktype) { 1637 if (spell->attacktype)
1638 {
1472 for (at=0; at < NROFATTACKS; at++) 1639 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1640 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1641 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at;
1475 1643
1476 if (best_at == -1) at=0; 1644 if (best_at == -1)
1645 at = 0;
1477 else { 1646 else
1647 {
1478 if (head->resist[best_at] == 100) continue; 1648 if (head->resist[best_at] == 100)
1479 else at = head->resist[best_at] / 5; 1649 continue;
1480 } 1650 else
1651 at = head->resist[best_at] / 5;
1652 }
1481 at -= level / 5; 1653 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1654 if (did_make_save (head, head->level, at))
1483 } 1655 continue;
1656 }
1484 else /* spell->attacktype */ 1657 else /* spell->attacktype */
1485 /* 1658 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving: 1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go 1660 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489 1662
1490 The chance will then be in the range [20-70] percent, not too bad. 1663 The chance will then be in the range [20-70] percent, not too bad.
1491 1664
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can 1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster... 1666 charm a level 125 monster...
1494 1667
1495 Ryo, august 14th 1668 Ryo, august 14th
1496 */ 1669 */
1497 { 1670 {
1498 if ( head->level > level ) continue; 1671 if (head->level > level)
1672 continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1500 /* Failed, no effect */ 1674 /* Failed, no effect */
1501 continue; 1675 continue;
1502 } 1676 }
1503 1677
1504 /* Done with saving throw. Now start effecting the monster */ 1678 /* Done with saving throw. Now start effecting the monster */
1505 1679
1506 /* aggravation */ 1680 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1681 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1683 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1685 remove_friendly_object (head);
1511 1686
1512 done_one = 1; 1687 done_one = 1;
1513 head->enemy = op; 1688 head->enemy = op;
1514 } 1689 }
1515 1690
1516 /* calm monsters */ 1691 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1694 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1695 head->enemy = NULL;
1520 done_one = 1; 1696 done_one = 1;
1521 } 1697 }
1522 1698
1523 /* berserk monsters */ 1699 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 {
1525 SET_FLAG(head, FLAG_BERSERK); 1702 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1703 done_one = 1;
1527 } 1704 }
1528 /* charm */ 1705 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1708 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1709 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile. 1710 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1712 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1713 set_owner (head, op);
1536 set_spell_skill(op, caster, spell, head); 1714 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1715 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1716 head->attack_movement = PETMOVE;
1539 done_one = 1; 1717 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0; 1719 head->stats.exp = 0;
1542 } 1720 }
1543 1721
1544 /* If a monster was effected, put an effect in */ 1722 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1723 if (done_one && spell->other_arch)
1724 {
1546 tmp = arch_to_object(spell->other_arch); 1725 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1726 tmp->x = nx;
1548 tmp->y = ny; 1727 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1728 insert_ob_in_map (tmp, m, op, 0);
1550 } 1729 }
1551 } /* for y */ 1730 } /* for y */
1552 1731
1553 return 1; 1732 return 1;
1554} 1733}
1555 1734
1556 1735
1557/* Move_ball_spell: This handles ball type spells that just sort of wander 1736/* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball 1737 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed. 1738 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1739 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1740 * note that duration is handled by process_object() in time.c
1562 */ 1741 */
1563 1742
1743void
1564void move_ball_spell(object *op) { 1744move_ball_spell (object *op)
1745{
1565 int i,j,dam_save,dir, mflags; 1746 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1747 sint16 nx, ny, hx, hy;
1567 object *owner; 1748 object *owner;
1568 mapstruct *m; 1749 mapstruct *m;
1569 1750
1570 owner = get_owner(op); 1751 owner = get_owner (op);
1571 1752
1572 /* the following logic makes sure that the ball doesn't move into a wall, 1753 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's 1754 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random 1755 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some 1756 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations. 1757 * deviations.
1577 */ 1758 */
1578 1759
1579 dir = 0; 1760 dir = 0;
1580 if(!(rndm(0, 3))) 1761 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1762 j = rndm (0, 1);
1582 else j=0; 1763 else
1764 j = 0;
1583 1765
1584 for(i = 1; i < 9; i++) { 1766 for (i = 1; i < 9; i++)
1767 {
1585 /* i bit 0: alters sign of offset 1768 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1769 * other bits (i / 2): absolute value of offset
1587 */ 1770 */
1588 1771
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1773 int tmpdir = absdir (op->direction + offset);
1591 1774
1592 nx = op->x + freearr_x[tmpdir]; 1775 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1776 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1777 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1778 {
1596 dir = tmpdir; 1779 dir = tmpdir;
1597 break; 1780 break;
1598 } 1781 }
1599 } 1782 }
1600 if (dir == 0) { 1783 if (dir == 0)
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 } 1784 {
1785 nx = op->x;
1786 ny = op->y;
1787 m = op->map;
1788 }
1605 1789
1606 remove_ob(op); 1790 remove_ob (op);
1607 op->y=ny; 1791 op->y = ny;
1608 op->x=nx; 1792 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1793 insert_ob_in_map (op, m, op, 0);
1610 1794
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */ 1796 surrounding squares */
1613 1797
1614 /* loop over current square and neighbors to hit. 1798 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1799 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1800 * the surround spaces.
1617 */ 1801 */
1618 for(j=0;j<9;j++) { 1802 for (j = 0; j < 9; j++)
1803 {
1619 object *new_ob; 1804 object *new_ob;
1620 1805
1621 hx = nx+freearr_x[j]; 1806 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1807 hy = ny + freearr_y[j];
1623 1808
1624 m = op->map; 1809 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1811
1627 if (mflags & P_OUT_OF_MAP) continue; 1812 if (mflags & P_OUT_OF_MAP)
1813 continue;
1628 1814
1629 /* first, don't ever, ever hit the owner. Don't hit out 1815 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either. 1816 * of the map either.
1631 */ 1817 */
1632 1818
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1634 if(j) op->stats.dam = dam_save/2; 1820 {
1821 if (j)
1822 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1823 hit_map (op, j, op->attacktype, 1);
1636 1824
1637 } 1825 }
1638 1826
1639 /* insert the other arch */ 1827 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 {
1641 new_ob = arch_to_object(op->other_arch); 1830 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1831 new_ob->x = hx;
1643 new_ob->y = hy; 1832 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1833 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1834 }
1646 } 1835 }
1647 1836
1648 /* restore to the center location and damage*/ 1837 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1838 op->stats.dam = dam_save;
1650 1839
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1652 1841
1653 if(i>=0) { /* we have a preferred direction! */ 1842 if (i >= 0)
1843 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1844 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1849 }
1659 op->direction=i; 1850 op->direction = i;
1660 } 1851 }
1661} 1852}
1662 1853
1663 1854
1664/* move_swarm_spell: peterm 1855/* move_swarm_spell: peterm
1667 * is a special type of object that casts swarms of other types 1858 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells 1859 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction. 1860 * from a set of squares surrounding the caster, in a given direction.
1670 */ 1861 */
1671 1862
1863void
1672void move_swarm_spell(object *op) 1864move_swarm_spell (object *op)
1673{ 1865{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1866#if 0
1696 // this is bogus: it causes wrong places to be checked below 1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1697 // (a wall 2 cells away will block the effect...) and 1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1869 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1870 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1871 mapstruct *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1872#endif
1873 int basedir;
1874 object *owner;
1743 1875
1876 owner = get_owner (op);
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 }
1883 op->duration--;
1884
1885 basedir = op->direction;
1886 if (basedir == 0)
1887 {
1888 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8);
1890 }
1891
1892#if 0
1893 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space.
1897 // should be fixed later, but correctness before featurs...
1898 // (schmorp)
1899
1900 /* new offset calculation to make swarm element distribution
1901 * more uniform
1902 */
1903 if (op->duration)
1904 {
1905 if (basedir & 1)
1906 {
1907 adjustdir = cardinal_adjust[rndm (0, 8)];
1908 }
1909 else
1910 {
1911 adjustdir = diagonal_adjust[rndm (0, 9)];
1912 }
1913 }
1914 else
1915 {
1916 adjustdir = 0; /* fire the last one from forward. */
1917 }
1918
1919 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1920 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1921
1922 /* back up one space so we can hit point-blank targets, but this
1923 * necessitates extra out_of_map check below
1924 */
1925 origin_x = target_x - freearr_x[basedir];
1926 origin_y = target_y - freearr_y[basedir];
1927
1928
1744 /* spell pointer is set up for the spell this casts. Since this 1929 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory, 1930 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However, 1931 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways. 1932 * do some sanity checking anyways.
1748 */ 1933 */
1934
1935 if (op->spell && op->spell->type == SPELL &&
1936 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1937 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1749 1938 {
1939
1940 /* Bullet spells have a bunch more customization that needs to be done */
1941 if (op->spell->subtype == SP_BULLET)
1942 fire_bullet (owner, op, basedir, op->spell);
1943 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1944 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1945 }
1946#endif
1947
1948 /* spell pointer is set up for the spell this casts. Since this
1949 * should just be a pointer to the spell in some inventory,
1950 * it is unlikely to disappear by the time we need it. However,
1951 * do some sanity checking anyways.
1952 */
1953
1750 if (op->spell && op->spell->type == SPELL) 1954 if (op->spell && op->spell->type == SPELL)
1751 { 1955 {
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1956 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1957 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1958 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1959 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 } 1961 }
1758} 1962}
1759 1963
1760 1964
1761 1965
1762 1966
1770 * dir: the direction everything will be fired in 1974 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1975 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1976 * n: the number to be fired.
1773 */ 1977 */
1774 1978
1979int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1980fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1981{
1777 object *tmp; 1982 object *tmp;
1778 int i; 1983 int i;
1779 1984
1780 if (!spell->other_arch) return 0; 1985 if (!spell->other_arch)
1986 return 0;
1781 1987
1782 tmp=get_archetype(SWARM_SPELL); 1988 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1989 tmp->x = op->x;
1784 tmp->y=op->y; 1990 tmp->y = op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1786 set_spell_skill(op, caster, spell, tmp); 1992 set_spell_skill (op, caster, spell, tmp);
1787 1993
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1789 tmp->spell = arch_to_object(spell->other_arch); 1995 tmp->spell = arch_to_object (spell->other_arch);
1790 1996
1791 tmp->attacktype = tmp->spell->attacktype; 1997 tmp->attacktype = tmp->spell->attacktype;
1792 1998
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
1794 if ( ! tailor_god_spell (tmp, op)) 2001 if (!tailor_god_spell (tmp, op))
1795 return 1; 2002 return 1;
1796 } 2003 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 2004 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 2005 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 2007
1801 tmp->direction=dir; 2008 tmp->direction = dir;
1802 tmp->invisible=1; 2009 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 2010 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 2011 return 1;
1805} 2012}
1806 2013
1807 2014
1808/* See the spells documentation file for why this is its own 2015/* See the spells documentation file for why this is its own
1809 * function. 2016 * function.
1810 */ 2017 */
2018int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2019cast_light (object *op, object *caster, object *spell, int dir)
2020{
1812 object *target=NULL,*tmp=NULL; 2021 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2022 sint16 x, y;
1814 int dam, mflags; 2023 int dam, mflags;
1815 mapstruct *m; 2024 mapstruct *m;
1816 2025
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2027
1819 if(!dir) { 2028 if (!dir)
2029 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2031 return 0;
1822 } 2032 }
1823 2033
1824 x=op->x+freearr_x[dir]; 2034 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2035 y = op->y + freearr_y[dir];
1826 m = op->map; 2036 m = op->map;
1827 2037
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2039
1830 if (mflags & P_OUT_OF_MAP) { 2040 if (mflags & P_OUT_OF_MAP)
2041 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2043 return 0;
1833 } 2044 }
1834 2045
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2046 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
1836 for(target=get_map_ob(m,x,y);target;target=target->above) 2048 for (target = get_map_ob (m, x, y); target; target = target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2051 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head; 2052 if (target->head)
2053 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2054 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2055 return 1; /* one success only! */
2056 }
1842 } 2057 }
1843 }
1844 2058
1845 /* no live target, perhaps a wall is in the way? */ 2059 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 2063 return 0;
1849 } 2064 }
1850 2065
1851 /* ok, looks groovy to just insert a new light on the map */ 2066 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch); 2067 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2068 if (!tmp)
2069 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2071 return 0;
1856 } 2072 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2074 if (tmp->glow_radius)
2075 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2077 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII;
1861 } 2079 }
1862 tmp->x=x; 2080 tmp->x = x;
1863 tmp->y=y; 2081 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2082 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2083 return 1;
1866} 2084}
1867 2085
1868 2086
1869 2087
1870 2088
1873 * op is the player/monster, caster is the object, dir is the direction 2091 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number 2092 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c? 2093 * perhaps this should actually be in disease.c?
1876 */ 2094 */
1877 2095
2096int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2097cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{
1879 sint16 x,y; 2099 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2100 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2101 object *walk;
1882 mapstruct *m; 2102 mapstruct *m;
1883 2103
1884 x = op->x; 2104 x = op->x;
1885 y = op->y; 2105 y = op->y;
1886 2106
1887 /* If casting from a scroll, no direction will be available, so refer to the 2107 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing. 2108 * direction the player is pointing.
1889 */ 2109 */
2110 if (!dir)
1890 if (!dir) dir=op->facing; 2111 dir = op->facing;
2112 if (!dir)
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2113 return 0; /* won't find anything if casting on ourself, so just return */
1892 2114
1893 /* Calculate these once here */ 2115 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2116 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2117 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2118 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2119
1898 /* search in a line for a victim */ 2120 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2121 for (i = 1; i < range; i++)
2122 {
1900 x = op->x + i * freearr_x[dir]; 2123 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2124 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2125 m = op->map;
1903 2126
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2127 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2128
1906 if (mflags & P_OUT_OF_MAP) return 0; 2129 if (mflags & P_OUT_OF_MAP)
2130 return 0;
1907 2131
1908 /* don't go through walls - presume diseases are airborne */ 2132 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2133 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2134 return 0;
1910 2135
1911 /* Only bother looking on this space if there is something living here */ 2136 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) { 2137 if (mflags & P_IS_ALIVE)
2138 {
1913 /* search this square for a victim */ 2139 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch); 2143 object *disease = arch_to_object (spell->other_arch);
1917 2144
1918 set_owner(disease,op); 2145 set_owner (disease, op);
1919 set_spell_skill(op, caster, spell, disease); 2146 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2147 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2148 disease->level = caster_level (caster, spell);
1922 2149
1923 /* do level adjustments */ 2150 /* do level adjustments */
1924 if(disease->stats.wc) 2151 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2152 disease->stats.wc += dur_mod / 2;
1926 2153
1927 if(disease->magic> 0) 2154 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2155 disease->magic += dur_mod / 4;
1929 2156
1930 if(disease->stats.maxhp>0) 2157 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2158 disease->stats.maxhp += dur_mod;
1932 2159
1933 if(disease->stats.maxgrace>0) 2160 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2161 disease->stats.maxgrace += dur_mod;
1935 2162
1936 if(disease->stats.dam) { 2163 if (disease->stats.dam)
1937 if(disease->stats.dam > 0) 2164 {
1938 disease->stats.dam += dam_mod; 2165 if (disease->stats.dam > 0)
1939 else disease->stats.dam -= dam_mod; 2166 disease->stats.dam += dam_mod;
1940 } 2167 else
2168 disease->stats.dam -= dam_mod;
2169 }
1941 2170
1942 if(disease->last_sp) { 2171 if (disease->last_sp)
1943 disease->last_sp -= 2*dam_mod; 2172 {
1944 if(disease->last_sp <1) disease->last_sp = 1; 2173 disease->last_sp -= 2 * dam_mod;
1945 } 2174 if (disease->last_sp < 1)
2175 disease->last_sp = 1;
2176 }
1946 2177
1947 if(disease->stats.maxsp) { 2178 if (disease->stats.maxsp)
1948 if(disease->stats.maxsp > 0) 2179 {
1949 disease->stats.maxsp += dam_mod; 2180 if (disease->stats.maxsp > 0)
1950 else disease->stats.maxsp -= dam_mod; 2181 disease->stats.maxsp += dam_mod;
1951 } 2182 else
1952 2183 disease->stats.maxsp -= dam_mod;
2184 }
2185
1953 if(disease->stats.ac) 2186 if (disease->stats.ac)
1954 disease->stats.ac += dam_mod; 2187 disease->stats.ac += dam_mod;
1955 2188
1956 if(disease->last_eat) 2189 if (disease->last_eat)
1957 disease->last_eat -= dam_mod; 2190 disease->last_eat -= dam_mod;
1958 2191
1959 if(disease->stats.hp) 2192 if (disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2193 disease->stats.hp -= dam_mod;
1961 2194
1962 if(disease->stats.sp) 2195 if (disease->stats.sp)
1963 disease->stats.sp -= dam_mod; 2196 disease->stats.sp -= dam_mod;
1964 2197
1965 if(infect_object(walk,disease,1)) { 2198 if (infect_object (walk, disease, 1))
2199 {
1966 object *flash; /* visual effect for inflicting disease */ 2200 object *flash; /* visual effect for inflicting disease */
1967 2201
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1969 2203
1970 free_object(disease); /* don't need this one anymore */ 2204 free_object (disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC); 2205 flash = get_archetype (ARCH_DETECT_MAGIC);
1972 flash->x = x; 2206 flash->x = x;
1973 flash->y = y; 2207 flash->y = y;
1974 flash->map = walk->map; 2208 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0); 2209 insert_ob_in_map (flash, walk->map, op, 0);
1976 return 1; 2210 return 1;
1977 } 2211 }
1978 free_object(disease); 2212 free_object (disease);
1979 } 2213 }
1980 } /* if living creature */ 2214 } /* if living creature */
1981 } /* for range of spaces */ 2215 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2217 return 1;
1984} 2218}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines