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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 90 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
412 {
413 remove_ob (op); 432 remove_ob (op);
414 free_object (op); 433 free_object (op);
434 return;
435 }
436 remove_ob (op);
437 op->x = env->x;
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
441 else if (out_of_map (op->map, op->x, op->y))
442 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op);
445 free_object (op);
446 return;
447 }
448
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 {
454 remove_ob (op);
455 free_object (op);
456 return;
457 }
458
459 if (op->attacktype)
460 {
461 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag))
415 return; 463 return;
416 } 464 }
417 465
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
426 468
427 copy_owner (tmp, op); 469 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 471
431 owner = get_owner(op); 472 owner = get_owner (op);
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) { 474 {
434 remove_ob (op); 475 remove_ob (op);
435 free_object (op); 476 free_object (op);
436 return; 477 return;
437 } 478 }
438 tmp->x = op->x; 479 tmp->x = op->x;
439 tmp->y = op->y; 480 tmp->y = op->y;
440 481
441 /* special for bombs - it actually has sane values for these */ 482 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 {
443 tmp->attacktype = op->attacktype; 485 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 486 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 487 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 488 tmp->duration = op->duration;
447 } else { 489 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 490 else
491 {
492 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 494 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 495 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 496 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 497 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 498 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 499 * the count of the parent should work fine.
455 */ 500 */
456 tmp->stats.maxhp = op->count; 501 tmp->stats.maxhp = op->count;
457 } 502 }
458 503
459 /* Set direction of cone explosion */ 504 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 505 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 506 tmp->stats.sp = op->direction;
462 507
463 /* Prevent recursion */ 508 /* Prevent recursion */
464 op->move_on = 0; 509 op->move_on = 0;
465 510
466 insert_ob_in_map(tmp, op->map, op, 0); 511 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 512 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 513 if (!was_destroyed (op, op_tag))
514 {
469 remove_ob (op); 515 remove_ob (op);
470 free_object (op); 516 free_object (op);
471 } 517 }
472} 518}
473 519
474 520
475 521
476/* checks to see what op should do, given the space it is on 522/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 523 * (eg, explode, damage player, etc)
478 */ 524 */
479 525
526void
480void check_bullet(object *op) 527check_bullet (object *op)
481{ 528{
482 tag_t op_tag = op->count, tmp_tag; 529 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 530 object *tmp;
484 int dam, mflags; 531 int dam, mflags;
485 mapstruct *m; 532 mapstruct *m;
486 sint16 sx, sy; 533 sint16 sx, sy;
487 534
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 536
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 538 return;
492 539
493 if (op->other_arch) { 540 if (op->other_arch)
541 {
494 /* explode object will also remove op */ 542 /* explode object will also remove op */
495 explode_bullet (op); 543 explode_bullet (op);
496 return; 544 return;
497 } 545 }
498 546
499 /* If nothing alive on this space, no reason to do anything further */ 547 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 548 if (!(mflags & P_IS_ALIVE))
549 return;
501 550
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 552 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 {
505 tmp_tag = tmp->count; 555 tmp_tag = tmp->count;
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 558 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 559 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 560 {
512 free_object(op); 561 remove_ob (op);
513 return; 562 free_object (op);
514 } 563 return;
564 }
515 } 565 }
516 } 566 }
517 } 567 }
518} 568}
519 569
522 * call check_bullet. 572 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 573 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 574 * fired arches (eg, bolts).
525 */ 575 */
526 576
577void
527void move_bullet(object *op) 578move_bullet (object *op)
528{ 579{
529 sint16 new_x, new_y; 580 sint16 new_x, new_y;
530 int mflags; 581 int mflags;
531 mapstruct *m; 582 mapstruct *m;
532 583
533#if 0 584#if 0
534 /* We need a better general purpose way to do this */ 585 /* We need a better general purpose way to do this */
535 586
536 /* peterm: added to make comet leave a trail of burnouts 587 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 588 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 589 if (op->stats.sp == SP_METEOR)
590 {
539 replace_insert_ob_in_map("fire_trail",op); 591 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 592 if (was_destroyed (op, op_tag))
541 return; 593 return;
542 } /* end addition. */ 594 } /* end addition. */
543#endif 595#endif
544 596
545 /* Reached the end of its life - remove it */ 597 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 598 if (--op->range <= 0)
599 {
547 if (op->other_arch) { 600 if (op->other_arch)
601 {
548 explode_bullet (op); 602 explode_bullet (op);
549 } else { 603 }
604 else
605 {
550 remove_ob (op); 606 remove_ob (op);
551 free_object (op); 607 free_object (op);
552 } 608 }
553 return; 609 return;
554 } 610 }
555 611
556 new_x = op->x + DIRX(op); 612 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 613 new_y = op->y + DIRY (op);
558 m = op->map; 614 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 616
561 if (mflags & P_OUT_OF_MAP) { 617 if (mflags & P_OUT_OF_MAP)
618 {
562 remove_ob (op); 619 remove_ob (op);
563 free_object (op); 620 free_object (op);
564 return; 621 return;
565 } 622 }
566 623
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 {
568 if (op->other_arch) { 626 if (op->other_arch)
627 {
569 explode_bullet (op); 628 explode_bullet (op);
629 }
570 } else { 630 else
631 {
571 remove_ob (op); 632 remove_ob (op);
572 free_object (op); 633 free_object (op);
573 } 634 }
574 return; 635 return;
575 } 636 }
576 637
577 remove_ob (op); 638 remove_ob (op);
578 op->x = new_x; 639 op->x = new_x;
579 op->y = new_y; 640 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 642 return;
582 643
583 if (reflwall (op->map, op->x, op->y, op)) { 644 if (reflwall (op->map, op->x, op->y, op))
645 {
584 op->direction = absdir (op->direction + 4); 646 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 647 update_turn_face (op);
586 } else { 648 }
649 else
650 {
587 check_bullet (op); 651 check_bullet (op);
588 } 652 }
589} 653}
590 654
591 655
592 656
598 * spob->attacktype. 662 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 663 * This function sets up the appropriate owner and skill
600 * pointers. 664 * pointers.
601 */ 665 */
602 666
667int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 668fire_bullet (object *op, object *caster, int dir, object *spob)
669{
604 object *tmp=NULL; 670 object *tmp = NULL;
605 int mflags; 671 int mflags;
606 672
607 if (!spob->other_arch) 673 if (!spob->other_arch)
608 return 0; 674 return 0;
609 675
610 tmp=arch_to_object(spob->other_arch); 676 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 677 if (tmp == NULL)
612 return 0; 678 return 0;
613 679
614 /* peterm: level dependency for bolts */ 680 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 682 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 683 if (spob->slaying)
684 tmp->slaying = spob->slaying;
618 685
619 tmp->range = 50; 686 tmp->range = 50;
620 687
621 /* Need to store duration/range for the ball to use */ 688 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 689 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 690 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 691 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 692
626 tmp->direction=dir; 693 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 695 SET_ANIMATION (tmp, dir);
629 696
630 set_owner(tmp,op); 697 set_owner (tmp, op);
631 set_spell_skill(op, caster, spob, tmp); 698 set_spell_skill (op, caster, spob, tmp);
632 699
633 tmp->x=op->x + freearr_x[dir]; 700 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 701 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 702 tmp->map = op->map;
636 703
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 705 if (mflags & P_OUT_OF_MAP)
706 {
639 free_object(tmp); 707 free_object (tmp);
640 return 0; 708 return 0;
641 } 709 }
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 {
644 free_object(tmp); 714 free_object (tmp);
645 return 0; 715 return 0;
646 } 716 }
647 tmp->x=op->x; 717 tmp->x = op->x;
648 tmp->y=op->y; 718 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 719 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 720 tmp->map = op->map;
651 } 721 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
723 {
653 check_bullet (tmp); 724 check_bullet (tmp);
654 } 725 }
655 return 1; 726 return 1;
656} 727}
657 728
658 729
659 730
660 731
664 * 735 *
665 *****************************************************************************/ 736 *****************************************************************************/
666 737
667 738
668/* drops an object based on what is in the cone's "other_arch" */ 739/* drops an object based on what is in the cone's "other_arch" */
740void
669void cone_drop(object *op) { 741cone_drop (object *op)
742{
670 object *new_ob = arch_to_object(op->other_arch); 743 object *new_ob = arch_to_object (op->other_arch);
671 744
672 new_ob->x = op->x; 745 new_ob->x = op->x;
673 new_ob->y = op->y; 746 new_ob->y = op->y;
674 new_ob->level = op->level; 747 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 748 set_owner (new_ob, op->owner);
676 749
677 /* preserve skill ownership */ 750 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 751 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 752 {
753 new_ob->skill = op->skill;
754 }
682 insert_ob_in_map(new_ob,op->map,op,0); 755 insert_ob_in_map (new_ob, op->map, op, 0);
683 756
684} 757}
685 758
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 759/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 760
761void
688void move_cone(object *op) { 762move_cone (object *op)
763{
689 int i; 764 int i;
690 tag_t tag; 765 tag_t tag;
691 766
692 /* if no map then hit_map will crash so just ignore object */ 767 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 768 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 769 {
695 op->name ? op->name : "unknown"); 770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
696 op->speed = 0; 771 op->speed = 0;
697 update_ob_speed (op); 772 update_ob_speed (op);
698 return; 773 return;
699 } 774 }
700 775
701 /* lava saves it's life, but not yours :) */ 776 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 777 if (QUERY_FLAG (op, FLAG_LIFESAVE))
778 {
703 hit_map(op,0,op->attacktype,0); 779 hit_map (op, 0, op->attacktype, 0);
704 return; 780 return;
705 } 781 }
706 782
707#if 0 783#if 0
708 /* Disable this - enabling it makes monsters easier, as 784 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 785 * when their cone dies when they die.
710 */ 786 */
711 /* If no owner left, the spell dies out. */ 787 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 788 if (get_owner (op) == NULL)
789 {
713 remove_ob(op); 790 remove_ob (op);
714 free_object(op); 791 free_object (op);
715 return; 792 return;
716 } 793 }
717#endif 794#endif
718 795
719 tag = op->count; 796 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 797 hit_map (op, 0, op->attacktype, 0);
721 798
722 /* Check to see if we should push anything. 799 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 800 * Spell objects with weight push whatever they encounter to some
724 * degree. 801 * degree.
725 */ 802 */
803 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 804 check_spell_knockback (op);
727 805
728 if (was_destroyed (op, tag)) 806 if (was_destroyed (op, tag))
807 return;
808
809 if ((op->duration--) < 0)
810 {
811 remove_ob (op);
812 free_object (op);
729 return; 813 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 814 }
736 /* Object has hit maximum range, so don't have it move 815 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 816 * any further. When the duration above expires,
738 * then the object will get removed. 817 * then the object will get removed.
739 */ 818 */
740 if (--op->range < 0) { 819 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 820 {
821 op->range = 0; /* just so it doesn't wrap */
822 return;
823 }
744 824
745 for(i= -1;i<2;i++) { 825 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 826 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 828
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 829 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 {
750 object *tmp=get_object(); 831 object *tmp = get_object ();
832
751 copy_object(op, tmp); 833 copy_object (op, tmp);
752 tmp->x=x; 834 tmp->x = x;
753 tmp->y=y; 835 tmp->y = y;
754 836
755 tmp->duration = op->duration + 1; 837 tmp->duration = op->duration + 1;
756 838
757 /* Use for spell tracking - see ok_to_put_more() */ 839 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 840 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 841 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 842 if (tmp->other_arch)
761 } 843 cone_drop (tmp);
844 }
762 } 845 }
763} 846}
764 847
765/* cast_cone: casts a cone spell. 848/* cast_cone: casts a cone spell.
766 * op: person firing the object. 849 * op: person firing the object.
768 * dir: direction to fire in. 851 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 852 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 853 * to fire.
771 * returns 0 on failure, 1 on success. 854 * returns 0 on failure, 1 on success.
772 */ 855 */
856int
773int cast_cone(object *op, object *caster,int dir, object *spell) 857cast_cone (object *op, object *caster, int dir, object *spell)
774{ 858{
775 object *tmp; 859 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 860 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 861 mapstruct *m;
778 sint16 sx, sy; 862 sint16 sx, sy;
779 MoveType movetype; 863 MoveType movetype;
780 864
781 if (!spell->other_arch) return 0; 865 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 866 return 0;
867
868 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 869 {
870 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
871 return 0;
872 }
789 873
790 if(!dir) { 874 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 875 {
876 range_min = 0;
877 range_max = 8;
878 }
794 879
795 /* Need to know what the movetype of the object we are about 880 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 881 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 882 * insert it into is blocked.
798 */ 883 */
799 movetype = spell->other_arch->clone.move_type; 884 movetype = spell->other_arch->clone.move_type;
800 885
801 for(i=range_min;i<=range_max;i++) { 886 for (i = range_min; i <= range_max; i++)
887 {
802 sint16 x,y, d; 888 sint16 x, y, d;
803 889
804 /* We can't use absdir here, because it never returns 890 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 891 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 892 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 893 * to hit that person.
808 */ 894 */
809 d = dir + i; 895 d = dir + i;
810 while (d < 0) d+=8; 896 while (d < 0)
811 while (d > 8) d-=8; 897 d += 8;
898 while (d > 8)
899 d -= 8;
812 900
813 /* If it's not a rune, we don't want to blast the caster. 901 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 902 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 903 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 904 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 905 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 906 * for the rune code.
819 */ 907 */
820 if (caster->type != RUNE && d==0) { 908 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 909 {
822 else continue; 910 if (dir != 0)
823 } 911 d = 8;
912 else
913 continue;
914 }
824 915
825 x = op->x+freearr_x[d]; 916 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 917 y = op->y + freearr_y[d];
827 918
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 919 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 920 continue;
830 921
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 923 continue;
833 924
834 success=1; 925 success = 1;
835 tmp=arch_to_object(spell->other_arch); 926 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 927 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 928 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 929 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 930 tmp->x = sx;
840 tmp->y = sy; 931 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 932 tmp->attacktype = spell->attacktype;
842 933
843 /* holy word stuff */ 934 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
845 if(!tailor_god_spell(tmp,op)) return 0; 937 if (!tailor_god_spell (tmp, op))
846 } 938 return 0;
847 939 }
848 if(dir) 940
941 if (dir)
849 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
850 else 943 else
851 tmp->stats.sp=i; 944 tmp->stats.sp = i;
852 945
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 947
855 /* If casting it in all directions, it doesn't go as far */ 948 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 949 if (dir == 0)
950 {
857 tmp->range /= 4; 951 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
859 } 953 tmp->range = 2;
954 }
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 957
863 /* Special bonus for fear attacks */ 958 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 959 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 960 {
866 else 961 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha];
963 else
867 tmp->duration += caster->level/3; 964 tmp->duration += caster->level / 3;
868 } 965 }
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 967 {
871 else 968 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else
872 tmp->duration += caster->level/3; 971 tmp->duration += caster->level / 3;
873 } 972 }
874 973
875 974
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 975 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 977
880 if (!tmp->move_on && tmp->stats.dam) { 978 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 979 {
882 "cast_cone(): arch %s doesn't have move_on set\n", 980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
883 spell->other_arch->name); 981 }
884 }
885 insert_ob_in_map(tmp,m,op,0); 982 insert_ob_in_map (tmp, m, op, 0);
886 983
887 /* This is used for tracking spells so that one effect doesn't hit 984 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 985 * a single space too many times.
889 */ 986 */
890 tmp->stats.maxhp = tmp->count; 987 tmp->stats.maxhp = tmp->count;
891 988
892 if(tmp->other_arch) cone_drop(tmp); 989 if (tmp->other_arch)
990 cone_drop (tmp);
893 } 991 }
894 return success; 992 return success;
895} 993}
896 994
897/**************************************************************************** 995/****************************************************************************
898 * 996 *
899 * BOMB related code 997 * BOMB related code
902 1000
903 1001
904/* This handles an exploding bomb. 1002/* This handles an exploding bomb.
905 * op is the original bomb object. 1003 * op is the original bomb object.
906 */ 1004 */
1005void
907void animate_bomb(object *op) { 1006animate_bomb (object *op)
1007{
908 int i; 1008 int i;
909 object *env, *tmp; 1009 object *env, *tmp;
910 archetype *at; 1010 archetype *at;
911 1011
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1012 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 1013 return;
914 1014
1015
915 env = object_get_env_recursive(op); 1016 env = object_get_env_recursive (op);
916 1017
917 if (op->env) { 1018 if (op->env)
1019 {
918 if (env->map == NULL) 1020 if (env->map == NULL)
919 return; 1021 return;
920 1022
921 if (env->type == PLAYER) 1023 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1024 esrv_del_item (env->contr, op->count);
923 1025
924 remove_ob(op); 1026 remove_ob (op);
925 op->x = env->x; 1027 op->x = env->x;
926 op->y = env->y; 1028 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return;
1031 }
1032
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 {
1038 remove_ob (op);
1039 free_object (op);
928 return; 1040 return;
929 } 1041 }
930 1042
931 /* This copies a lot of the code from the fire bullet, 1043 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1044 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1045 * so just set up the appropriate values.
934 */ 1046 */
935 at = find_archetype(SPLINT); 1047 at = find_archetype (SPLINT);
936 if (at) { 1048 if (at)
937 for(i=1;i<9;i++) { 1049 {
1050 for (i = 1; i < 9; i++)
1051 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 1053 continue;
940 tmp = arch_to_object(at); 1054 tmp = arch_to_object (at);
941 tmp->direction = i; 1055 tmp->direction = i;
942 tmp->range = op->range; 1056 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1057 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1058 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1059 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1060 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) { 1061 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1062 {
949 tmp->skill = add_refcount(op->skill); 1063 tmp->skill = op->skill;
950 } 1064 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1066 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1067 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1068 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1069 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1070 move_bullet (tmp);
957 } 1071 }
958 } 1072 }
959 1073
960 explode_bullet(op); 1074 explode_bullet (op);
961} 1075}
962 1076
1077int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1078create_bomb (object *op, object *caster, int dir, object *spell)
1079{
964 1080
965 object *tmp; 1081 object *tmp;
966 int mflags; 1082 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1084 mapstruct *m;
969 1085
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1090 return 0;
974 } 1091 }
975 tmp=arch_to_object(spell->other_arch); 1092 tmp = arch_to_object (spell->other_arch);
976 1093
977 /* level dependencies for bomb */ 1094 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1098 tmp->attacktype = spell->attacktype;
982 1099
983 set_owner(tmp,op); 1100 set_owner (tmp, op);
984 set_spell_skill(op, caster, spell, tmp); 1101 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1102 tmp->x = dx;
986 tmp->y=dy; 1103 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1104 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1105 return 1;
989} 1106}
990 1107
991/**************************************************************************** 1108/****************************************************************************
992 * 1109 *
993 * smite related spell code. 1110 * smite related spell code.
1001 * dir is the direction to look in. 1118 * dir is the direction to look in.
1002 * range is how far out to look. 1119 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1121 * this info is used for blocked magic/unholy spaces.
1005 */ 1122 */
1006 1123
1124object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1125get_pointed_target (object *op, int dir, int range, int type)
1126{
1008 object *target; 1127 object *target;
1009 sint16 x,y; 1128 sint16 x, y;
1010 int dist, mflags; 1129 int dist, mflags;
1011 mapstruct *mp; 1130 mapstruct *mp;
1012 1131
1013 if (dir==0) return NULL; 1132 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1133 return NULL;
1134
1135 for (dist = 1; dist < range; dist++)
1136 {
1137 x = op->x + freearr_x[dir] * dist;
1138 y = op->y + freearr_y[dir] * dist;
1139 mp = op->map;
1140 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1141
1142 if (mflags & P_OUT_OF_MAP)
1143 return NULL;
1144 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1145 return NULL;
1146 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1147 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL;
1150
1151 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above)
1154 {
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target;
1158 }
1159 }
1160 }
1161 }
1162 return NULL;
1035} 1163}
1036 1164
1037 1165
1038/* cast_smite_arch() - the priest points to a creature and causes 1166/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1167 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1170 * caster = object casting the spell.
1043 * dir = direction being cast 1171 * dir = direction being cast
1044 * spell = spell object 1172 * spell = spell object
1045 */ 1173 */
1046 1174
1175int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1176cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{
1048 object *effect, *target; 1178 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1179 object *god = find_god (determine_god (op));
1050 int range; 1180 int range;
1051 1181
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1182 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1183 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1184
1055 /* Bunch of conditions for casting this spell. Note that only 1185 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1186 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1187 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1188 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1189 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1190 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1191 * can't be friendly to your god.
1062 */ 1192 */
1063 1193
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1195 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1196 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1197 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1199 return 0;
1070 } 1200 }
1071 1201
1072 if (spell->other_arch) 1202 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1203 effect = arch_to_object (spell->other_arch);
1074 else 1204 else
1075 return 0; 1205 return 0;
1076 1206
1077 /* tailor the effect by priest level and worshipped God */ 1207 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1208 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1209 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 {
1081 if(tailor_god_spell(effect,op)) 1212 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1214 else
1215 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1217 return 0;
1087 } 1218 }
1088 } 1219 }
1089 1220
1090 /* size of the area of destruction */ 1221 /* size of the area of destruction */
1091 effect->range=spell->range + 1222 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1223 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1224
1096 if (effect->attacktype & AT_DEATH) { 1225 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1226 {
1098 SP_level_dam_adjust(caster,spell); 1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1228
1100 /* casting death spells at undead isn't a good thing */ 1229 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD)
1232 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1233 if (random_roll (0, 2, op, PREFER_LOW))
1234 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1236 effect->x = op->x;
1105 effect->y=op->y; 1237 effect->y = op->y;
1106 } else { 1238 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1239 else
1108 query_name(target)); 1240 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1242 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1243 free_object (effect);
1111 return 0; 1244 return 0;
1245 }
1246 }
1112 } 1247 }
1113 } 1248 else
1114 } else { 1249 {
1115 /* how much woe to inflict :) */ 1250 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1252 }
1119 1253
1120 set_owner(effect,op); 1254 set_owner (effect, op);
1121 set_spell_skill(op, caster, spell, effect); 1255 set_spell_skill (op, caster, spell, effect);
1122 1256
1123 /* ok, tell it where to be, and insert! */ 1257 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1258 effect->x = target->x;
1125 effect->y=target->y; 1259 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1260 insert_ob_in_map (effect, target->map, op, 0);
1127 1261
1128 return 1; 1262 return 1;
1129} 1263}
1130 1264
1131 1265
1132/**************************************************************************** 1266/****************************************************************************
1133 * 1267 *
1135 * note that the fire_bullet is used to fire the missile. The 1269 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1270 * code here is just to move the missile.
1137 ****************************************************************************/ 1271 ****************************************************************************/
1138 1272
1139/* op is a missile that needs to be moved */ 1273/* op is a missile that needs to be moved */
1274void
1140void move_missile(object *op) { 1275move_missile (object *op)
1276{
1141 int i, mflags; 1277 int i, mflags;
1142 object *owner; 1278 object *owner;
1143 sint16 new_x, new_y; 1279 sint16 new_x, new_y;
1144 mapstruct *m; 1280 mapstruct *m;
1145 1281
1146 if (op->range-- <=0) { 1282 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1283 {
1284 remove_ob (op);
1285 free_object (op);
1286 return;
1287 }
1151 1288
1152 owner = get_owner(op); 1289 owner = get_owner (op);
1153#if 0 1290#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1291 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1292 * monster that are then killed would continue to survive
1156 */ 1293 */
1157 if (owner == NULL) { 1294 if (owner == NULL)
1295 {
1158 remove_ob(op); 1296 remove_ob (op);
1159 free_object(op); 1297 free_object (op);
1160 return; 1298 return;
1161 } 1299 }
1162#endif 1300#endif
1163 1301
1164 new_x = op->x + DIRX(op); 1302 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1303 new_y = op->y + DIRY (op);
1166 1304
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1306
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 {
1171 tag_t tag = op->count; 1309 tag_t tag = op->count;
1310
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1311 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1312 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1313 * we need to remove it if someone hasn't already done so.
1175 */ 1314 */
1176 if ( ! was_destroyed (op, tag)) { 1315 if (!was_destroyed (op, tag))
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return;
1321 }
1322
1177 remove_ob (op); 1323 remove_ob (op);
1178 free_object(op);
1179 }
1180 return;
1181 }
1182
1183 remove_ob(op);
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1325 {
1326 free_object (op);
1327 return;
1328 }
1188 op->x = new_x; 1329 op->x = new_x;
1189 op->y = new_y; 1330 op->y = new_y;
1190 op->map = m; 1331 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1192 if(i > 0 && i != op->direction){ 1333 if (i > 0 && i != op->direction)
1334 {
1193 op->direction=i; 1335 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1336 SET_ANIMATION (op, op->direction);
1195 } 1337 }
1196 insert_ob_in_map(op,op->map,op,0); 1338 insert_ob_in_map (op, op->map, op, 0);
1197} 1339}
1198 1340
1199/**************************************************************************** 1341/****************************************************************************
1200 * Destruction 1342 * Destruction
1201 ****************************************************************************/ 1343 ****************************************************************************/
1344
1202/* make_object_glow() - currently only makes living objects glow. 1345/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1346 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1347 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1348 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1349 * give them the capability to have an inventory. b.t.
1207 */ 1350 */
1208 1351
1352int
1209int make_object_glow(object *op, int radius, int time) { 1353make_object_glow (object *op, int radius, int time)
1354{
1210 object *tmp; 1355 object *tmp;
1211 1356
1212 /* some things are unaffected... */ 1357 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1358 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1359 return 0;
1215 1360
1216 tmp=get_archetype(FORCE_NAME); 1361 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1362 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1363 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1364 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1365 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1367 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1368
1224 tmp->x=op->x; 1369 tmp->x = op->x;
1225 tmp->y=op->y; 1370 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1373 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1374 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1375 op->glow_radius = tmp->glow_radius;
1230 1376
1231 if(!tmp->env||op!=tmp->env) { 1377 if (!tmp->env || op != tmp->env)
1378 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1380 return 0;
1234 return 0;
1235 } 1381 }
1236 return 1; 1382 return 1;
1237} 1383}
1238 1384
1239 1385
1240
1241 1386
1387
1388int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1389cast_destruction (object *op, object *caster, object *spell_ob)
1390{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1391 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1392 sint16 sx, sy;
1245 mapstruct *m; 1393 mapstruct *m;
1246 object *tmp; 1394 object *tmp;
1247 const char *skill; 1395 const char *skill;
1248 1396
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1401 friendly = 1;
1253 1402
1254 /* destruction doesn't use another spell object, so we need 1403 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1404 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1405 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1406 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1407 * the full share string/free_string route.
1259 */ 1408 */
1260 skill = op->skill; 1409 skill = op->skill;
1410 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1411 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1412 else if (caster->skill)
1413 op->skill = caster->skill;
1414 else
1263 else op->skill = NULL; 1415 op->skill = NULL;
1264 1416
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1417 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1418
1267 for(i= -range; i<range; i++) { 1419 for (i = -range; i < range; i++)
1420 {
1268 for(j=-range; j<range ; j++) { 1421 for (j = -range; j < range; j++)
1422 {
1269 m = op->map; 1423 m = op->map;
1270 sx = op->x + i; 1424 sx = op->x + i;
1271 sy = op->y + j; 1425 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1274 if (mflags & P_IS_ALIVE) { 1429 if (mflags & P_IS_ALIVE)
1430 {
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1434 break;
1278 if (tmp) { 1435 }
1279 if (tmp->head) tmp=tmp->head; 1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head;
1280 1440
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1443 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1447 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1448 {
1287 tmp->x = sx; 1449 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1450 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1451 tmp->y = sy;
1290 } 1452 insert_ob_in_map (tmp, m, op, 0);
1291 } 1453 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1454 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1456 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1459 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1460
1297 effect->y = sy; 1461 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1462 effect->y = sy;
1299 } 1463 insert_ob_in_map (effect, m, op, 0);
1300 } 1464 }
1301 } 1465 }
1302 } 1466 }
1467 }
1468 }
1469 }
1303 } 1470 }
1304 }
1305 }
1306 op->skill = skill; 1471 op->skill = skill;
1307 return 1; 1472 return 1;
1308} 1473}
1309 1474
1310/*************************************************************************** 1475/***************************************************************************
1311 * 1476 *
1312 * CURSE 1477 * CURSE
1313 * 1478 *
1314 ***************************************************************************/ 1479 ***************************************************************************/
1315 1480
1481int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1482cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{
1317 object *god = find_god(determine_god(op)); 1484 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1485 object *tmp, *force;
1319 1486
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1487 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1488 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1489 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0;
1492 }
1327 1493
1328 /* If we've already got a force of this type, don't add a new one. */ 1494 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1495 for (force = tmp->inv; force != NULL; force = force->below)
1496 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 {
1331 if (force->name == spell_ob->name) { 1499 if (force->name == spell_ob->name)
1332 break; 1500 {
1333 } 1501 break;
1502 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1503 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 {
1336 "You can not cast %s while %s is in effect", 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1506 return 0;
1338 return 0; 1507 }
1508 }
1339 } 1509 }
1340 }
1341 }
1342 1510
1343 if(force==NULL) { 1511 if (force == NULL)
1512 {
1344 force=get_archetype(FORCE_NAME); 1513 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1514 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1515 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1516 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1517 else
1518 force->name = spell_ob->name;
1519
1520 force->name_pl = spell_ob->name;
1521
1522 }
1523 else
1524 {
1355 int duration; 1525 int duration;
1356 1526
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1527 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1528 if (duration > force->duration)
1529 {
1359 force->duration = duration; 1530 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1532 }
1533 else
1534 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1536 }
1364 return 1; 1537 return 1;
1365 } 1538 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1540 force->speed = 1.0;
1368 force->speed_left = -1.0; 1541 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1542 SET_FLAG (force, FLAG_APPLIED);
1370 1543
1371 if(god) { 1544 if (god)
1545 {
1372 if (spell_ob->last_grace) 1546 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1547 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1549 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1550 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1551 }
1378 } else 1552 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1554
1381 1555
1382 if(tmp!=op && op->type==PLAYER) 1556 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1557 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1558
1385 force->stats.ac = spell_ob->stats.ac; 1559 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1560 force->stats.wc = spell_ob->stats.wc;
1387 1561
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1562 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1563 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1564 fix_player (tmp);
1391 return 1; 1565 return 1;
1392 1566
1393} 1567}
1394 1568
1395 1569
1396/********************************************************************** 1570/**********************************************************************
1400 ***********************************************************************/ 1574 ***********************************************************************/
1401 1575
1402/* This covers the various spells that change the moods of monsters - 1576/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1577 * makes them angry, peacful, friendly, etc.
1404 */ 1578 */
1579int
1405int mood_change(object *op, object *caster, object *spell) { 1580mood_change (object *op, object *caster, object *spell)
1581{
1406 object *tmp, *god, *head; 1582 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1583 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1584 sint16 x, y, nx, ny;
1409 mapstruct *m; 1585 mapstruct *m;
1410 const char *race; 1586 const char *race;
1411 1587
1412 /* We precompute some values here so that we don't have to keep 1588 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1589 * doing it over and over again.
1414 */ 1590 */
1415 god=find_god(determine_god(op)); 1591 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1592 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1593 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1594
1419 /* On the bright side, no monster should ever have a race of GOD_... 1595 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1596 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1597 * won't ever match anything.
1422 */ 1598 */
1423 if (!spell->race) race=NULL; 1599 if (!spell->race)
1600 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1601 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1602 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1603 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race;
1605 else
1426 else race = spell->race; 1606 race = spell->race;
1427
1428 1607
1608
1429 for (x = op->x - range; x <= op->x + range; x++) 1609 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1610 for (y = op->y - range; y <= op->y + range; y++)
1611 {
1431 1612
1432 done_one=0; 1613 done_one = 0;
1433 m = op->map; 1614 m = op->map;
1434 nx = x; 1615 nx = x;
1435 ny = y; 1616 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1438 1620
1439 /* If there is nothing living on this space, no need to go further */ 1621 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1622 if (!(mflags & P_IS_ALIVE))
1623 continue;
1441 1624
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1626 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break;
1444 1628
1445 /* There can be living objects that are not monsters */ 1629 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1630 if (!tmp || tmp->type == PLAYER)
1631 continue;
1447 1632
1448 /* Only the head has meaningful data, so resolve to that */ 1633 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1634 if (tmp->head)
1450 else head=tmp; 1635 head = tmp->head;
1636 else
1637 head = tmp;
1451 1638
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1640 if (race && head->race && !strstr (race, head->race))
1641 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue;
1455 1644
1456 /* Now do a bunch of stuff related to saving throws */ 1645 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1646 best_at = -1;
1458 if (spell->attacktype) { 1647 if (spell->attacktype)
1648 {
1459 for (at=0; at < NROFATTACKS; at++) 1649 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1650 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1651 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at;
1462 1653
1463 if (best_at == -1) at=0; 1654 if (best_at == -1)
1655 at = 0;
1464 else { 1656 else
1657 {
1465 if (head->resist[best_at] == 100) continue; 1658 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1659 continue;
1467 } 1660 else
1661 at = head->resist[best_at] / 5;
1662 }
1468 at -= level / 5; 1663 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1664 if (did_make_save (head, head->level, at))
1470 } 1665 continue;
1666 }
1471 else /* spell->attacktype */ 1667 else /* spell->attacktype */
1472 /* 1668 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1670 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1672
1477 The chance will then be in the range [20-70] percent, not too bad. 1673 The chance will then be in the range [20-70] percent, not too bad.
1478 1674
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1676 charm a level 125 monster...
1481 1677
1482 Ryo, august 14th 1678 Ryo, august 14th
1483 */ 1679 */
1484 { 1680 {
1485 if ( head->level > level ) continue; 1681 if (head->level > level)
1682 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1684 /* Failed, no effect */
1488 continue; 1685 continue;
1489 } 1686 }
1490 1687
1491 /* Done with saving throw. Now start effecting the monster */ 1688 /* Done with saving throw. Now start effecting the monster */
1492 1689
1493 /* aggravation */ 1690 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1691 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1693 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1695 remove_friendly_object (head);
1498 1696
1499 done_one = 1; 1697 done_one = 1;
1500 head->enemy = op; 1698 head->enemy = op;
1501 } 1699 }
1502 1700
1503 /* calm monsters */ 1701 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1704 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1705 head->enemy = NULL;
1507 done_one = 1; 1706 done_one = 1;
1508 } 1707 }
1509 1708
1510 /* berserk monsters */ 1709 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 {
1512 SET_FLAG(head, FLAG_BERSERK); 1712 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1713 done_one = 1;
1514 } 1714 }
1515 /* charm */ 1715 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1718 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1719 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1720 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1722 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1723 set_owner (head, op);
1523 set_spell_skill(op, caster, spell, head); 1724 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1725 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1726 head->attack_movement = PETMOVE;
1526 done_one = 1; 1727 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1729 head->stats.exp = 0;
1529 } 1730 }
1530 1731
1531 /* If a monster was effected, put an effect in */ 1732 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1733 if (done_one && spell->other_arch)
1734 {
1533 tmp = arch_to_object(spell->other_arch); 1735 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1736 tmp->x = nx;
1535 tmp->y = ny; 1737 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1738 insert_ob_in_map (tmp, m, op, 0);
1537 } 1739 }
1538 } /* for y */ 1740 } /* for y */
1539 1741
1540 return 1; 1742 return 1;
1541} 1743}
1542 1744
1543 1745
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1746/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1747 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1748 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1749 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1750 * note that duration is handled by process_object() in time.c
1549 */ 1751 */
1550 1752
1753void
1551void move_ball_spell(object *op) { 1754move_ball_spell (object *op)
1755{
1552 int i,j,dam_save,dir, mflags; 1756 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1757 sint16 nx, ny, hx, hy;
1554 object *owner; 1758 object *owner;
1555 mapstruct *m; 1759 mapstruct *m;
1556 1760
1557 owner = get_owner(op); 1761 owner = get_owner (op);
1558 1762
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1763 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1764 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1765 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1766 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1767 * deviations.
1564 */ 1768 */
1565 1769
1566 dir = 0; 1770 dir = 0;
1567 if(!(rndm(0, 3))) 1771 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1772 j = rndm (0, 1);
1569 else j=0; 1773 else
1774 j = 0;
1570 1775
1571 for(i = 1; i < 9; i++) { 1776 for (i = 1; i < 9; i++)
1777 {
1572 /* i bit 0: alters sign of offset 1778 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1779 * other bits (i / 2): absolute value of offset
1574 */ 1780 */
1575 1781
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1783 int tmpdir = absdir (op->direction + offset);
1578 1784
1579 nx = op->x + freearr_x[tmpdir]; 1785 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1786 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1787 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1788 {
1583 dir = tmpdir; 1789 dir = tmpdir;
1584 break; 1790 break;
1585 } 1791 }
1586 } 1792 }
1587 if (dir == 0) { 1793 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1794 {
1795 nx = op->x;
1796 ny = op->y;
1797 m = op->map;
1798 }
1592 1799
1593 remove_ob(op); 1800 remove_ob (op);
1594 op->y=ny; 1801 op->y = ny;
1595 op->x=nx; 1802 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1803 insert_ob_in_map (op, m, op, 0);
1597 1804
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1806 surrounding squares */
1600 1807
1601 /* loop over current square and neighbors to hit. 1808 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1809 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1810 * the surround spaces.
1604 */ 1811 */
1605 for(j=0;j<9;j++) { 1812 for (j = 0; j < 9; j++)
1813 {
1606 object *new_ob; 1814 object *new_ob;
1607 1815
1608 hx = nx+freearr_x[j]; 1816 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1817 hy = ny + freearr_y[j];
1610 1818
1611 m = op->map; 1819 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1821
1614 if (mflags & P_OUT_OF_MAP) continue; 1822 if (mflags & P_OUT_OF_MAP)
1823 continue;
1615 1824
1616 /* first, don't ever, ever hit the owner. Don't hit out 1825 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1826 * of the map either.
1618 */ 1827 */
1619 1828
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1830 {
1831 if (j)
1832 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1833 hit_map (op, j, op->attacktype, 1);
1623 1834
1624 } 1835 }
1625 1836
1626 /* insert the other arch */ 1837 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 {
1628 new_ob = arch_to_object(op->other_arch); 1840 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1841 new_ob->x = hx;
1630 new_ob->y = hy; 1842 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1843 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1844 }
1633 } 1845 }
1634 1846
1635 /* restore to the center location and damage*/ 1847 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1848 op->stats.dam = dam_save;
1637 1849
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1639 1851
1640 if(i>=0) { /* we have a preferred direction! */ 1852 if (i >= 0)
1853 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1854 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1859 }
1646 op->direction=i; 1860 op->direction = i;
1647 } 1861 }
1648} 1862}
1649 1863
1650 1864
1651/* move_swarm_spell: peterm 1865/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1868 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1869 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1870 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1871 */
1658 1872
1873void
1659void move_swarm_spell(object *op) 1874move_swarm_spell (object *op)
1660{ 1875{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1876#if 0
1683 // this is bogus: it causes wrong places to be checked below 1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1879 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1880 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1881 mapstruct *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1882#endif
1883 int basedir;
1884 object *owner;
1730 1885
1886 owner = get_owner (op);
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 }
1893 op->duration--;
1894
1895 basedir = op->direction;
1896 if (basedir == 0)
1897 {
1898 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8);
1900 }
1901
1902#if 0
1903 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space.
1907 // should be fixed later, but correctness before featurs...
1908 // (schmorp)
1909
1910 /* new offset calculation to make swarm element distribution
1911 * more uniform
1912 */
1913 if (op->duration)
1914 {
1915 if (basedir & 1)
1916 {
1917 adjustdir = cardinal_adjust[rndm (0, 8)];
1918 }
1919 else
1920 {
1921 adjustdir = diagonal_adjust[rndm (0, 9)];
1922 }
1923 }
1924 else
1925 {
1926 adjustdir = 0; /* fire the last one from forward. */
1927 }
1928
1929 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1930 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1931
1932 /* back up one space so we can hit point-blank targets, but this
1933 * necessitates extra out_of_map check below
1934 */
1935 origin_x = target_x - freearr_x[basedir];
1936 origin_y = target_y - freearr_y[basedir];
1937
1938
1731 /* spell pointer is set up for the spell this casts. Since this 1939 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1940 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1941 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1942 * do some sanity checking anyways.
1735 */ 1943 */
1944
1945 if (op->spell && op->spell->type == SPELL &&
1946 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1947 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1948 {
1949
1950 /* Bullet spells have a bunch more customization that needs to be done */
1951 if (op->spell->subtype == SP_BULLET)
1952 fire_bullet (owner, op, basedir, op->spell);
1953 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1954 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1955 }
1956#endif
1957
1958 /* spell pointer is set up for the spell this casts. Since this
1959 * should just be a pointer to the spell in some inventory,
1960 * it is unlikely to disappear by the time we need it. However,
1961 * do some sanity checking anyways.
1962 */
1963
1737 if (op->spell && op->spell->type == SPELL) 1964 if (op->spell && op->spell->type == SPELL)
1738 { 1965 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1966 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1967 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1968 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1969 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1971 }
1745} 1972}
1746 1973
1747 1974
1748 1975
1749 1976
1757 * dir: the direction everything will be fired in 1984 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1985 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1986 * n: the number to be fired.
1760 */ 1987 */
1761 1988
1989int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1990fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1991{
1764 object *tmp; 1992 object *tmp;
1765 int i; 1993 int i;
1766 1994
1767 if (!spell->other_arch) return 0; 1995 if (!spell->other_arch)
1996 return 0;
1768 1997
1769 tmp=get_archetype(SWARM_SPELL); 1998 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1999 tmp->x = op->x;
1771 tmp->y=op->y; 2000 tmp->y = op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 2002 set_spell_skill (op, caster, spell, tmp);
1774 2003
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 2005 tmp->spell = arch_to_object (spell->other_arch);
1777 2006
1778 tmp->attacktype = tmp->spell->attacktype; 2007 tmp->attacktype = tmp->spell->attacktype;
1779 2008
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
1781 if ( ! tailor_god_spell (tmp, op)) 2011 if (!tailor_god_spell (tmp, op))
1782 return 1; 2012 return 1;
1783 } 2013 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 2014 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 2015 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 2017
1788 tmp->direction=dir; 2018 tmp->direction = dir;
1789 tmp->invisible=1; 2019 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 2020 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 2021 return 1;
1792} 2022}
1793 2023
1794 2024
1795/* See the spells documentation file for why this is its own 2025/* See the spells documentation file for why this is its own
1796 * function. 2026 * function.
1797 */ 2027 */
2028int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2029cast_light (object *op, object *caster, object *spell, int dir)
2030{
1799 object *target=NULL,*tmp=NULL; 2031 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2032 sint16 x, y;
1801 int dam, mflags; 2033 int dam, mflags;
1802 mapstruct *m; 2034 mapstruct *m;
1803 2035
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2037
1806 if(!dir) { 2038 if (!dir)
2039 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2041 return 0;
1809 } 2042 }
1810 2043
1811 x=op->x+freearr_x[dir]; 2044 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2045 y = op->y + freearr_y[dir];
1813 m = op->map; 2046 m = op->map;
1814 2047
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2048 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2049
1817 if (mflags & P_OUT_OF_MAP) { 2050 if (mflags & P_OUT_OF_MAP)
2051 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2053 return 0;
1820 } 2054 }
1821 2055
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2056 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 {
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 2058 for (target = get_map_ob (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2059 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2061 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2062 if (target->head)
2063 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2064 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2065 return 1; /* one success only! */
2066 }
1829 } 2067 }
1830 }
1831 2068
1832 /* no live target, perhaps a wall is in the way? */ 2069 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 2073 return 0;
1836 } 2074 }
1837 2075
1838 /* ok, looks groovy to just insert a new light on the map */ 2076 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 2077 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2078 if (!tmp)
2079 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2081 return 0;
1843 } 2082 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2084 if (tmp->glow_radius)
2085 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2087 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2089 }
1849 tmp->x=x; 2090 tmp->x = x;
1850 tmp->y=y; 2091 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2092 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2093 return 1;
1853} 2094}
1854 2095
1855 2096
1856 2097
1857 2098
1860 * op is the player/monster, caster is the object, dir is the direction 2101 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2102 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2103 * perhaps this should actually be in disease.c?
1863 */ 2104 */
1864 2105
2106int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2107cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{
1866 sint16 x,y; 2109 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2110 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2111 object *walk;
1869 mapstruct *m; 2112 mapstruct *m;
1870 2113
1871 x = op->x; 2114 x = op->x;
1872 y = op->y; 2115 y = op->y;
1873 2116
1874 /* If casting from a scroll, no direction will be available, so refer to the 2117 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2118 * direction the player is pointing.
1876 */ 2119 */
2120 if (!dir)
1877 if (!dir) dir=op->facing; 2121 dir = op->facing;
2122 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2123 return 0; /* won't find anything if casting on ourself, so just return */
1879 2124
1880 /* Calculate these once here */ 2125 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2126 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2127 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2128 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2129
1885 /* search in a line for a victim */ 2130 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2131 for (i = 1; i < range; i++)
2132 {
1887 x = op->x + i * freearr_x[dir]; 2133 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2134 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2135 m = op->map;
1890 2136
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2137 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2138
1893 if (mflags & P_OUT_OF_MAP) return 0; 2139 if (mflags & P_OUT_OF_MAP)
2140 return 0;
1894 2141
1895 /* don't go through walls - presume diseases are airborne */ 2142 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2143 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2144 return 0;
1897 2145
1898 /* Only bother looking on this space if there is something living here */ 2146 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2147 if (mflags & P_IS_ALIVE)
2148 {
1900 /* search this square for a victim */ 2149 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2153 object *disease = arch_to_object (spell->other_arch);
1904 2154
1905 set_owner(disease,op); 2155 set_owner (disease, op);
1906 set_spell_skill(op, caster, spell, disease); 2156 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2157 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2158 disease->level = caster_level (caster, spell);
1909 2159
1910 /* do level adjustments */ 2160 /* do level adjustments */
1911 if(disease->stats.wc) 2161 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2162 disease->stats.wc += dur_mod / 2;
1913 2163
1914 if(disease->magic> 0) 2164 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2165 disease->magic += dur_mod / 4;
1916 2166
1917 if(disease->stats.maxhp>0) 2167 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2168 disease->stats.maxhp += dur_mod;
1919 2169
1920 if(disease->stats.maxgrace>0) 2170 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2171 disease->stats.maxgrace += dur_mod;
1922 2172
1923 if(disease->stats.dam) { 2173 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2174 {
1925 disease->stats.dam += dam_mod; 2175 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2176 disease->stats.dam += dam_mod;
1927 } 2177 else
2178 disease->stats.dam -= dam_mod;
2179 }
1928 2180
1929 if(disease->last_sp) { 2181 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2182 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2183 disease->last_sp -= 2 * dam_mod;
1932 } 2184 if (disease->last_sp < 1)
2185 disease->last_sp = 1;
2186 }
1933 2187
1934 if(disease->stats.maxsp) { 2188 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2189 {
1936 disease->stats.maxsp += dam_mod; 2190 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2191 disease->stats.maxsp += dam_mod;
1938 } 2192 else
1939 2193 disease->stats.maxsp -= dam_mod;
2194 }
2195
1940 if(disease->stats.ac) 2196 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2197 disease->stats.ac += dam_mod;
1942 2198
1943 if(disease->last_eat) 2199 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2200 disease->last_eat -= dam_mod;
1945 2201
1946 if(disease->stats.hp) 2202 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2203 disease->stats.hp -= dam_mod;
1948 2204
1949 if(disease->stats.sp) 2205 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2206 disease->stats.sp -= dam_mod;
1951 2207
1952 if(infect_object(walk,disease,1)) { 2208 if (infect_object (walk, disease, 1))
2209 {
1953 object *flash; /* visual effect for inflicting disease */ 2210 object *flash; /* visual effect for inflicting disease */
1954 2211
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2213
1957 free_object(disease); /* don't need this one anymore */ 2214 free_object (disease); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2215 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2216 flash->x = x;
1960 flash->y = y; 2217 flash->y = y;
1961 flash->map = walk->map; 2218 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2219 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2220 return 1;
1964 } 2221 }
1965 free_object(disease); 2222 free_object (disease);
1966 } 2223 }
1967 } /* if living creature */ 2224 } /* if living creature */
1968 } /* for range of spaces */ 2225 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2227 return 1;
1971} 2228}

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