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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 90 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
396 remove_ob (op); 436 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 437 op->x = env->x;
402 op->y = env->y; 438 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 441 else if (out_of_map (op->map, op->x, op->y))
442 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 444 remove_ob (op);
407 free_object (op); 445 free_object (op);
408 return; 446 return;
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)
409 } 453 {
454 remove_ob (op);
455 free_object (op);
456 return;
457 }
410 458
411 if (op->attacktype) { 459 if (op->attacktype)
460 {
412 hit_map (op, 0, op->attacktype, 1); 461 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 462 if (was_destroyed (op, op_tag))
414 return; 463 return;
415 } 464 }
416 465
417 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
419 468
420 copy_owner (tmp, op); 469 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 471
424 owner = get_owner(op); 472 owner = get_owner (op);
473
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) { 475 {
427 remove_ob (op); 476 remove_ob (op);
428 free_object (op); 477 free_object (op);
429 return; 478 return;
430 } 479 }
480
431 tmp->x = op->x; 481 tmp->x = op->x;
432 tmp->y = op->y; 482 tmp->y = op->y;
433 483
434 /* special for bombs - it actually has sane values for these */ 484 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 {
436 tmp->attacktype = op->attacktype; 487 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 488 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 489 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 490 tmp->duration = op->duration;
440 } else { 491 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 492 else
493 {
494 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 496 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 497 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 498 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 499 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 500 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 501 * the count of the parent should work fine.
448 */ 502 */
449 tmp->stats.maxhp = op->count; 503 tmp->stats.maxhp = op->count;
450 } 504 }
451 505
452 /* Set direction of cone explosion */ 506 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 507 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 508 tmp->stats.sp = op->direction;
455 509
456 /* Prevent recursion */ 510 /* Prevent recursion */
457 op->move_on = 0; 511 op->move_on = 0;
458 512
459 insert_ob_in_map(tmp, op->map, op, 0); 513 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 514 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 515 if (!was_destroyed (op, op_tag))
516 {
462 remove_ob (op); 517 remove_ob (op);
463 free_object (op); 518 free_object (op);
464 } 519 }
465} 520}
466 521
467 522
468 523
469/* checks to see what op should do, given the space it is on 524/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 525 * (eg, explode, damage player, etc)
471 */ 526 */
472 527
528void
473void check_bullet(object *op) 529check_bullet (object *op)
474{ 530{
475 tag_t op_tag = op->count, tmp_tag; 531 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 532 object *tmp;
477 int dam, mflags; 533 int dam, mflags;
478 mapstruct *m; 534 mapstruct *m;
479 sint16 sx, sy; 535 sint16 sx, sy;
480 536
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 538
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 540 return;
485 541
486 if (op->other_arch) { 542 if (op->other_arch)
543 {
487 /* explode object will also remove op */ 544 /* explode object will also remove op */
488 explode_bullet (op); 545 explode_bullet (op);
489 return; 546 return;
490 } 547 }
491 548
492 /* If nothing alive on this space, no reason to do anything further */ 549 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 550 if (!(mflags & P_IS_ALIVE))
551 return;
494 552
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 554 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 {
498 tmp_tag = tmp->count; 557 tmp_tag = tmp->count;
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 560 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 561 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 562 {
505 free_object(op); 563 remove_ob (op);
506 return; 564 free_object (op);
507 } 565 return;
566 }
508 } 567 }
509 } 568 }
510 } 569 }
511} 570}
512 571
515 * call check_bullet. 574 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 575 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 576 * fired arches (eg, bolts).
518 */ 577 */
519 578
579void
520void move_bullet(object *op) 580move_bullet (object *op)
521{ 581{
522 sint16 new_x, new_y; 582 sint16 new_x, new_y;
523 int mflags; 583 int mflags;
524 mapstruct *m; 584 mapstruct *m;
525 585
526#if 0 586#if 0
527 /* We need a better general purpose way to do this */ 587 /* We need a better general purpose way to do this */
528 588
529 /* peterm: added to make comet leave a trail of burnouts 589 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 590 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 591 if (op->stats.sp == SP_METEOR)
592 {
532 replace_insert_ob_in_map("fire_trail",op); 593 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 594 if (was_destroyed (op, op_tag))
534 return; 595 return;
535 } /* end addition. */ 596 } /* end addition. */
536#endif 597#endif
537 598
538 /* Reached the end of its life - remove it */ 599 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 600 if (--op->range <= 0)
601 {
540 if (op->other_arch) { 602 if (op->other_arch)
603 {
541 explode_bullet (op); 604 explode_bullet (op);
542 } else { 605 }
606 else
607 {
543 remove_ob (op); 608 remove_ob (op);
544 free_object (op); 609 free_object (op);
545 } 610 }
546 return; 611 return;
547 } 612 }
548 613
549 new_x = op->x + DIRX(op); 614 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 615 new_y = op->y + DIRY (op);
551 m = op->map; 616 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 618
554 if (mflags & P_OUT_OF_MAP) { 619 if (mflags & P_OUT_OF_MAP)
620 {
555 remove_ob (op); 621 remove_ob (op);
556 free_object (op); 622 free_object (op);
557 return; 623 return;
558 } 624 }
559 625
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 {
561 if (op->other_arch) { 628 if (op->other_arch)
629 {
562 explode_bullet (op); 630 explode_bullet (op);
631 }
563 } else { 632 else
633 {
564 remove_ob (op); 634 remove_ob (op);
565 free_object (op); 635 free_object (op);
566 } 636 }
567 return; 637 return;
568 } 638 }
569 639
570 remove_ob (op); 640 remove_ob (op);
571 op->x = new_x; 641 op->x = new_x;
572 op->y = new_y; 642 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 644 return;
575 645
576 if (reflwall (op->map, op->x, op->y, op)) { 646 if (reflwall (op->map, op->x, op->y, op))
647 {
577 op->direction = absdir (op->direction + 4); 648 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 649 update_turn_face (op);
579 } else { 650 }
651 else
652 {
580 check_bullet (op); 653 check_bullet (op);
581 } 654 }
582} 655}
583 656
584 657
585 658
591 * spob->attacktype. 664 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 665 * This function sets up the appropriate owner and skill
593 * pointers. 666 * pointers.
594 */ 667 */
595 668
669int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 670fire_bullet (object *op, object *caster, int dir, object *spob)
671{
597 object *tmp=NULL; 672 object *tmp = NULL;
598 int mflags; 673 int mflags;
599 674
600 if (!spob->other_arch) 675 if (!spob->other_arch)
601 return 0; 676 return 0;
602 677
603 tmp=arch_to_object(spob->other_arch); 678 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 679 if (tmp == NULL)
605 return 0; 680 return 0;
606 681
607 /* peterm: level dependency for bolts */ 682 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 684 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 685 if (spob->slaying)
686 tmp->slaying = spob->slaying;
611 687
612 tmp->range = 50; 688 tmp->range = 50;
613 689
614 /* Need to store duration/range for the ball to use */ 690 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 693 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 694
619 tmp->direction=dir; 695 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 697 SET_ANIMATION (tmp, dir);
622 698
623 set_owner(tmp,op); 699 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 700 set_spell_skill (op, caster, spob, tmp);
625 701
626 tmp->x=op->x + freearr_x[dir]; 702 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 703 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 704 tmp->map = op->map;
629 705
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 707 if (mflags & P_OUT_OF_MAP)
708 {
632 free_object(tmp); 709 free_object (tmp);
633 return 0; 710 return 0;
634 } 711 }
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 {
637 free_object(tmp); 716 free_object (tmp);
638 return 0; 717 return 0;
639 } 718 }
640 tmp->x=op->x; 719 tmp->x = op->x;
641 tmp->y=op->y; 720 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 721 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 722 tmp->map = op->map;
644 } 723 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
725 {
646 check_bullet (tmp); 726 check_bullet (tmp);
647 } 727 }
648 return 1; 728 return 1;
649} 729}
650 730
651 731
652 732
653 733
657 * 737 *
658 *****************************************************************************/ 738 *****************************************************************************/
659 739
660 740
661/* drops an object based on what is in the cone's "other_arch" */ 741/* drops an object based on what is in the cone's "other_arch" */
742void
662void cone_drop(object *op) { 743cone_drop (object *op)
744{
663 object *new_ob = arch_to_object(op->other_arch); 745 object *new_ob = arch_to_object (op->other_arch);
664 746
665 new_ob->x = op->x; 747 new_ob->x = op->x;
666 new_ob->y = op->y; 748 new_ob->y = op->y;
667 new_ob->level = op->level; 749 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 750 set_owner (new_ob, op->owner);
669 751
670 /* preserve skill ownership */ 752 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 753 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 } 754 {
755 new_ob->skill = op->skill;
756 }
675 insert_ob_in_map(new_ob,op->map,op,0); 757 insert_ob_in_map (new_ob, op->map, op, 0);
676 758
677} 759}
678 760
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 761/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 762
763void
681void move_cone(object *op) { 764move_cone (object *op)
765{
682 int i; 766 int i;
683 tag_t tag; 767 tag_t tag;
684 768
685 /* if no map then hit_map will crash so just ignore object */ 769 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 770 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 771 {
688 op->name ? op->name : "unknown"); 772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 773 op->speed = 0;
690 update_ob_speed (op); 774 update_ob_speed (op);
691 return; 775 return;
692 } 776 }
693 777
694 /* lava saves it's life, but not yours :) */ 778 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 779 if (QUERY_FLAG (op, FLAG_LIFESAVE))
780 {
696 hit_map(op,0,op->attacktype,0); 781 hit_map (op, 0, op->attacktype, 0);
697 return; 782 return;
698 } 783 }
699 784
700#if 0 785#if 0
701 /* Disable this - enabling it makes monsters easier, as 786 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 787 * when their cone dies when they die.
703 */ 788 */
704 /* If no owner left, the spell dies out. */ 789 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 790 if (get_owner (op) == NULL)
791 {
706 remove_ob(op); 792 remove_ob (op);
707 free_object(op); 793 free_object (op);
708 return; 794 return;
709 } 795 }
710#endif 796#endif
711 797
712 tag = op->count; 798 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 799 hit_map (op, 0, op->attacktype, 0);
714 800
715 /* Check to see if we should push anything. 801 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 802 * Spell objects with weight push whatever they encounter to some
717 * degree. 803 * degree.
718 */ 804 */
805 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 806 check_spell_knockback (op);
720 807
721 if (was_destroyed (op, tag)) 808 if (was_destroyed (op, tag))
809 return;
810
811 if ((op->duration--) < 0)
812 {
813 remove_ob (op);
814 free_object (op);
722 return; 815 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 816 }
729 /* Object has hit maximum range, so don't have it move 817 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 818 * any further. When the duration above expires,
731 * then the object will get removed. 819 * then the object will get removed.
732 */ 820 */
733 if (--op->range < 0) { 821 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 822 {
823 op->range = 0; /* just so it doesn't wrap */
824 return;
825 }
737 826
738 for(i= -1;i<2;i++) { 827 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 828 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 830
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 831 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 {
743 object *tmp=get_object(); 833 object *tmp = get_object ();
834
744 copy_object(op, tmp); 835 copy_object (op, tmp);
745 tmp->x=x; 836 tmp->x = x;
746 tmp->y=y; 837 tmp->y = y;
747 838
748 tmp->duration = op->duration + 1; 839 tmp->duration = op->duration + 1;
749 840
750 /* Use for spell tracking - see ok_to_put_more() */ 841 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 842 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 843 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 844 if (tmp->other_arch)
754 } 845 cone_drop (tmp);
846 }
755 } 847 }
756} 848}
757 849
758/* cast_cone: casts a cone spell. 850/* cast_cone: casts a cone spell.
759 * op: person firing the object. 851 * op: person firing the object.
761 * dir: direction to fire in. 853 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 854 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 855 * to fire.
764 * returns 0 on failure, 1 on success. 856 * returns 0 on failure, 1 on success.
765 */ 857 */
858int
766int cast_cone(object *op, object *caster,int dir, object *spell) 859cast_cone (object *op, object *caster, int dir, object *spell)
767{ 860{
768 object *tmp; 861 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 862 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 863 mapstruct *m;
771 sint16 sx, sy; 864 sint16 sx, sy;
772 MoveType movetype; 865 MoveType movetype;
773 866
774 if (!spell->other_arch) return 0; 867 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 868 return 0;
869
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
873 return 0;
874 }
782 875
783 if(!dir) { 876 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 877 {
878 range_min = 0;
879 range_max = 8;
880 }
787 881
788 /* Need to know what the movetype of the object we are about 882 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 883 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 884 * insert it into is blocked.
791 */ 885 */
792 movetype = spell->other_arch->clone.move_type; 886 movetype = spell->other_arch->clone.move_type;
793 887
794 for(i=range_min;i<=range_max;i++) { 888 for (i = range_min; i <= range_max; i++)
889 {
795 sint16 x,y, d; 890 sint16 x, y, d;
796 891
797 /* We can't use absdir here, because it never returns 892 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 893 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 894 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 895 * to hit that person.
801 */ 896 */
802 d = dir + i; 897 d = dir + i;
803 while (d < 0) d+=8; 898 while (d < 0)
804 while (d > 8) d-=8; 899 d += 8;
900 while (d > 8)
901 d -= 8;
805 902
806 /* If it's not a rune, we don't want to blast the caster. 903 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 904 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 905 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 906 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 907 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 908 * for the rune code.
812 */ 909 */
813 if (caster->type != RUNE && d==0) { 910 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 911 {
815 else continue; 912 if (dir != 0)
816 } 913 d = 8;
914 else
915 continue;
916 }
817 917
818 x = op->x+freearr_x[d]; 918 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 919 y = op->y + freearr_y[d];
820 920
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 921 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 922 continue;
823 923
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 925 continue;
826 926
827 success=1; 927 success = 1;
828 tmp=arch_to_object(spell->other_arch); 928 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 929 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 930 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 931 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 932 tmp->x = sx;
833 tmp->y = sy; 933 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 934 tmp->attacktype = spell->attacktype;
835 935
836 /* holy word stuff */ 936 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 938 if (!tailor_god_spell (tmp, op))
839 } 939 return 0;
840 940
841 if(dir) 941 if (dir)
842 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
843 else 943 else
844 tmp->stats.sp=i; 944 tmp->stats.sp = i;
845 945
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 947
848 /* 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 */
849 if (dir == 0) { 949 if (dir == 0)
950 {
850 tmp->range /= 4; 951 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
852 } 953 tmp->range = 2;
954 }
955
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 956 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 957 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 958
856 /* Special bonus for fear attacks */ 959 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 960 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 961 {
859 else 962 if (caster->type == PLAYER)
963 tmp->duration += fear_bonus[caster->stats.Cha];
964 else
860 tmp->duration += caster->level/3; 965 tmp->duration += caster->level / 3;
861 } 966 }
967
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 968 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 969 {
864 else 970 if (caster->type == PLAYER)
971 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
972 else
865 tmp->duration += caster->level/3; 973 tmp->duration += caster->level / 3;
866 } 974 }
867 975
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 976 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 978
873 if (!tmp->move_on && tmp->stats.dam) { 979 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 980 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 982 }
877 } 983
878 insert_ob_in_map(tmp,m,op,0); 984 insert_ob_in_map (tmp, m, op, 0);
879 985
880 /* This is used for tracking spells so that one effect doesn't hit 986 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 987 * a single space too many times.
882 */ 988 */
883 tmp->stats.maxhp = tmp->count; 989 tmp->stats.maxhp = tmp->count;
884 990
885 if(tmp->other_arch) cone_drop(tmp); 991 if (tmp->other_arch)
992 cone_drop (tmp);
886 } 993 }
994
887 return success; 995 return success;
888} 996}
889 997
890/**************************************************************************** 998/****************************************************************************
891 * 999 *
892 * BOMB related code 1000 * BOMB related code
895 1003
896 1004
897/* This handles an exploding bomb. 1005/* This handles an exploding bomb.
898 * op is the original bomb object. 1006 * op is the original bomb object.
899 */ 1007 */
1008void
900void animate_bomb(object *op) { 1009animate_bomb (object *op)
1010{
901 int i; 1011 int i;
902 object *env, *tmp; 1012 object *env, *tmp;
903 archetype *at; 1013 archetype *at;
904 1014
905 if(op->state!=NUM_ANIMATIONS(op)-1) 1015 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 1016 return;
907 1017
908 env = object_get_env_recursive(op); 1018 env = object_get_env_recursive (op);
909 1019
910 if (op->env) { 1020 if (op->env)
1021 {
911 if (env->map == NULL) 1022 if (env->map == NULL)
912 return; 1023 return;
913 1024
914 if (env->type == PLAYER) 1025 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1026 esrv_del_item (env->contr, op->count);
916 1027
917 remove_ob(op); 1028 remove_ob (op);
918 op->x = env->x; 1029 op->x = env->x;
919 op->y = env->y; 1030 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return;
1033 }
1034
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 {
1040 remove_ob (op);
1041 free_object (op);
921 return; 1042 return;
922 } 1043 }
923 1044
924 /* This copies a lot of the code from the fire bullet, 1045 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1046 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1047 * so just set up the appropriate values.
927 */ 1048 */
928 at = find_archetype(SPLINT); 1049 at = find_archetype (SPLINT);
929 if (at) { 1050 if (at)
930 for(i=1;i<9;i++) { 1051 {
1052 for (i = 1; i < 9; i++)
1053 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 1055 continue;
933 tmp = arch_to_object(at); 1056 tmp = arch_to_object (at);
934 tmp->direction = i; 1057 tmp->direction = i;
935 tmp->range = op->range; 1058 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1059 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1060 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1061 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1062 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1063 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1064 {
942 tmp->skill = add_refcount(op->skill); 1065 tmp->skill = op->skill;
943 } 1066 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1068 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1069 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1070 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1071 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1072 move_bullet (tmp);
950 } 1073 }
951 } 1074 }
952 1075
953 explode_bullet(op); 1076 explode_bullet (op);
954} 1077}
955 1078
1079int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1080create_bomb (object *op, object *caster, int dir, object *spell)
1081{
957 1082
958 object *tmp; 1083 object *tmp;
959 int mflags; 1084 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1086 mapstruct *m;
962 1087
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1092 return 0;
967 } 1093 }
968 tmp=arch_to_object(spell->other_arch); 1094 tmp = arch_to_object (spell->other_arch);
969 1095
970 /* level dependencies for bomb */ 1096 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1100 tmp->attacktype = spell->attacktype;
975 1101
976 set_owner(tmp,op); 1102 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1103 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1104 tmp->x = dx;
979 tmp->y=dy; 1105 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1106 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1107 return 1;
982} 1108}
983 1109
984/**************************************************************************** 1110/****************************************************************************
985 * 1111 *
986 * smite related spell code. 1112 * smite related spell code.
994 * dir is the direction to look in. 1120 * dir is the direction to look in.
995 * range is how far out to look. 1121 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1123 * this info is used for blocked magic/unholy spaces.
998 */ 1124 */
999 1125
1126object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1127get_pointed_target (object *op, int dir, int range, int type)
1128{
1001 object *target; 1129 object *target;
1002 sint16 x,y; 1130 sint16 x, y;
1003 int dist, mflags; 1131 int dist, mflags;
1004 mapstruct *mp; 1132 mapstruct *mp;
1005 1133
1006 if (dir==0) return NULL; 1134 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 1135 return NULL;
1136
1137 for (dist = 1; dist < range; dist++)
1138 {
1139 x = op->x + freearr_x[dir] * dist;
1140 y = op->y + freearr_y[dir] * dist;
1141 mp = op->map;
1142 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1143
1144 if (mflags & P_OUT_OF_MAP)
1145 return NULL;
1146 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1147 return NULL;
1148 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1149 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL;
1152
1153 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above)
1156 {
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target;
1160 }
1161 }
1162 }
1163 }
1164 return NULL;
1028} 1165}
1029 1166
1030 1167
1031/* cast_smite_arch() - the priest points to a creature and causes 1168/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1169 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1172 * caster = object casting the spell.
1036 * dir = direction being cast 1173 * dir = direction being cast
1037 * spell = spell object 1174 * spell = spell object
1038 */ 1175 */
1039 1176
1177int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1178cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{
1041 object *effect, *target; 1180 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1181 object *god = find_god (determine_god (op));
1043 int range; 1182 int range;
1044 1183
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1184 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1185 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1186
1048 /* Bunch of conditions for casting this spell. Note that only 1187 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1188 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1189 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1190 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1191 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1192 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1193 * can't be friendly to your god.
1055 */ 1194 */
1056 1195
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1197 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1199 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1201 return 0;
1063 } 1202 }
1064 1203
1065 if (spell->other_arch) 1204 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1205 effect = arch_to_object (spell->other_arch);
1067 else 1206 else
1068 return 0; 1207 return 0;
1069 1208
1070 /* tailor the effect by priest level and worshipped God */ 1209 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1210 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1211 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 {
1074 if(tailor_god_spell(effect,op)) 1214 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1216 else
1217 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1219 return 0;
1080 } 1220 }
1081 } 1221 }
1082 1222
1083 /* size of the area of destruction */ 1223 /* size of the area of destruction */
1084 effect->range=spell->range + 1224 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1225 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1226
1089 if (effect->attacktype & AT_DEATH) { 1227 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1228 {
1091 SP_level_dam_adjust(caster,spell); 1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1230
1093 /* casting death spells at undead isn't a good thing */ 1231 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD)
1234 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1235 if (random_roll (0, 2, op, PREFER_LOW))
1236 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1238 effect->x = op->x;
1098 effect->y=op->y; 1239 effect->y = op->y;
1099 } else { 1240 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1241 else
1101 query_name(target)); 1242 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1244 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1245 free_object (effect);
1104 return 0; 1246 return 0;
1247 }
1248 }
1105 } 1249 }
1106 } 1250 else
1107 } else { 1251 {
1108 /* how much woe to inflict :) */ 1252 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1254 }
1112 1255
1113 set_owner(effect,op); 1256 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1257 set_spell_skill (op, caster, spell, effect);
1115 1258
1116 /* ok, tell it where to be, and insert! */ 1259 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1260 effect->x = target->x;
1118 effect->y=target->y; 1261 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1262 insert_ob_in_map (effect, target->map, op, 0);
1120 1263
1121 return 1; 1264 return 1;
1122} 1265}
1123 1266
1124 1267
1125/**************************************************************************** 1268/****************************************************************************
1126 * 1269 *
1128 * note that the fire_bullet is used to fire the missile. The 1271 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1272 * code here is just to move the missile.
1130 ****************************************************************************/ 1273 ****************************************************************************/
1131 1274
1132/* op is a missile that needs to be moved */ 1275/* op is a missile that needs to be moved */
1276void
1133void move_missile(object *op) { 1277move_missile (object *op)
1278{
1134 int i, mflags; 1279 int i, mflags;
1135 object *owner; 1280 object *owner;
1136 sint16 new_x, new_y; 1281 sint16 new_x, new_y;
1137 mapstruct *m; 1282 mapstruct *m;
1138 1283
1139 if (op->range-- <=0) { 1284 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1285 {
1286 remove_ob (op);
1287 free_object (op);
1288 return;
1289 }
1144 1290
1145 owner = get_owner(op); 1291 owner = get_owner (op);
1146#if 0 1292#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1293 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1294 * monster that are then killed would continue to survive
1149 */ 1295 */
1150 if (owner == NULL) { 1296 if (owner == NULL)
1297 {
1151 remove_ob(op); 1298 remove_ob (op);
1152 free_object(op); 1299 free_object (op);
1153 return; 1300 return;
1154 } 1301 }
1155#endif 1302#endif
1156 1303
1157 new_x = op->x + DIRX(op); 1304 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1305 new_y = op->y + DIRY (op);
1159 1306
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1308
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 {
1164 tag_t tag = op->count; 1311 tag_t tag = op->count;
1312
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1313 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1314 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1315 * we need to remove it if someone hasn't already done so.
1168 */ 1316 */
1169 if ( ! was_destroyed (op, tag)) { 1317 if (!was_destroyed (op, tag))
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324
1170 remove_ob (op); 1325 remove_ob (op);
1171 free_object(op);
1172 }
1173 return;
1174 }
1175
1176 remove_ob(op);
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1327 {
1328 free_object (op);
1329 return;
1330 }
1181 op->x = new_x; 1331 op->x = new_x;
1182 op->y = new_y; 1332 op->y = new_y;
1183 op->map = m; 1333 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1185 if(i > 0 && i != op->direction){ 1335 if (i > 0 && i != op->direction)
1336 {
1186 op->direction=i; 1337 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1338 SET_ANIMATION (op, op->direction);
1188 } 1339 }
1189 insert_ob_in_map(op,op->map,op,0); 1340 insert_ob_in_map (op, op->map, op, 0);
1190} 1341}
1191 1342
1192/**************************************************************************** 1343/****************************************************************************
1193 * Destruction 1344 * Destruction
1194 ****************************************************************************/ 1345 ****************************************************************************/
1346
1195/* make_object_glow() - currently only makes living objects glow. 1347/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1348 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1349 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1350 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1351 * give them the capability to have an inventory. b.t.
1200 */ 1352 */
1201 1353
1354int
1202int make_object_glow(object *op, int radius, int time) { 1355make_object_glow (object *op, int radius, int time)
1356{
1203 object *tmp; 1357 object *tmp;
1204 1358
1205 /* some things are unaffected... */ 1359 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1360 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1361 return 0;
1208 1362
1209 tmp=get_archetype(FORCE_NAME); 1363 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1364 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1365 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1366 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1367 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1369 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1370
1217 tmp->x=op->x; 1371 tmp->x = op->x;
1218 tmp->y=op->y; 1372 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1375 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1376 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1377 op->glow_radius = tmp->glow_radius;
1223 1378
1224 if(!tmp->env||op!=tmp->env) { 1379 if (!tmp->env || op != tmp->env)
1380 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1382 return 0;
1227 return 0;
1228 } 1383 }
1229 return 1; 1384 return 1;
1230} 1385}
1231 1386
1232 1387
1233
1234 1388
1389
1390int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1391cast_destruction (object *op, object *caster, object *spell_ob)
1392{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1393 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1394 sint16 sx, sy;
1238 mapstruct *m; 1395 mapstruct *m;
1239 object *tmp; 1396 object *tmp;
1240 const char *skill; 1397 const char *skill;
1241 1398
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1246 1404
1247 /* destruction doesn't use another spell object, so we need 1405 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1406 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1407 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1408 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1409 * the full share string/free_string route.
1252 */ 1410 */
1253 skill = op->skill; 1411 skill = op->skill;
1412 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1413 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1256 else op->skill = NULL; 1417 op->skill = NULL;
1257 1418
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1419 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1420
1260 for(i= -range; i<range; i++) { 1421 for (i = -range; i < range; i++)
1422 {
1261 for(j=-range; j<range ; j++) { 1423 for (j = -range; j < range; j++)
1424 {
1262 m = op->map; 1425 m = op->map;
1263 sx = op->x + i; 1426 sx = op->x + i;
1264 sy = op->y + j; 1427 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1267 if (mflags & P_IS_ALIVE) { 1431 if (mflags & P_IS_ALIVE)
1432 {
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1436 break;
1271 if (tmp) { 1437 }
1272 if (tmp->head) tmp=tmp->head; 1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1273 1442
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1445 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1449 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1450 {
1280 tmp->x = sx; 1451 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1452 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1453 tmp->y = sy;
1283 } 1454 insert_ob_in_map (tmp, m, op, 0);
1284 } 1455 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1456 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1461 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1462
1290 effect->y = sy; 1463 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1464 effect->y = sy;
1292 } 1465 insert_ob_in_map (effect, m, op, 0);
1293 } 1466 }
1294 } 1467 }
1295 } 1468 }
1469 }
1470 }
1471 }
1296 } 1472 }
1297 }
1298 }
1299 op->skill = skill; 1473 op->skill = skill;
1300 return 1; 1474 return 1;
1301} 1475}
1302 1476
1303/*************************************************************************** 1477/***************************************************************************
1304 * 1478 *
1305 * CURSE 1479 * CURSE
1306 * 1480 *
1307 ***************************************************************************/ 1481 ***************************************************************************/
1308 1482
1483int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1484cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485{
1310 object *god = find_god(determine_god(op)); 1486 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1487 object *tmp, *force;
1312 1488
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1489 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1490 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0;
1494 }
1320 1495
1321 /* If we've already got a force of this type, don't add a new one. */ 1496 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1497 for (force = tmp->inv; force != NULL; force = force->below)
1498 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 {
1324 if (force->name == spell_ob->name) { 1501 if (force->name == spell_ob->name)
1325 break; 1502 {
1326 } 1503 break;
1504 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1505 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1506 {
1329 "You can not cast %s while %s is in effect", 1507 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1508 return 0;
1331 return 0; 1509 }
1510 }
1332 } 1511 }
1333 }
1334 }
1335 1512
1336 if(force==NULL) { 1513 if (force == NULL)
1514 {
1337 force=get_archetype(FORCE_NAME); 1515 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1516 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1517 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1518 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1519 else
1520 force->name = spell_ob->name;
1521
1522 force->name_pl = spell_ob->name;
1523
1524 }
1525 else
1526 {
1348 int duration; 1527 int duration;
1349 1528
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1530 if (duration > force->duration)
1531 {
1352 force->duration = duration; 1532 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1534 }
1535 else
1536 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1538 }
1357 return 1; 1539 return 1;
1358 } 1540 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1542 force->speed = 1.0;
1361 force->speed_left = -1.0; 1543 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1544 SET_FLAG (force, FLAG_APPLIED);
1363 1545
1364 if(god) { 1546 if (god)
1547 {
1365 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1549 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1550 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1551 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1552 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1553 }
1371 } else 1554 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1556
1374 1557
1375 if(tmp!=op && op->type==PLAYER) 1558 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1560
1378 force->stats.ac = spell_ob->stats.ac; 1561 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1562 force->stats.wc = spell_ob->stats.wc;
1380 1563
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1564 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1565 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1566 fix_player (tmp);
1384 return 1; 1567 return 1;
1385 1568
1386} 1569}
1387 1570
1388 1571
1389/********************************************************************** 1572/**********************************************************************
1393 ***********************************************************************/ 1576 ***********************************************************************/
1394 1577
1395/* This covers the various spells that change the moods of monsters - 1578/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1579 * makes them angry, peacful, friendly, etc.
1397 */ 1580 */
1581int
1398int mood_change(object *op, object *caster, object *spell) { 1582mood_change (object *op, object *caster, object *spell)
1583{
1399 object *tmp, *god, *head; 1584 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1585 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1586 sint16 x, y, nx, ny;
1402 mapstruct *m; 1587 mapstruct *m;
1403 const char *race; 1588 const char *race;
1404 1589
1405 /* We precompute some values here so that we don't have to keep 1590 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1591 * doing it over and over again.
1407 */ 1592 */
1408 god=find_god(determine_god(op)); 1593 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1594 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1595 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1596
1412 /* On the bright side, no monster should ever have a race of GOD_... 1597 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1598 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1599 * won't ever match anything.
1415 */ 1600 */
1416 if (!spell->race) race=NULL; 1601 if (!spell->race)
1602 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1603 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1604 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1605 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race;
1607 else
1419 else race = spell->race; 1608 race = spell->race;
1420
1421 1609
1610
1422 for (x = op->x - range; x <= op->x + range; x++) 1611 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1612 for (y = op->y - range; y <= op->y + range; y++)
1613 {
1424 1614
1425 done_one=0; 1615 done_one = 0;
1426 m = op->map; 1616 m = op->map;
1427 nx = x; 1617 nx = x;
1428 ny = y; 1618 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1431 1622
1432 /* If there is nothing living on this space, no need to go further */ 1623 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1624 if (!(mflags & P_IS_ALIVE))
1625 continue;
1434 1626
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1628 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break;
1437 1630
1438 /* There can be living objects that are not monsters */ 1631 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1632 if (!tmp || tmp->type == PLAYER)
1633 continue;
1440 1634
1441 /* Only the head has meaningful data, so resolve to that */ 1635 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1636 if (tmp->head)
1443 else head=tmp; 1637 head = tmp->head;
1638 else
1639 head = tmp;
1444 1640
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1642 if (race && head->race && !strstr (race, head->race))
1643 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue;
1448 1646
1449 /* Now do a bunch of stuff related to saving throws */ 1647 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1648 best_at = -1;
1451 if (spell->attacktype) { 1649 if (spell->attacktype)
1650 {
1452 for (at=0; at < NROFATTACKS; at++) 1651 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1652 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1653 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at;
1455 1655
1456 if (best_at == -1) at=0; 1656 if (best_at == -1)
1657 at = 0;
1457 else { 1658 else
1659 {
1458 if (head->resist[best_at] == 100) continue; 1660 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1661 continue;
1460 } 1662 else
1663 at = head->resist[best_at] / 5;
1664 }
1461 at -= level / 5; 1665 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1666 if (did_make_save (head, head->level, at))
1463 } 1667 continue;
1668 }
1464 else /* spell->attacktype */ 1669 else /* spell->attacktype */
1465 /* 1670 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1672 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1674
1470 The chance will then be in the range [20-70] percent, not too bad. 1675 The chance will then be in the range [20-70] percent, not too bad.
1471 1676
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1678 charm a level 125 monster...
1474 1679
1475 Ryo, august 14th 1680 Ryo, august 14th
1476 */ 1681 */
1477 { 1682 {
1478 if ( head->level > level ) continue; 1683 if (head->level > level)
1684 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1686 /* Failed, no effect */
1481 continue; 1687 continue;
1482 } 1688 }
1483 1689
1484 /* Done with saving throw. Now start effecting the monster */ 1690 /* Done with saving throw. Now start effecting the monster */
1485 1691
1486 /* aggravation */ 1692 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1693 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1695 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1697 remove_friendly_object (head);
1491 1698
1492 done_one = 1; 1699 done_one = 1;
1493 head->enemy = op; 1700 head->enemy = op;
1494 } 1701 }
1495 1702
1496 /* calm monsters */ 1703 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1706 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1707 head->enemy = NULL;
1500 done_one = 1; 1708 done_one = 1;
1501 } 1709 }
1502 1710
1503 /* berserk monsters */ 1711 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 {
1505 SET_FLAG(head, FLAG_BERSERK); 1714 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1715 done_one = 1;
1507 } 1716 }
1508 /* charm */ 1717 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1720 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1721 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1722 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1724 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1725 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1726 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1727 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1728 head->attack_movement = PETMOVE;
1519 done_one = 1; 1729 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1731 head->stats.exp = 0;
1522 } 1732 }
1523 1733
1524 /* If a monster was effected, put an effect in */ 1734 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1735 if (done_one && spell->other_arch)
1736 {
1526 tmp = arch_to_object(spell->other_arch); 1737 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1738 tmp->x = nx;
1528 tmp->y = ny; 1739 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1740 insert_ob_in_map (tmp, m, op, 0);
1530 } 1741 }
1531 } /* for y */ 1742 } /* for y */
1532 1743
1533 return 1; 1744 return 1;
1534} 1745}
1535 1746
1536 1747
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1748/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1749 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1750 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1751 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1752 * note that duration is handled by process_object() in time.c
1542 */ 1753 */
1543 1754
1755void
1544void move_ball_spell(object *op) { 1756move_ball_spell (object *op)
1757{
1545 int i,j,dam_save,dir, mflags; 1758 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1759 sint16 nx, ny, hx, hy;
1547 object *owner; 1760 object *owner;
1548 mapstruct *m; 1761 mapstruct *m;
1549 1762
1550 owner = get_owner(op); 1763 owner = get_owner (op);
1551 1764
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1765 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1766 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1767 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1768 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1769 * deviations.
1557 */ 1770 */
1558 1771
1559 dir = 0; 1772 dir = 0;
1560 if(!(rndm(0, 3))) 1773 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1774 j = rndm (0, 1);
1562 else j=0; 1775 else
1776 j = 0;
1563 1777
1564 for(i = 1; i < 9; i++) { 1778 for (i = 1; i < 9; i++)
1779 {
1565 /* i bit 0: alters sign of offset 1780 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1781 * other bits (i / 2): absolute value of offset
1567 */ 1782 */
1568 1783
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1785 int tmpdir = absdir (op->direction + offset);
1571 1786
1572 nx = op->x + freearr_x[tmpdir]; 1787 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1788 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1789 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1790 {
1576 dir = tmpdir; 1791 dir = tmpdir;
1577 break; 1792 break;
1578 } 1793 }
1579 } 1794 }
1580 if (dir == 0) { 1795 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1796 {
1797 nx = op->x;
1798 ny = op->y;
1799 m = op->map;
1800 }
1585 1801
1586 remove_ob(op); 1802 remove_ob (op);
1587 op->y=ny; 1803 op->y = ny;
1588 op->x=nx; 1804 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1805 insert_ob_in_map (op, m, op, 0);
1590 1806
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1808 surrounding squares */
1593 1809
1594 /* loop over current square and neighbors to hit. 1810 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1811 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1812 * the surround spaces.
1597 */ 1813 */
1598 for(j=0;j<9;j++) { 1814 for (j = 0; j < 9; j++)
1815 {
1599 object *new_ob; 1816 object *new_ob;
1600 1817
1601 hx = nx+freearr_x[j]; 1818 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1819 hy = ny + freearr_y[j];
1603 1820
1604 m = op->map; 1821 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1823
1607 if (mflags & P_OUT_OF_MAP) continue; 1824 if (mflags & P_OUT_OF_MAP)
1825 continue;
1608 1826
1609 /* first, don't ever, ever hit the owner. Don't hit out 1827 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1828 * of the map either.
1611 */ 1829 */
1612 1830
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1832 {
1833 if (j)
1834 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1835 hit_map (op, j, op->attacktype, 1);
1616 1836
1617 } 1837 }
1618 1838
1619 /* insert the other arch */ 1839 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 {
1621 new_ob = arch_to_object(op->other_arch); 1842 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1843 new_ob->x = hx;
1623 new_ob->y = hy; 1844 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1845 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1846 }
1626 } 1847 }
1627 1848
1628 /* restore to the center location and damage*/ 1849 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1850 op->stats.dam = dam_save;
1630 1851
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1632 1853
1633 if(i>=0) { /* we have a preferred direction! */ 1854 if (i >= 0)
1855 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1856 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1861 }
1639 op->direction=i; 1862 op->direction = i;
1640 } 1863 }
1641} 1864}
1642 1865
1643 1866
1644/* move_swarm_spell: peterm 1867/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1870 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1871 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1872 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1873 */
1651 1874
1875void
1652void move_swarm_spell(object *op) 1876move_swarm_spell (object *op)
1653{ 1877{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1878#if 0
1676 // this is bogus: it causes wrong places to be checked below 1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1881 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1882 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1883 mapstruct *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1884#endif
1885 int basedir;
1886 object *owner;
1723 1887
1888 owner = get_owner (op);
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 }
1895 op->duration--;
1896
1897 basedir = op->direction;
1898 if (basedir == 0)
1899 {
1900 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8);
1902 }
1903
1904#if 0
1905 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space.
1909 // should be fixed later, but correctness before featurs...
1910 // (schmorp)
1911
1912 /* new offset calculation to make swarm element distribution
1913 * more uniform
1914 */
1915 if (op->duration)
1916 {
1917 if (basedir & 1)
1918 {
1919 adjustdir = cardinal_adjust[rndm (0, 8)];
1920 }
1921 else
1922 {
1923 adjustdir = diagonal_adjust[rndm (0, 9)];
1924 }
1925 }
1926 else
1927 {
1928 adjustdir = 0; /* fire the last one from forward. */
1929 }
1930
1931 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1932 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1933
1934 /* back up one space so we can hit point-blank targets, but this
1935 * necessitates extra out_of_map check below
1936 */
1937 origin_x = target_x - freearr_x[basedir];
1938 origin_y = target_y - freearr_y[basedir];
1939
1940
1724 /* spell pointer is set up for the spell this casts. Since this 1941 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1942 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1943 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1944 * do some sanity checking anyways.
1728 */ 1945 */
1946
1947 if (op->spell && op->spell->type == SPELL &&
1948 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1949 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1950 {
1951
1952 /* Bullet spells have a bunch more customization that needs to be done */
1953 if (op->spell->subtype == SP_BULLET)
1954 fire_bullet (owner, op, basedir, op->spell);
1955 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1956 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1957 }
1958#endif
1959
1960 /* spell pointer is set up for the spell this casts. Since this
1961 * should just be a pointer to the spell in some inventory,
1962 * it is unlikely to disappear by the time we need it. However,
1963 * do some sanity checking anyways.
1964 */
1965
1730 if (op->spell && op->spell->type == SPELL) 1966 if (op->spell && op->spell->type == SPELL)
1731 { 1967 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1968 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1969 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1970 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1971 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1973 }
1738} 1974}
1739 1975
1740 1976
1741 1977
1742 1978
1750 * dir: the direction everything will be fired in 1986 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1987 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1988 * n: the number to be fired.
1753 */ 1989 */
1754 1990
1991int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1992fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1993{
1757 object *tmp; 1994 object *tmp;
1758 int i; 1995 int i;
1759 1996
1760 if (!spell->other_arch) return 0; 1997 if (!spell->other_arch)
1998 return 0;
1761 1999
1762 tmp=get_archetype(SWARM_SPELL); 2000 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 2001 tmp->x = op->x;
1764 tmp->y=op->y; 2002 tmp->y = op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 2004 set_spell_skill (op, caster, spell, tmp);
1767 2005
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 2007 tmp->spell = arch_to_object (spell->other_arch);
1770 2008
1771 tmp->attacktype = tmp->spell->attacktype; 2009 tmp->attacktype = tmp->spell->attacktype;
1772 2010
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
1774 if ( ! tailor_god_spell (tmp, op)) 2013 if (!tailor_god_spell (tmp, op))
1775 return 1; 2014 return 1;
1776 } 2015 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 2016 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 2017 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 2019
1781 tmp->direction=dir; 2020 tmp->direction = dir;
1782 tmp->invisible=1; 2021 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 2022 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 2023 return 1;
1785} 2024}
1786 2025
1787 2026
1788/* See the spells documentation file for why this is its own 2027/* See the spells documentation file for why this is its own
1789 * function. 2028 * function.
1790 */ 2029 */
2030int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2031cast_light (object *op, object *caster, object *spell, int dir)
2032{
1792 object *target=NULL,*tmp=NULL; 2033 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2034 sint16 x, y;
1794 int dam, mflags; 2035 int dam, mflags;
1795 mapstruct *m; 2036 mapstruct *m;
1796 2037
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2039
1799 if(!dir) { 2040 if (!dir)
2041 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2043 return 0;
1802 } 2044 }
1803 2045
1804 x=op->x+freearr_x[dir]; 2046 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2047 y = op->y + freearr_y[dir];
1806 m = op->map; 2048 m = op->map;
1807 2049
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2050 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2051
1810 if (mflags & P_OUT_OF_MAP) { 2052 if (mflags & P_OUT_OF_MAP)
2053 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2055 return 0;
1813 } 2056 }
1814 2057
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2058 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 2060 for (target = get_map_ob (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2063 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2064 if (target->head)
2065 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2066 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2067 return 1; /* one success only! */
2068 }
1822 } 2069 }
1823 }
1824 2070
1825 /* no live target, perhaps a wall is in the way? */ 2071 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 2075 return 0;
1829 } 2076 }
1830 2077
1831 /* ok, looks groovy to just insert a new light on the map */ 2078 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 2079 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2080 if (!tmp)
2081 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2083 return 0;
1836 } 2084 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2086 if (tmp->glow_radius)
2087 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2089 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2091 }
1842 tmp->x=x; 2092 tmp->x = x;
1843 tmp->y=y; 2093 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2094 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2095 return 1;
1846} 2096}
1847 2097
1848 2098
1849 2099
1850 2100
1853 * op is the player/monster, caster is the object, dir is the direction 2103 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 2104 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2105 * perhaps this should actually be in disease.c?
1856 */ 2106 */
1857 2107
2108int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2109cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{
1859 sint16 x,y; 2111 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2112 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2113 object *walk;
1862 mapstruct *m; 2114 mapstruct *m;
1863 2115
1864 x = op->x; 2116 x = op->x;
1865 y = op->y; 2117 y = op->y;
1866 2118
1867 /* If casting from a scroll, no direction will be available, so refer to the 2119 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2120 * direction the player is pointing.
1869 */ 2121 */
2122 if (!dir)
1870 if (!dir) dir=op->facing; 2123 dir = op->facing;
2124 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2125 return 0; /* won't find anything if casting on ourself, so just return */
1872 2126
1873 /* Calculate these once here */ 2127 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2128 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2129 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2130 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2131
1878 /* search in a line for a victim */ 2132 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2133 for (i = 1; i < range; i++)
2134 {
1880 x = op->x + i * freearr_x[dir]; 2135 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2136 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2137 m = op->map;
1883 2138
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2139 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2140
1886 if (mflags & P_OUT_OF_MAP) return 0; 2141 if (mflags & P_OUT_OF_MAP)
2142 return 0;
1887 2143
1888 /* don't go through walls - presume diseases are airborne */ 2144 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2145 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2146 return 0;
1890 2147
1891 /* Only bother looking on this space if there is something living here */ 2148 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2149 if (mflags & P_IS_ALIVE)
2150 {
1893 /* search this square for a victim */ 2151 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2155 object *disease = arch_to_object (spell->other_arch);
1897 2156
1898 set_owner(disease,op); 2157 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2158 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2159 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2160 disease->level = caster_level (caster, spell);
1902 2161
1903 /* do level adjustments */ 2162 /* do level adjustments */
1904 if(disease->stats.wc) 2163 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2164 disease->stats.wc += dur_mod / 2;
1906 2165
1907 if(disease->magic> 0) 2166 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2167 disease->magic += dur_mod / 4;
1909 2168
1910 if(disease->stats.maxhp>0) 2169 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2170 disease->stats.maxhp += dur_mod;
1912 2171
1913 if(disease->stats.maxgrace>0) 2172 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2173 disease->stats.maxgrace += dur_mod;
1915 2174
1916 if(disease->stats.dam) { 2175 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2176 {
1918 disease->stats.dam += dam_mod; 2177 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2178 disease->stats.dam += dam_mod;
1920 } 2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
1921 2182
1922 if(disease->last_sp) { 2183 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2184 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2185 disease->last_sp -= 2 * dam_mod;
1925 } 2186 if (disease->last_sp < 1)
2187 disease->last_sp = 1;
2188 }
1926 2189
1927 if(disease->stats.maxsp) { 2190 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2191 {
1929 disease->stats.maxsp += dam_mod; 2192 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2193 disease->stats.maxsp += dam_mod;
1931 } 2194 else
1932 2195 disease->stats.maxsp -= dam_mod;
2196 }
2197
1933 if(disease->stats.ac) 2198 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2199 disease->stats.ac += dam_mod;
1935 2200
1936 if(disease->last_eat) 2201 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2202 disease->last_eat -= dam_mod;
1938 2203
1939 if(disease->stats.hp) 2204 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2205 disease->stats.hp -= dam_mod;
1941 2206
1942 if(disease->stats.sp) 2207 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2208 disease->stats.sp -= dam_mod;
1944 2209
1945 if(infect_object(walk,disease,1)) { 2210 if (infect_object (walk, disease, 1))
2211 {
1946 object *flash; /* visual effect for inflicting disease */ 2212 object *flash; /* visual effect for inflicting disease */
1947 2213
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2215
1950 free_object(disease); /* don't need this one anymore */ 2216 free_object (disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2217 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2218 flash->x = x;
1953 flash->y = y; 2219 flash->y = y;
1954 flash->map = walk->map; 2220 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2221 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2222 return 1;
1957 } 2223 }
1958 free_object(disease); 2224 free_object (disease);
1959 } 2225 }
1960 } /* if living creature */ 2226 } /* if living creature */
1961 } /* for range of spaces */ 2227 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2229 return 1;
1964} 2230}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines