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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 90 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
396 remove_ob (op); 436 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 437 op->x = env->x;
402 op->y = env->y; 438 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 441 else if (out_of_map (op->map, op->x, op->y))
442 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 444 remove_ob (op);
407 free_object (op); 445 free_object (op);
408 return; 446 return;
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);
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) { 474 {
427 remove_ob (op); 475 remove_ob (op);
428 free_object (op); 476 free_object (op);
429 return; 477 return;
430 } 478 }
431 tmp->x = op->x; 479 tmp->x = op->x;
432 tmp->y = op->y; 480 tmp->y = op->y;
433 481
434 /* special for bombs - it actually has sane values for these */ 482 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 {
436 tmp->attacktype = op->attacktype; 485 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 486 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 487 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 488 tmp->duration = op->duration;
440 } else { 489 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 490 else
491 {
492 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 494 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 495 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 496 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 497 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 498 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 499 * the count of the parent should work fine.
448 */ 500 */
449 tmp->stats.maxhp = op->count; 501 tmp->stats.maxhp = op->count;
450 } 502 }
451 503
452 /* Set direction of cone explosion */ 504 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 505 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 506 tmp->stats.sp = op->direction;
455 507
456 /* Prevent recursion */ 508 /* Prevent recursion */
457 op->move_on = 0; 509 op->move_on = 0;
458 510
459 insert_ob_in_map(tmp, op->map, op, 0); 511 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 512 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 513 if (!was_destroyed (op, op_tag))
514 {
462 remove_ob (op); 515 remove_ob (op);
463 free_object (op); 516 free_object (op);
464 } 517 }
465} 518}
466 519
467 520
468 521
469/* checks to see what op should do, given the space it is on 522/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 523 * (eg, explode, damage player, etc)
471 */ 524 */
472 525
526void
473void check_bullet(object *op) 527check_bullet (object *op)
474{ 528{
475 tag_t op_tag = op->count, tmp_tag; 529 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 530 object *tmp;
477 int dam, mflags; 531 int dam, mflags;
478 mapstruct *m; 532 mapstruct *m;
479 sint16 sx, sy; 533 sint16 sx, sy;
480 534
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 536
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 538 return;
485 539
486 if (op->other_arch) { 540 if (op->other_arch)
541 {
487 /* explode object will also remove op */ 542 /* explode object will also remove op */
488 explode_bullet (op); 543 explode_bullet (op);
489 return; 544 return;
490 } 545 }
491 546
492 /* If nothing alive on this space, no reason to do anything further */ 547 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 548 if (!(mflags & P_IS_ALIVE))
549 return;
494 550
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 552 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 {
498 tmp_tag = tmp->count; 555 tmp_tag = tmp->count;
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 558 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 559 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 560 {
505 free_object(op); 561 remove_ob (op);
506 return; 562 free_object (op);
507 } 563 return;
564 }
508 } 565 }
509 } 566 }
510 } 567 }
511} 568}
512 569
515 * call check_bullet. 572 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 573 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 574 * fired arches (eg, bolts).
518 */ 575 */
519 576
577void
520void move_bullet(object *op) 578move_bullet (object *op)
521{ 579{
522 sint16 new_x, new_y; 580 sint16 new_x, new_y;
523 int mflags; 581 int mflags;
524 mapstruct *m; 582 mapstruct *m;
525 583
526#if 0 584#if 0
527 /* We need a better general purpose way to do this */ 585 /* We need a better general purpose way to do this */
528 586
529 /* peterm: added to make comet leave a trail of burnouts 587 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 588 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 589 if (op->stats.sp == SP_METEOR)
590 {
532 replace_insert_ob_in_map("fire_trail",op); 591 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 592 if (was_destroyed (op, op_tag))
534 return; 593 return;
535 } /* end addition. */ 594 } /* end addition. */
536#endif 595#endif
537 596
538 /* Reached the end of its life - remove it */ 597 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 598 if (--op->range <= 0)
599 {
540 if (op->other_arch) { 600 if (op->other_arch)
601 {
541 explode_bullet (op); 602 explode_bullet (op);
542 } else { 603 }
604 else
605 {
543 remove_ob (op); 606 remove_ob (op);
544 free_object (op); 607 free_object (op);
545 } 608 }
546 return; 609 return;
547 } 610 }
548 611
549 new_x = op->x + DIRX(op); 612 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 613 new_y = op->y + DIRY (op);
551 m = op->map; 614 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 616
554 if (mflags & P_OUT_OF_MAP) { 617 if (mflags & P_OUT_OF_MAP)
618 {
555 remove_ob (op); 619 remove_ob (op);
556 free_object (op); 620 free_object (op);
557 return; 621 return;
558 } 622 }
559 623
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 {
561 if (op->other_arch) { 626 if (op->other_arch)
627 {
562 explode_bullet (op); 628 explode_bullet (op);
629 }
563 } else { 630 else
631 {
564 remove_ob (op); 632 remove_ob (op);
565 free_object (op); 633 free_object (op);
566 } 634 }
567 return; 635 return;
568 } 636 }
569 637
570 remove_ob (op); 638 remove_ob (op);
571 op->x = new_x; 639 op->x = new_x;
572 op->y = new_y; 640 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 642 return;
575 643
576 if (reflwall (op->map, op->x, op->y, op)) { 644 if (reflwall (op->map, op->x, op->y, op))
645 {
577 op->direction = absdir (op->direction + 4); 646 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 647 update_turn_face (op);
579 } else { 648 }
649 else
650 {
580 check_bullet (op); 651 check_bullet (op);
581 } 652 }
582} 653}
583 654
584 655
585 656
591 * spob->attacktype. 662 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 663 * This function sets up the appropriate owner and skill
593 * pointers. 664 * pointers.
594 */ 665 */
595 666
667int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 668fire_bullet (object *op, object *caster, int dir, object *spob)
669{
597 object *tmp=NULL; 670 object *tmp = NULL;
598 int mflags; 671 int mflags;
599 672
600 if (!spob->other_arch) 673 if (!spob->other_arch)
601 return 0; 674 return 0;
602 675
603 tmp=arch_to_object(spob->other_arch); 676 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 677 if (tmp == NULL)
605 return 0; 678 return 0;
606 679
607 /* peterm: level dependency for bolts */ 680 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 682 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 683 if (spob->slaying)
684 tmp->slaying = spob->slaying;
611 685
612 tmp->range = 50; 686 tmp->range = 50;
613 687
614 /* Need to store duration/range for the ball to use */ 688 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 689 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 690 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 691 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 692
619 tmp->direction=dir; 693 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 695 SET_ANIMATION (tmp, dir);
622 696
623 set_owner(tmp,op); 697 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 698 set_spell_skill (op, caster, spob, tmp);
625 699
626 tmp->x=op->x + freearr_x[dir]; 700 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 701 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 702 tmp->map = op->map;
629 703
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 705 if (mflags & P_OUT_OF_MAP)
706 {
632 free_object(tmp); 707 free_object (tmp);
633 return 0; 708 return 0;
634 } 709 }
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 {
637 free_object(tmp); 714 free_object (tmp);
638 return 0; 715 return 0;
639 } 716 }
640 tmp->x=op->x; 717 tmp->x = op->x;
641 tmp->y=op->y; 718 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 719 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 720 tmp->map = op->map;
644 } 721 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
723 {
646 check_bullet (tmp); 724 check_bullet (tmp);
647 } 725 }
648 return 1; 726 return 1;
649} 727}
650 728
651 729
652 730
653 731
657 * 735 *
658 *****************************************************************************/ 736 *****************************************************************************/
659 737
660 738
661/* drops an object based on what is in the cone's "other_arch" */ 739/* drops an object based on what is in the cone's "other_arch" */
740void
662void cone_drop(object *op) { 741cone_drop (object *op)
742{
663 object *new_ob = arch_to_object(op->other_arch); 743 object *new_ob = arch_to_object (op->other_arch);
664 744
665 new_ob->x = op->x; 745 new_ob->x = op->x;
666 new_ob->y = op->y; 746 new_ob->y = op->y;
667 new_ob->level = op->level; 747 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 748 set_owner (new_ob, op->owner);
669 749
670 /* preserve skill ownership */ 750 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 751 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 } 752 {
753 new_ob->skill = op->skill;
754 }
675 insert_ob_in_map(new_ob,op->map,op,0); 755 insert_ob_in_map (new_ob, op->map, op, 0);
676 756
677} 757}
678 758
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 759/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 760
761void
681void move_cone(object *op) { 762move_cone (object *op)
763{
682 int i; 764 int i;
683 tag_t tag; 765 tag_t tag;
684 766
685 /* if no map then hit_map will crash so just ignore object */ 767 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 768 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 769 {
688 op->name ? op->name : "unknown"); 770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 771 op->speed = 0;
690 update_ob_speed (op); 772 update_ob_speed (op);
691 return; 773 return;
692 } 774 }
693 775
694 /* lava saves it's life, but not yours :) */ 776 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 777 if (QUERY_FLAG (op, FLAG_LIFESAVE))
778 {
696 hit_map(op,0,op->attacktype,0); 779 hit_map (op, 0, op->attacktype, 0);
697 return; 780 return;
698 } 781 }
699 782
700#if 0 783#if 0
701 /* Disable this - enabling it makes monsters easier, as 784 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 785 * when their cone dies when they die.
703 */ 786 */
704 /* If no owner left, the spell dies out. */ 787 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 788 if (get_owner (op) == NULL)
789 {
706 remove_ob(op); 790 remove_ob (op);
707 free_object(op); 791 free_object (op);
708 return; 792 return;
709 } 793 }
710#endif 794#endif
711 795
712 tag = op->count; 796 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 797 hit_map (op, 0, op->attacktype, 0);
714 798
715 /* Check to see if we should push anything. 799 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 800 * Spell objects with weight push whatever they encounter to some
717 * degree. 801 * degree.
718 */ 802 */
803 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 804 check_spell_knockback (op);
720 805
721 if (was_destroyed (op, tag)) 806 if (was_destroyed (op, tag))
807 return;
808
809 if ((op->duration--) < 0)
810 {
811 remove_ob (op);
812 free_object (op);
722 return; 813 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 814 }
729 /* Object has hit maximum range, so don't have it move 815 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 816 * any further. When the duration above expires,
731 * then the object will get removed. 817 * then the object will get removed.
732 */ 818 */
733 if (--op->range < 0) { 819 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 820 {
821 op->range = 0; /* just so it doesn't wrap */
822 return;
823 }
737 824
738 for(i= -1;i<2;i++) { 825 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 826 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 828
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 829 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 {
743 object *tmp=get_object(); 831 object *tmp = get_object ();
832
744 copy_object(op, tmp); 833 copy_object (op, tmp);
745 tmp->x=x; 834 tmp->x = x;
746 tmp->y=y; 835 tmp->y = y;
747 836
748 tmp->duration = op->duration + 1; 837 tmp->duration = op->duration + 1;
749 838
750 /* Use for spell tracking - see ok_to_put_more() */ 839 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 840 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 841 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 842 if (tmp->other_arch)
754 } 843 cone_drop (tmp);
844 }
755 } 845 }
756} 846}
757 847
758/* cast_cone: casts a cone spell. 848/* cast_cone: casts a cone spell.
759 * op: person firing the object. 849 * op: person firing the object.
761 * dir: direction to fire in. 851 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 852 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 853 * to fire.
764 * returns 0 on failure, 1 on success. 854 * returns 0 on failure, 1 on success.
765 */ 855 */
856int
766int cast_cone(object *op, object *caster,int dir, object *spell) 857cast_cone (object *op, object *caster, int dir, object *spell)
767{ 858{
768 object *tmp; 859 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 860 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 861 mapstruct *m;
771 sint16 sx, sy; 862 sint16 sx, sy;
772 MoveType movetype; 863 MoveType movetype;
773 864
774 if (!spell->other_arch) return 0; 865 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; 866 return 0;
867
868 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 869 {
870 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
871 return 0;
872 }
782 873
783 if(!dir) { 874 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 875 {
876 range_min = 0;
877 range_max = 8;
878 }
787 879
788 /* Need to know what the movetype of the object we are about 880 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to 881 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 882 * insert it into is blocked.
791 */ 883 */
792 movetype = spell->other_arch->clone.move_type; 884 movetype = spell->other_arch->clone.move_type;
793 885
794 for(i=range_min;i<=range_max;i++) { 886 for (i = range_min; i <= range_max; i++)
887 {
795 sint16 x,y, d; 888 sint16 x, y, d;
796 889
797 /* We can't use absdir here, because it never returns 890 /* 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 891 * 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 892 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 893 * to hit that person.
801 */ 894 */
802 d = dir + i; 895 d = dir + i;
803 while (d < 0) d+=8; 896 while (d < 0)
804 while (d > 8) d-=8; 897 d += 8;
898 while (d > 8)
899 d -= 8;
805 900
806 /* If it's not a rune, we don't want to blast the caster. 901 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified, 902 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 903 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 904 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 905 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 906 * for the rune code.
812 */ 907 */
813 if (caster->type != RUNE && d==0) { 908 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 909 {
815 else continue; 910 if (dir != 0)
816 } 911 d = 8;
912 else
913 continue;
914 }
817 915
818 x = op->x+freearr_x[d]; 916 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 917 y = op->y + freearr_y[d];
820 918
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 919 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 920 continue;
823 921
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 923 continue;
826 924
827 success=1; 925 success = 1;
828 tmp=arch_to_object(spell->other_arch); 926 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 927 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 928 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 929 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 930 tmp->x = sx;
833 tmp->y = sy; 931 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 932 tmp->attacktype = spell->attacktype;
835 933
836 /* holy word stuff */ 934 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
838 if(!tailor_god_spell(tmp,op)) return 0; 937 if (!tailor_god_spell (tmp, op))
839 } 938 return 0;
840 939 }
841 if(dir) 940
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 }
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 957
856 /* Special bonus for fear attacks */ 958 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 959 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 960 {
859 else 961 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha];
963 else
860 tmp->duration += caster->level/3; 964 tmp->duration += caster->level / 3;
861 } 965 }
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 967 {
864 else 968 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else
865 tmp->duration += caster->level/3; 971 tmp->duration += caster->level / 3;
866 } 972 }
867 973
868 974
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 975 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 977
873 if (!tmp->move_on && tmp->stats.dam) { 978 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 979 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 981 }
877 }
878 insert_ob_in_map(tmp,m,op,0); 982 insert_ob_in_map (tmp, m, op, 0);
879 983
880 /* This is used for tracking spells so that one effect doesn't hit 984 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 985 * a single space too many times.
882 */ 986 */
883 tmp->stats.maxhp = tmp->count; 987 tmp->stats.maxhp = tmp->count;
884 988
885 if(tmp->other_arch) cone_drop(tmp); 989 if (tmp->other_arch)
990 cone_drop (tmp);
886 } 991 }
887 return success; 992 return success;
888} 993}
889 994
890/**************************************************************************** 995/****************************************************************************
891 * 996 *
892 * BOMB related code 997 * BOMB related code
895 1000
896 1001
897/* This handles an exploding bomb. 1002/* This handles an exploding bomb.
898 * op is the original bomb object. 1003 * op is the original bomb object.
899 */ 1004 */
1005void
900void animate_bomb(object *op) { 1006animate_bomb (object *op)
1007{
901 int i; 1008 int i;
902 object *env, *tmp; 1009 object *env, *tmp;
903 archetype *at; 1010 archetype *at;
904 1011
905 if(op->state!=NUM_ANIMATIONS(op)-1) 1012 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 1013 return;
907 1014
1015
908 env = object_get_env_recursive(op); 1016 env = object_get_env_recursive (op);
909 1017
910 if (op->env) { 1018 if (op->env)
1019 {
911 if (env->map == NULL) 1020 if (env->map == NULL)
912 return; 1021 return;
913 1022
914 if (env->type == PLAYER) 1023 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1024 esrv_del_item (env->contr, op->count);
916 1025
917 remove_ob(op); 1026 remove_ob (op);
918 op->x = env->x; 1027 op->x = env->x;
919 op->y = env->y; 1028 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return;
1031 }
1032
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 {
1038 remove_ob (op);
1039 free_object (op);
921 return; 1040 return;
922 } 1041 }
923 1042
924 /* This copies a lot of the code from the fire bullet, 1043 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1044 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1045 * so just set up the appropriate values.
927 */ 1046 */
928 at = find_archetype(SPLINT); 1047 at = find_archetype (SPLINT);
929 if (at) { 1048 if (at)
930 for(i=1;i<9;i++) { 1049 {
1050 for (i = 1; i < 9; i++)
1051 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 1053 continue;
933 tmp = arch_to_object(at); 1054 tmp = arch_to_object (at);
934 tmp->direction = i; 1055 tmp->direction = i;
935 tmp->range = op->range; 1056 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1057 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1058 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1059 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1060 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1061 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1062 {
942 tmp->skill = add_refcount(op->skill); 1063 tmp->skill = op->skill;
943 } 1064 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1066 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1067 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1068 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1069 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1070 move_bullet (tmp);
950 } 1071 }
951 } 1072 }
952 1073
953 explode_bullet(op); 1074 explode_bullet (op);
954} 1075}
955 1076
1077int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1078create_bomb (object *op, object *caster, int dir, object *spell)
1079{
957 1080
958 object *tmp; 1081 object *tmp;
959 int mflags; 1082 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1084 mapstruct *m;
962 1085
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1086 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)) { 1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1090 return 0;
967 } 1091 }
968 tmp=arch_to_object(spell->other_arch); 1092 tmp = arch_to_object (spell->other_arch);
969 1093
970 /* level dependencies for bomb */ 1094 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1098 tmp->attacktype = spell->attacktype;
975 1099
976 set_owner(tmp,op); 1100 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1101 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1102 tmp->x = dx;
979 tmp->y=dy; 1103 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1104 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1105 return 1;
982} 1106}
983 1107
984/**************************************************************************** 1108/****************************************************************************
985 * 1109 *
986 * smite related spell code. 1110 * smite related spell code.
994 * dir is the direction to look in. 1118 * dir is the direction to look in.
995 * range is how far out to look. 1119 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1121 * this info is used for blocked magic/unholy spaces.
998 */ 1122 */
999 1123
1124object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1125get_pointed_target (object *op, int dir, int range, int type)
1126{
1001 object *target; 1127 object *target;
1002 sint16 x,y; 1128 sint16 x, y;
1003 int dist, mflags; 1129 int dist, mflags;
1004 mapstruct *mp; 1130 mapstruct *mp;
1005 1131
1006 if (dir==0) return NULL; 1132 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; 1133 return NULL;
1134
1135 for (dist = 1; dist < range; dist++)
1136 {
1137 x = op->x + freearr_x[dir] * dist;
1138 y = op->y + freearr_y[dir] * dist;
1139 mp = op->map;
1140 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1141
1142 if (mflags & P_OUT_OF_MAP)
1143 return NULL;
1144 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1145 return NULL;
1146 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1147 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL;
1150
1151 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above)
1154 {
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target;
1158 }
1159 }
1160 }
1161 }
1162 return NULL;
1028} 1163}
1029 1164
1030 1165
1031/* cast_smite_arch() - the priest points to a creature and causes 1166/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1167 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1170 * caster = object casting the spell.
1036 * dir = direction being cast 1171 * dir = direction being cast
1037 * spell = spell object 1172 * spell = spell object
1038 */ 1173 */
1039 1174
1175int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1176cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{
1041 object *effect, *target; 1178 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1179 object *god = find_god (determine_god (op));
1043 int range; 1180 int range;
1044 1181
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1182 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1183 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1184
1048 /* Bunch of conditions for casting this spell. Note that only 1185 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1186 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1187 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very 1188 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1189 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1190 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1191 * can't be friendly to your god.
1055 */ 1192 */
1056 1193
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1195 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1196 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1197 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1199 return 0;
1063 } 1200 }
1064 1201
1065 if (spell->other_arch) 1202 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1203 effect = arch_to_object (spell->other_arch);
1067 else 1204 else
1068 return 0; 1205 return 0;
1069 1206
1070 /* tailor the effect by priest level and worshipped God */ 1207 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1208 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1209 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 {
1074 if(tailor_god_spell(effect,op)) 1212 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1213 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 { 1214 else
1215 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1217 return 0;
1080 } 1218 }
1081 } 1219 }
1082 1220
1083 /* size of the area of destruction */ 1221 /* size of the area of destruction */
1084 effect->range=spell->range + 1222 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1223 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1224
1089 if (effect->attacktype & AT_DEATH) { 1225 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1226 {
1091 SP_level_dam_adjust(caster,spell); 1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1228
1093 /* casting death spells at undead isn't a good thing */ 1229 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD)
1232 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1233 if (random_roll (0, 2, op, PREFER_LOW))
1234 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1236 effect->x = op->x;
1098 effect->y=op->y; 1237 effect->y = op->y;
1099 } else { 1238 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1239 else
1101 query_name(target)); 1240 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1242 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1243 free_object (effect);
1104 return 0; 1244 return 0;
1245 }
1246 }
1105 } 1247 }
1106 } 1248 else
1107 } else { 1249 {
1108 /* how much woe to inflict :) */ 1250 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1252 }
1112 1253
1113 set_owner(effect,op); 1254 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1255 set_spell_skill (op, caster, spell, effect);
1115 1256
1116 /* ok, tell it where to be, and insert! */ 1257 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1258 effect->x = target->x;
1118 effect->y=target->y; 1259 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1260 insert_ob_in_map (effect, target->map, op, 0);
1120 1261
1121 return 1; 1262 return 1;
1122} 1263}
1123 1264
1124 1265
1125/**************************************************************************** 1266/****************************************************************************
1126 * 1267 *
1128 * note that the fire_bullet is used to fire the missile. The 1269 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1270 * code here is just to move the missile.
1130 ****************************************************************************/ 1271 ****************************************************************************/
1131 1272
1132/* op is a missile that needs to be moved */ 1273/* op is a missile that needs to be moved */
1274void
1133void move_missile(object *op) { 1275move_missile (object *op)
1276{
1134 int i, mflags; 1277 int i, mflags;
1135 object *owner; 1278 object *owner;
1136 sint16 new_x, new_y; 1279 sint16 new_x, new_y;
1137 mapstruct *m; 1280 mapstruct *m;
1138 1281
1139 if (op->range-- <=0) { 1282 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1283 {
1284 remove_ob (op);
1285 free_object (op);
1286 return;
1287 }
1144 1288
1145 owner = get_owner(op); 1289 owner = get_owner (op);
1146#if 0 1290#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1291 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1292 * monster that are then killed would continue to survive
1149 */ 1293 */
1150 if (owner == NULL) { 1294 if (owner == NULL)
1295 {
1151 remove_ob(op); 1296 remove_ob (op);
1152 free_object(op); 1297 free_object (op);
1153 return; 1298 return;
1154 } 1299 }
1155#endif 1300#endif
1156 1301
1157 new_x = op->x + DIRX(op); 1302 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1303 new_y = op->y + DIRY (op);
1159 1304
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1306
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)))) { 1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 {
1164 tag_t tag = op->count; 1309 tag_t tag = op->count;
1310
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1311 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1312 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1313 * we need to remove it if someone hasn't already done so.
1168 */ 1314 */
1169 if ( ! was_destroyed (op, tag)) { 1315 if (!was_destroyed (op, tag))
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return;
1321 }
1322
1170 remove_ob (op); 1323 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)) { 1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1325 {
1326 free_object (op);
1327 return;
1328 }
1181 op->x = new_x; 1329 op->x = new_x;
1182 op->y = new_y; 1330 op->y = new_y;
1183 op->map = m; 1331 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1185 if(i > 0 && i != op->direction){ 1333 if (i > 0 && i != op->direction)
1334 {
1186 op->direction=i; 1335 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1336 SET_ANIMATION (op, op->direction);
1188 } 1337 }
1189 insert_ob_in_map(op,op->map,op,0); 1338 insert_ob_in_map (op, op->map, op, 0);
1190} 1339}
1191 1340
1192/**************************************************************************** 1341/****************************************************************************
1193 * Destruction 1342 * Destruction
1194 ****************************************************************************/ 1343 ****************************************************************************/
1344
1195/* make_object_glow() - currently only makes living objects glow. 1345/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1346 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1347 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1348 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1349 * give them the capability to have an inventory. b.t.
1200 */ 1350 */
1201 1351
1352int
1202int make_object_glow(object *op, int radius, int time) { 1353make_object_glow (object *op, int radius, int time)
1354{
1203 object *tmp; 1355 object *tmp;
1204 1356
1205 /* some things are unaffected... */ 1357 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1358 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1359 return 0;
1208 1360
1209 tmp=get_archetype(FORCE_NAME); 1361 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1362 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1363 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1364 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1365 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1367 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1368
1217 tmp->x=op->x; 1369 tmp->x = op->x;
1218 tmp->y=op->y; 1370 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1373 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1374 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1375 op->glow_radius = tmp->glow_radius;
1223 1376
1224 if(!tmp->env||op!=tmp->env) { 1377 if (!tmp->env || op != tmp->env)
1378 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1380 return 0;
1227 return 0;
1228 } 1381 }
1229 return 1; 1382 return 1;
1230} 1383}
1231 1384
1232 1385
1233
1234 1386
1387
1388int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1389cast_destruction (object *op, object *caster, object *spell_ob)
1390{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1391 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1392 sint16 sx, sy;
1238 mapstruct *m; 1393 mapstruct *m;
1239 object *tmp; 1394 object *tmp;
1240 const char *skill; 1395 const char *skill;
1241 1396
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1401 friendly = 1;
1246 1402
1247 /* destruction doesn't use another spell object, so we need 1403 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1404 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1405 * 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 1406 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1407 * the full share string/free_string route.
1252 */ 1408 */
1253 skill = op->skill; 1409 skill = op->skill;
1410 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1411 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1412 else if (caster->skill)
1413 op->skill = caster->skill;
1414 else
1256 else op->skill = NULL; 1415 op->skill = NULL;
1257 1416
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1417 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1418
1260 for(i= -range; i<range; i++) { 1419 for (i = -range; i < range; i++)
1420 {
1261 for(j=-range; j<range ; j++) { 1421 for (j = -range; j < range; j++)
1422 {
1262 m = op->map; 1423 m = op->map;
1263 sx = op->x + i; 1424 sx = op->x + i;
1264 sy = op->y + j; 1425 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1267 if (mflags & P_IS_ALIVE) { 1429 if (mflags & P_IS_ALIVE)
1430 {
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1434 break;
1271 if (tmp) { 1435 }
1272 if (tmp->head) tmp=tmp->head; 1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head;
1273 1440
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1443 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1447 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1448 {
1280 tmp->x = sx; 1449 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1450 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1451 tmp->y = sy;
1283 } 1452 insert_ob_in_map (tmp, m, op, 0);
1284 } 1453 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1454 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1456 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1459 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1460
1290 effect->y = sy; 1461 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1462 effect->y = sy;
1292 } 1463 insert_ob_in_map (effect, m, op, 0);
1293 } 1464 }
1294 } 1465 }
1295 } 1466 }
1467 }
1468 }
1469 }
1296 } 1470 }
1297 }
1298 }
1299 op->skill = skill; 1471 op->skill = skill;
1300 return 1; 1472 return 1;
1301} 1473}
1302 1474
1303/*************************************************************************** 1475/***************************************************************************
1304 * 1476 *
1305 * CURSE 1477 * CURSE
1306 * 1478 *
1307 ***************************************************************************/ 1479 ***************************************************************************/
1308 1480
1481int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1482cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{
1310 object *god = find_god(determine_god(op)); 1484 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1485 object *tmp, *force;
1312 1486
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1487 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1488 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1489 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0;
1492 }
1320 1493
1321 /* If we've already got a force of this type, don't add a new one. */ 1494 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1495 for (force = tmp->inv; force != NULL; force = force->below)
1496 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 {
1324 if (force->name == spell_ob->name) { 1499 if (force->name == spell_ob->name)
1325 break; 1500 {
1326 } 1501 break;
1502 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1503 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 {
1329 "You can not cast %s while %s is in effect", 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1330 spell_ob->name, force->name_pl); 1506 return 0;
1331 return 0; 1507 }
1508 }
1332 } 1509 }
1333 }
1334 }
1335 1510
1336 if(force==NULL) { 1511 if (force == NULL)
1512 {
1337 force=get_archetype(FORCE_NAME); 1513 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1514 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1515 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1516 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 { 1517 else
1518 force->name = spell_ob->name;
1519
1520 force->name_pl = spell_ob->name;
1521
1522 }
1523 else
1524 {
1348 int duration; 1525 int duration;
1349 1526
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1527 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1528 if (duration > force->duration)
1529 {
1352 force->duration = duration; 1530 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1532 }
1533 else
1534 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1536 }
1357 return 1; 1537 return 1;
1358 } 1538 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1540 force->speed = 1.0;
1361 force->speed_left = -1.0; 1541 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1542 SET_FLAG (force, FLAG_APPLIED);
1363 1543
1364 if(god) { 1544 if (god)
1545 {
1365 if (spell_ob->last_grace) 1546 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1547 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1549 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1550 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1370 "You are a victim of %s's curse!",god->name); 1551 }
1371 } else 1552 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1554
1374 1555
1375 if(tmp!=op && op->type==PLAYER) 1556 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1557 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1558
1378 force->stats.ac = spell_ob->stats.ac; 1559 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1560 force->stats.wc = spell_ob->stats.wc;
1380 1561
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1562 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1563 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1564 fix_player (tmp);
1384 return 1; 1565 return 1;
1385 1566
1386} 1567}
1387 1568
1388 1569
1389/********************************************************************** 1570/**********************************************************************
1393 ***********************************************************************/ 1574 ***********************************************************************/
1394 1575
1395/* This covers the various spells that change the moods of monsters - 1576/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1577 * makes them angry, peacful, friendly, etc.
1397 */ 1578 */
1579int
1398int mood_change(object *op, object *caster, object *spell) { 1580mood_change (object *op, object *caster, object *spell)
1581{
1399 object *tmp, *god, *head; 1582 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1583 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1584 sint16 x, y, nx, ny;
1402 mapstruct *m; 1585 mapstruct *m;
1403 const char *race; 1586 const char *race;
1404 1587
1405 /* We precompute some values here so that we don't have to keep 1588 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1589 * doing it over and over again.
1407 */ 1590 */
1408 god=find_god(determine_god(op)); 1591 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1592 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1593 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1594
1412 /* On the bright side, no monster should ever have a race of GOD_... 1595 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it 1596 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1597 * won't ever match anything.
1415 */ 1598 */
1416 if (!spell->race) race=NULL; 1599 if (!spell->race)
1600 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1601 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1602 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1603 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race;
1605 else
1419 else race = spell->race; 1606 race = spell->race;
1420
1421 1607
1608
1422 for (x = op->x - range; x <= op->x + range; x++) 1609 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1610 for (y = op->y - range; y <= op->y + range; y++)
1611 {
1424 1612
1425 done_one=0; 1613 done_one = 0;
1426 m = op->map; 1614 m = op->map;
1427 nx = x; 1615 nx = x;
1428 ny = y; 1616 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1431 1620
1432 /* If there is nothing living on this space, no need to go further */ 1621 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1622 if (!(mflags & P_IS_ALIVE))
1623 continue;
1434 1624
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1626 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break;
1437 1628
1438 /* There can be living objects that are not monsters */ 1629 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1630 if (!tmp || tmp->type == PLAYER)
1631 continue;
1440 1632
1441 /* Only the head has meaningful data, so resolve to that */ 1633 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1634 if (tmp->head)
1443 else head=tmp; 1635 head = tmp->head;
1636 else
1637 head = tmp;
1444 1638
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1640 if (race && head->race && !strstr (race, head->race))
1641 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue;
1448 1644
1449 /* Now do a bunch of stuff related to saving throws */ 1645 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1646 best_at = -1;
1451 if (spell->attacktype) { 1647 if (spell->attacktype)
1648 {
1452 for (at=0; at < NROFATTACKS; at++) 1649 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1650 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1651 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at;
1455 1653
1456 if (best_at == -1) at=0; 1654 if (best_at == -1)
1655 at = 0;
1457 else { 1656 else
1657 {
1458 if (head->resist[best_at] == 100) continue; 1658 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1659 continue;
1460 } 1660 else
1661 at = head->resist[best_at] / 5;
1662 }
1461 at -= level / 5; 1663 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1664 if (did_make_save (head, head->level, at))
1463 } 1665 continue;
1666 }
1464 else /* spell->attacktype */ 1667 else /* spell->attacktype */
1465 /* 1668 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1670 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1672
1470 The chance will then be in the range [20-70] percent, not too bad. 1673 The chance will then be in the range [20-70] percent, not too bad.
1471 1674
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1676 charm a level 125 monster...
1474 1677
1475 Ryo, august 14th 1678 Ryo, august 14th
1476 */ 1679 */
1477 { 1680 {
1478 if ( head->level > level ) continue; 1681 if (head->level > level)
1682 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1684 /* Failed, no effect */
1481 continue; 1685 continue;
1482 } 1686 }
1483 1687
1484 /* Done with saving throw. Now start effecting the monster */ 1688 /* Done with saving throw. Now start effecting the monster */
1485 1689
1486 /* aggravation */ 1690 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1691 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1693 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1695 remove_friendly_object (head);
1491 1696
1492 done_one = 1; 1697 done_one = 1;
1493 head->enemy = op; 1698 head->enemy = op;
1494 } 1699 }
1495 1700
1496 /* calm monsters */ 1701 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1704 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1705 head->enemy = NULL;
1500 done_one = 1; 1706 done_one = 1;
1501 } 1707 }
1502 1708
1503 /* berserk monsters */ 1709 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 {
1505 SET_FLAG(head, FLAG_BERSERK); 1712 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1713 done_one = 1;
1507 } 1714 }
1508 /* charm */ 1715 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1718 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1719 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1720 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1722 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1723 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1724 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1725 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1726 head->attack_movement = PETMOVE;
1519 done_one = 1; 1727 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1729 head->stats.exp = 0;
1522 } 1730 }
1523 1731
1524 /* If a monster was effected, put an effect in */ 1732 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1733 if (done_one && spell->other_arch)
1734 {
1526 tmp = arch_to_object(spell->other_arch); 1735 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1736 tmp->x = nx;
1528 tmp->y = ny; 1737 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1738 insert_ob_in_map (tmp, m, op, 0);
1530 } 1739 }
1531 } /* for y */ 1740 } /* for y */
1532 1741
1533 return 1; 1742 return 1;
1534} 1743}
1535 1744
1536 1745
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1746/* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball 1747 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1748 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1749 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1750 * note that duration is handled by process_object() in time.c
1542 */ 1751 */
1543 1752
1753void
1544void move_ball_spell(object *op) { 1754move_ball_spell (object *op)
1755{
1545 int i,j,dam_save,dir, mflags; 1756 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1757 sint16 nx, ny, hx, hy;
1547 object *owner; 1758 object *owner;
1548 mapstruct *m; 1759 mapstruct *m;
1549 1760
1550 owner = get_owner(op); 1761 owner = get_owner (op);
1551 1762
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1763 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's 1764 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random 1765 * 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 1766 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1767 * deviations.
1557 */ 1768 */
1558 1769
1559 dir = 0; 1770 dir = 0;
1560 if(!(rndm(0, 3))) 1771 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1772 j = rndm (0, 1);
1562 else j=0; 1773 else
1774 j = 0;
1563 1775
1564 for(i = 1; i < 9; i++) { 1776 for (i = 1; i < 9; i++)
1777 {
1565 /* i bit 0: alters sign of offset 1778 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1779 * other bits (i / 2): absolute value of offset
1567 */ 1780 */
1568 1781
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1783 int tmpdir = absdir (op->direction + offset);
1571 1784
1572 nx = op->x + freearr_x[tmpdir]; 1785 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1786 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1787 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1788 {
1576 dir = tmpdir; 1789 dir = tmpdir;
1577 break; 1790 break;
1578 } 1791 }
1579 } 1792 }
1580 if (dir == 0) { 1793 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1794 {
1795 nx = op->x;
1796 ny = op->y;
1797 m = op->map;
1798 }
1585 1799
1586 remove_ob(op); 1800 remove_ob (op);
1587 op->y=ny; 1801 op->y = ny;
1588 op->x=nx; 1802 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1803 insert_ob_in_map (op, m, op, 0);
1590 1804
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1806 surrounding squares */
1593 1807
1594 /* loop over current square and neighbors to hit. 1808 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1809 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1810 * the surround spaces.
1597 */ 1811 */
1598 for(j=0;j<9;j++) { 1812 for (j = 0; j < 9; j++)
1813 {
1599 object *new_ob; 1814 object *new_ob;
1600 1815
1601 hx = nx+freearr_x[j]; 1816 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1817 hy = ny + freearr_y[j];
1603 1818
1604 m = op->map; 1819 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1821
1607 if (mflags & P_OUT_OF_MAP) continue; 1822 if (mflags & P_OUT_OF_MAP)
1823 continue;
1608 1824
1609 /* first, don't ever, ever hit the owner. Don't hit out 1825 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1826 * of the map either.
1611 */ 1827 */
1612 1828
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1614 if(j) op->stats.dam = dam_save/2; 1830 {
1831 if (j)
1832 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1833 hit_map (op, j, op->attacktype, 1);
1616 1834
1617 } 1835 }
1618 1836
1619 /* insert the other arch */ 1837 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 {
1621 new_ob = arch_to_object(op->other_arch); 1840 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1841 new_ob->x = hx;
1623 new_ob->y = hy; 1842 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1843 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1844 }
1626 } 1845 }
1627 1846
1628 /* restore to the center location and damage*/ 1847 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1848 op->stats.dam = dam_save;
1630 1849
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1632 1851
1633 if(i>=0) { /* we have a preferred direction! */ 1852 if (i >= 0)
1853 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1854 /* 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 || 1855 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))) { 1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1859 }
1639 op->direction=i; 1860 op->direction = i;
1640 } 1861 }
1641} 1862}
1642 1863
1643 1864
1644/* move_swarm_spell: peterm 1865/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1868 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells 1869 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction. 1870 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1871 */
1651 1872
1873void
1652void move_swarm_spell(object *op) 1874move_swarm_spell (object *op)
1653{ 1875{
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 1876#if 0
1676 // this is bogus: it causes wrong places to be checked below 1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1677 // (a wall 2 cells away will block the effect...) and 1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1879 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1880 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1881 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 1882#endif
1883 int basedir;
1884 object *owner;
1723 1885
1886 owner = get_owner (op);
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 }
1893 op->duration--;
1894
1895 basedir = op->direction;
1896 if (basedir == 0)
1897 {
1898 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8);
1900 }
1901
1902#if 0
1903 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space.
1907 // should be fixed later, but correctness before featurs...
1908 // (schmorp)
1909
1910 /* new offset calculation to make swarm element distribution
1911 * more uniform
1912 */
1913 if (op->duration)
1914 {
1915 if (basedir & 1)
1916 {
1917 adjustdir = cardinal_adjust[rndm (0, 8)];
1918 }
1919 else
1920 {
1921 adjustdir = diagonal_adjust[rndm (0, 9)];
1922 }
1923 }
1924 else
1925 {
1926 adjustdir = 0; /* fire the last one from forward. */
1927 }
1928
1929 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1930 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1931
1932 /* back up one space so we can hit point-blank targets, but this
1933 * necessitates extra out_of_map check below
1934 */
1935 origin_x = target_x - freearr_x[basedir];
1936 origin_y = target_y - freearr_y[basedir];
1937
1938
1724 /* spell pointer is set up for the spell this casts. Since this 1939 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1940 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1941 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1942 * do some sanity checking anyways.
1728 */ 1943 */
1944
1945 if (op->spell && op->spell->type == SPELL &&
1946 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1947 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1948 {
1949
1950 /* Bullet spells have a bunch more customization that needs to be done */
1951 if (op->spell->subtype == SP_BULLET)
1952 fire_bullet (owner, op, basedir, op->spell);
1953 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1954 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1955 }
1956#endif
1957
1958 /* spell pointer is set up for the spell this casts. Since this
1959 * should just be a pointer to the spell in some inventory,
1960 * it is unlikely to disappear by the time we need it. However,
1961 * do some sanity checking anyways.
1962 */
1963
1730 if (op->spell && op->spell->type == SPELL) 1964 if (op->spell && op->spell->type == SPELL)
1731 { 1965 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1966 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1967 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1968 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1969 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1971 }
1738} 1972}
1739 1973
1740 1974
1741 1975
1742 1976
1750 * dir: the direction everything will be fired in 1984 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1985 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1986 * n: the number to be fired.
1753 */ 1987 */
1754 1988
1989int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1990fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1991{
1757 object *tmp; 1992 object *tmp;
1758 int i; 1993 int i;
1759 1994
1760 if (!spell->other_arch) return 0; 1995 if (!spell->other_arch)
1996 return 0;
1761 1997
1762 tmp=get_archetype(SWARM_SPELL); 1998 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1999 tmp->x = op->x;
1764 tmp->y=op->y; 2000 tmp->y = op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 2002 set_spell_skill (op, caster, spell, tmp);
1767 2003
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 2005 tmp->spell = arch_to_object (spell->other_arch);
1770 2006
1771 tmp->attacktype = tmp->spell->attacktype; 2007 tmp->attacktype = tmp->spell->attacktype;
1772 2008
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
1774 if ( ! tailor_god_spell (tmp, op)) 2011 if (!tailor_god_spell (tmp, op))
1775 return 1; 2012 return 1;
1776 } 2013 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 2014 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 2015 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 2017
1781 tmp->direction=dir; 2018 tmp->direction = dir;
1782 tmp->invisible=1; 2019 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 2020 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 2021 return 1;
1785} 2022}
1786 2023
1787 2024
1788/* See the spells documentation file for why this is its own 2025/* See the spells documentation file for why this is its own
1789 * function. 2026 * function.
1790 */ 2027 */
2028int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2029cast_light (object *op, object *caster, object *spell, int dir)
2030{
1792 object *target=NULL,*tmp=NULL; 2031 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2032 sint16 x, y;
1794 int dam, mflags; 2033 int dam, mflags;
1795 mapstruct *m; 2034 mapstruct *m;
1796 2035
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2037
1799 if(!dir) { 2038 if (!dir)
2039 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2041 return 0;
1802 } 2042 }
1803 2043
1804 x=op->x+freearr_x[dir]; 2044 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2045 y = op->y + freearr_y[dir];
1806 m = op->map; 2046 m = op->map;
1807 2047
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2048 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2049
1810 if (mflags & P_OUT_OF_MAP) { 2050 if (mflags & P_OUT_OF_MAP)
2051 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2053 return 0;
1813 } 2054 }
1814 2055
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2056 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 {
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 2058 for (target = get_map_ob (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2059 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2061 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2062 if (target->head)
2063 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2064 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2065 return 1; /* one success only! */
2066 }
1822 } 2067 }
1823 }
1824 2068
1825 /* no live target, perhaps a wall is in the way? */ 2069 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 2073 return 0;
1829 } 2074 }
1830 2075
1831 /* ok, looks groovy to just insert a new light on the map */ 2076 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 2077 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2078 if (!tmp)
2079 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2081 return 0;
1836 } 2082 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2084 if (tmp->glow_radius)
2085 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2086 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; 2087 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2089 }
1842 tmp->x=x; 2090 tmp->x = x;
1843 tmp->y=y; 2091 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2092 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2093 return 1;
1846} 2094}
1847 2095
1848 2096
1849 2097
1850 2098
1853 * op is the player/monster, caster is the object, dir is the direction 2101 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number 2102 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2103 * perhaps this should actually be in disease.c?
1856 */ 2104 */
1857 2105
2106int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2107cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{
1859 sint16 x,y; 2109 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2110 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2111 object *walk;
1862 mapstruct *m; 2112 mapstruct *m;
1863 2113
1864 x = op->x; 2114 x = op->x;
1865 y = op->y; 2115 y = op->y;
1866 2116
1867 /* If casting from a scroll, no direction will be available, so refer to the 2117 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2118 * direction the player is pointing.
1869 */ 2119 */
2120 if (!dir)
1870 if (!dir) dir=op->facing; 2121 dir = op->facing;
2122 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2123 return 0; /* won't find anything if casting on ourself, so just return */
1872 2124
1873 /* Calculate these once here */ 2125 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2126 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2127 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2128 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2129
1878 /* search in a line for a victim */ 2130 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2131 for (i = 1; i < range; i++)
2132 {
1880 x = op->x + i * freearr_x[dir]; 2133 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2134 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2135 m = op->map;
1883 2136
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2137 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2138
1886 if (mflags & P_OUT_OF_MAP) return 0; 2139 if (mflags & P_OUT_OF_MAP)
2140 return 0;
1887 2141
1888 /* don't go through walls - presume diseases are airborne */ 2142 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2143 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2144 return 0;
1890 2145
1891 /* Only bother looking on this space if there is something living here */ 2146 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2147 if (mflags & P_IS_ALIVE)
2148 {
1893 /* search this square for a victim */ 2149 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2153 object *disease = arch_to_object (spell->other_arch);
1897 2154
1898 set_owner(disease,op); 2155 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2156 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2157 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2158 disease->level = caster_level (caster, spell);
1902 2159
1903 /* do level adjustments */ 2160 /* do level adjustments */
1904 if(disease->stats.wc) 2161 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2162 disease->stats.wc += dur_mod / 2;
1906 2163
1907 if(disease->magic> 0) 2164 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2165 disease->magic += dur_mod / 4;
1909 2166
1910 if(disease->stats.maxhp>0) 2167 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2168 disease->stats.maxhp += dur_mod;
1912 2169
1913 if(disease->stats.maxgrace>0) 2170 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2171 disease->stats.maxgrace += dur_mod;
1915 2172
1916 if(disease->stats.dam) { 2173 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2174 {
1918 disease->stats.dam += dam_mod; 2175 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2176 disease->stats.dam += dam_mod;
1920 } 2177 else
2178 disease->stats.dam -= dam_mod;
2179 }
1921 2180
1922 if(disease->last_sp) { 2181 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2182 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2183 disease->last_sp -= 2 * dam_mod;
1925 } 2184 if (disease->last_sp < 1)
2185 disease->last_sp = 1;
2186 }
1926 2187
1927 if(disease->stats.maxsp) { 2188 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2189 {
1929 disease->stats.maxsp += dam_mod; 2190 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2191 disease->stats.maxsp += dam_mod;
1931 } 2192 else
1932 2193 disease->stats.maxsp -= dam_mod;
2194 }
2195
1933 if(disease->stats.ac) 2196 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2197 disease->stats.ac += dam_mod;
1935 2198
1936 if(disease->last_eat) 2199 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2200 disease->last_eat -= dam_mod;
1938 2201
1939 if(disease->stats.hp) 2202 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2203 disease->stats.hp -= dam_mod;
1941 2204
1942 if(disease->stats.sp) 2205 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2206 disease->stats.sp -= dam_mod;
1944 2207
1945 if(infect_object(walk,disease,1)) { 2208 if (infect_object (walk, disease, 1))
2209 {
1946 object *flash; /* visual effect for inflicting disease */ 2210 object *flash; /* visual effect for inflicting disease */
1947 2211
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2213
1950 free_object(disease); /* don't need this one anymore */ 2214 free_object (disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2215 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2216 flash->x = x;
1953 flash->y = y; 2217 flash->y = y;
1954 flash->map = walk->map; 2218 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2219 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2220 return 1;
1957 } 2221 }
1958 free_object(disease); 2222 free_object (disease);
1959 } 2223 }
1960 } /* if living creature */ 2224 } /* if living creature */
1961 } /* for range of spaces */ 2225 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2227 return 1;
1964} 2228}

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