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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 maptile *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
144 147
145 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
151 new_bolt->duration++; 154 new_bolt->duration++;
152 new_bolt->x=sx; 155 new_bolt->x = sx;
153 new_bolt->y=sy; 156 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 160 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
160} 163}
161 164
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
164 */ 167 */
165 168
169void
166void move_bolt(object *op) { 170move_bolt (object *op)
171{
167 object *tmp; 172 object *tmp;
168 int mflags; 173 int mflags;
169 sint16 x, y; 174 sint16 x, y;
170 mapstruct *m; 175 maptile *m;
171 176
172 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
177 hit_map(op,0,op->attacktype,1); 184 hit_map (op, 0, op->attacktype, 1);
178 185
179 if(!op->direction) 186 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; 187 return;
240 } 188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
241 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 255 tmp = get_object ();
243 copy_object(op,tmp); 256 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 261 tmp->duration++;
249 262
250 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 264 * going off in other directions.
252 */ 265 */
253 266
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 268 { /* stats.Dex % of forking */
256 } 269 forklightning (op, tmp);
270 }
257 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
259 */ 273 */
260 op->range = 0; 274 op->range = 0;
261 } /* copy object and move it along */ 275 } /* copy object and move it along */
262 } /* if move bolt along */ 276 } /* if move bolt along */
263} 277}
264 278
265/* fire_bolt 279/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
269 * spob->attacktype. 283 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
271 * pointers. 285 * pointers.
272 */ 286 */
273 287
288int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
275 object *tmp=NULL; 291 object *tmp = NULL;
276 int mflags; 292 int mflags;
277 293
278 if (!spob->other_arch) 294 if (!spob->other_arch)
279 return 0; 295 return 0;
280 296
281 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 298 if (tmp == NULL)
283 return 0; 299 return 0;
284 300
285 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
293 310
294 tmp->direction=dir; 311 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
297 314
298 set_owner(tmp,op); 315 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
300 317
301 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 320 tmp->map = op->map;
304 321
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
307 free_object(tmp); 325 free_object (tmp);
308 return 0; 326 return 0;
309 } 327 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
312 free_object(tmp); 332 free_object (tmp);
313 return 0; 333 return 0;
314 } 334 }
315 tmp->x=op->x; 335 tmp->x = op->x;
316 tmp->y=op->y; 336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 341 move_bolt (tmp);
322 return 1; 342 return 1;
323} 343}
324 344
325 345
326 346
327/*************************************************************************** 347/***************************************************************************
332 352
333/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 355 * At least that is what I think this does.
336 */ 356 */
357void
337void explosion(object *op) { 358explosion (object *op)
359{
338 object *tmp; 360 object *tmp;
339 mapstruct *m=op->map; 361 maptile *m = op->map;
340 int i; 362 int i;
341 363
342 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
347 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
348 371
349 if(op->range>0) { 372 if (op->range > 0)
350 for(i=1;i<9;i++) { 373 {
374 for (i = 1; i < 9; i++)
375 {
351 sint16 dx,dy; 376 sint16 dx, dy;
352 377
353 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 381 * out of map, etc.
357 */ 382 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 384 {
360 copy_object(op,tmp); 385 tmp = get_object ();
361 tmp->state=0; 386 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 387 tmp->state = 0;
363 tmp->range--; 388 tmp->speed_left = -0.21;
364 tmp->value=0; 389 tmp->range--;
365 tmp->x=dx; 390 tmp->value = 0;
366 tmp->y=dy; 391 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 392 tmp->y = dy;
368 } 393 insert_ob_in_map (tmp, m, op, 0);
369 } 394 }
395 }
370 } 396 }
371} 397}
372 398
373 399
374/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
376 * explode. 402 * explode.
377 */ 403 */
404void
378void explode_bullet(object *op) 405explode_bullet (object *op)
379{ 406{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 407 object *tmp, *owner;
382 408
383 if (op->other_arch == NULL) { 409 if (op->other_arch == NULL)
410 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 412 remove_ob (op);
386 free_object (op); 413 free_object (op);
387 return; 414 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
412 {
413 remove_ob (op); 425 remove_ob (op);
414 free_object (op); 426 free_object (op);
427 return;
428 }
429 remove_ob (op);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op);
438 free_object (op);
439 return;
440 }
441
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 {
447 remove_ob (op);
448 free_object (op);
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
415 return; 456 return;
416 } 457 }
417 458
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
426 461
427 copy_owner (tmp, op); 462 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 464
431 owner = get_owner(op); 465 owner = get_owner (op);
466
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) { 468 {
434 remove_ob (op); 469 remove_ob (op);
435 free_object (op); 470 free_object (op);
436 return; 471 return;
437 } 472 }
473
438 tmp->x = op->x; 474 tmp->x = op->x;
439 tmp->y = op->y; 475 tmp->y = op->y;
440 476
441 /* special for bombs - it actually has sane values for these */ 477 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 {
443 tmp->attacktype = op->attacktype; 480 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 481 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 482 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 483 tmp->duration = op->duration;
447 } else { 484 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 485 else
486 {
487 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 489 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 490 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 491 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 492 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 493 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 494 * the count of the parent should work fine.
455 */ 495 */
456 tmp->stats.maxhp = op->count; 496 tmp->stats.maxhp = op->count;
457 } 497 }
458 498
459 /* Set direction of cone explosion */ 499 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 500 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 501 tmp->stats.sp = op->direction;
462 502
463 /* Prevent recursion */ 503 /* Prevent recursion */
464 op->move_on = 0; 504 op->move_on = 0;
465 505
466 insert_ob_in_map(tmp, op->map, op, 0); 506 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 507 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 508 if (!op->destroyed ())
509 {
469 remove_ob (op); 510 remove_ob (op);
470 free_object (op); 511 free_object (op);
471 } 512 }
472} 513}
473 514
474 515
475 516
476/* checks to see what op should do, given the space it is on 517/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 518 * (eg, explode, damage player, etc)
478 */ 519 */
479 520
521void
480void check_bullet(object *op) 522check_bullet (object *op)
481{ 523{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 524 object *tmp;
484 int dam, mflags; 525 int dam, mflags;
485 mapstruct *m; 526 maptile *m;
486 sint16 sx, sy; 527 sint16 sx, sy;
487 528
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 529 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 530
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 531 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 532 return;
492 533
493 if (op->other_arch) { 534 if (op->other_arch)
535 {
494 /* explode object will also remove op */ 536 /* explode object will also remove op */
495 explode_bullet (op); 537 explode_bullet (op);
496 return; 538 return;
497 } 539 }
498 540
499 /* If nothing alive on this space, no reason to do anything further */ 541 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 542 if (!(mflags & P_IS_ALIVE))
543 return;
501 544
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
503 { 546 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 547 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 548 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 551 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 552 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 553 {
512 free_object(op); 554 remove_ob (op);
513 return; 555 free_object (op);
514 } 556 return;
557 }
515 } 558 }
516 } 559 }
517 } 560 }
518} 561}
519 562
522 * call check_bullet. 565 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 566 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 567 * fired arches (eg, bolts).
525 */ 568 */
526 569
570void
527void move_bullet(object *op) 571move_bullet (object *op)
528{ 572{
529 sint16 new_x, new_y; 573 sint16 new_x, new_y;
530 int mflags; 574 int mflags;
531 mapstruct *m; 575 maptile *m;
532 576
533#if 0 577#if 0
534 /* We need a better general purpose way to do this */ 578 /* We need a better general purpose way to do this */
535 579
536 /* peterm: added to make comet leave a trail of burnouts 580 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 581 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 582 if (op->stats.sp == SP_METEOR)
583 {
539 replace_insert_ob_in_map("fire_trail",op); 584 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 585 if (op->destroyed ())
541 return; 586 return;
542 } /* end addition. */ 587 } /* end addition. */
543#endif 588#endif
544 589
545 /* Reached the end of its life - remove it */ 590 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 591 if (--op->range <= 0)
592 {
547 if (op->other_arch) { 593 if (op->other_arch)
594 {
548 explode_bullet (op); 595 explode_bullet (op);
549 } else { 596 }
597 else
598 {
550 remove_ob (op); 599 remove_ob (op);
551 free_object (op); 600 free_object (op);
552 } 601 }
553 return; 602 return;
554 } 603 }
555 604
556 new_x = op->x + DIRX(op); 605 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 606 new_y = op->y + DIRY (op);
558 m = op->map; 607 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 609
561 if (mflags & P_OUT_OF_MAP) { 610 if (mflags & P_OUT_OF_MAP)
611 {
562 remove_ob (op); 612 remove_ob (op);
563 free_object (op); 613 free_object (op);
564 return; 614 return;
565 } 615 }
566 616
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 {
568 if (op->other_arch) { 619 if (op->other_arch)
620 {
569 explode_bullet (op); 621 explode_bullet (op);
622 }
570 } else { 623 else
624 {
571 remove_ob (op); 625 remove_ob (op);
572 free_object (op); 626 free_object (op);
573 } 627 }
574 return; 628 return;
575 } 629 }
576 630
577 remove_ob (op); 631 remove_ob (op);
578 op->x = new_x; 632 op->x = new_x;
579 op->y = new_y; 633 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 635 return;
582 636
583 if (reflwall (op->map, op->x, op->y, op)) { 637 if (reflwall (op->map, op->x, op->y, op))
638 {
584 op->direction = absdir (op->direction + 4); 639 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 640 update_turn_face (op);
586 } else { 641 }
642 else
643 {
587 check_bullet (op); 644 check_bullet (op);
588 } 645 }
589} 646}
590 647
591 648
592 649
598 * spob->attacktype. 655 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 656 * This function sets up the appropriate owner and skill
600 * pointers. 657 * pointers.
601 */ 658 */
602 659
660int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 661fire_bullet (object *op, object *caster, int dir, object *spob)
662{
604 object *tmp=NULL; 663 object *tmp = NULL;
605 int mflags; 664 int mflags;
606 665
607 if (!spob->other_arch) 666 if (!spob->other_arch)
608 return 0; 667 return 0;
609 668
610 tmp=arch_to_object(spob->other_arch); 669 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 670 if (tmp == NULL)
612 return 0; 671 return 0;
613 672
614 /* peterm: level dependency for bolts */ 673 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 675 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 676 if (spob->slaying)
677 tmp->slaying = spob->slaying;
618 678
619 tmp->range = 50; 679 tmp->range = 50;
620 680
621 /* Need to store duration/range for the ball to use */ 681 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 684 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 685
626 tmp->direction=dir; 686 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 688 SET_ANIMATION (tmp, dir);
629 689
630 set_owner(tmp,op); 690 set_owner (tmp, op);
631 set_spell_skill(op, caster, spob, tmp); 691 set_spell_skill (op, caster, spob, tmp);
632 692
633 tmp->x=op->x + freearr_x[dir]; 693 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 694 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 695 tmp->map = op->map;
636 696
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 698 if (mflags & P_OUT_OF_MAP)
699 {
639 free_object(tmp); 700 free_object (tmp);
640 return 0; 701 return 0;
641 } 702 }
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 {
644 free_object(tmp); 707 free_object (tmp);
645 return 0; 708 return 0;
646 } 709 }
647 tmp->x=op->x; 710 tmp->x = op->x;
648 tmp->y=op->y; 711 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 712 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 713 tmp->map = op->map;
651 } 714 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
716 {
653 check_bullet (tmp); 717 check_bullet (tmp);
654 } 718 }
655 return 1; 719 return 1;
656} 720}
657 721
658 722
659 723
660 724
664 * 728 *
665 *****************************************************************************/ 729 *****************************************************************************/
666 730
667 731
668/* drops an object based on what is in the cone's "other_arch" */ 732/* drops an object based on what is in the cone's "other_arch" */
733void
669void cone_drop(object *op) { 734cone_drop (object *op)
735{
670 object *new_ob = arch_to_object(op->other_arch); 736 object *new_ob = arch_to_object (op->other_arch);
671 737
672 new_ob->x = op->x; 738 new_ob->x = op->x;
673 new_ob->y = op->y; 739 new_ob->y = op->y;
674 new_ob->level = op->level; 740 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 741 set_owner (new_ob, op->owner);
676 742
677 /* preserve skill ownership */ 743 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 744 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 745 {
746 new_ob->skill = op->skill;
747 }
682 insert_ob_in_map(new_ob,op->map,op,0); 748 insert_ob_in_map (new_ob, op->map, op, 0);
683 749
684} 750}
685 751
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 752/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 753
754void
688void move_cone(object *op) { 755move_cone (object *op)
756{
689 int i; 757 int i;
690 tag_t tag;
691 758
692 /* if no map then hit_map will crash so just ignore object */ 759 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 760 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 761 {
695 op->name ? op->name : "unknown"); 762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
696 op->speed = 0; 763 op->speed = 0;
697 update_ob_speed (op); 764 update_ob_speed (op);
698 return; 765 return;
699 } 766 }
700 767
701 /* lava saves it's life, but not yours :) */ 768 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 769 if (QUERY_FLAG (op, FLAG_LIFESAVE))
770 {
703 hit_map(op,0,op->attacktype,0); 771 hit_map (op, 0, op->attacktype, 0);
704 return; 772 return;
705 } 773 }
706 774
707#if 0 775#if 0
708 /* Disable this - enabling it makes monsters easier, as 776 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 777 * when their cone dies when they die.
710 */ 778 */
711 /* If no owner left, the spell dies out. */ 779 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 780 if (get_owner (op) == NULL)
781 {
713 remove_ob(op); 782 remove_ob (op);
714 free_object(op); 783 free_object (op);
715 return; 784 return;
716 } 785 }
717#endif 786#endif
718 787
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 788 hit_map (op, 0, op->attacktype, 0);
721 789
722 /* Check to see if we should push anything. 790 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 791 * Spell objects with weight push whatever they encounter to some
724 * degree. 792 * degree.
725 */ 793 */
794 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 795 check_spell_knockback (op);
727 796
728 if (was_destroyed (op, tag)) 797 if (op->destroyed ())
798 return;
799
800 if ((op->duration--) < 0)
801 {
802 remove_ob (op);
803 free_object (op);
729 return; 804 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 805 }
736 /* Object has hit maximum range, so don't have it move 806 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 807 * any further. When the duration above expires,
738 * then the object will get removed. 808 * then the object will get removed.
739 */ 809 */
740 if (--op->range < 0) { 810 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 811 {
812 op->range = 0; /* just so it doesn't wrap */
813 return;
814 }
744 815
745 for(i= -1;i<2;i++) { 816 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 817 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 819
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 820 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 {
750 object *tmp=get_object(); 822 object *tmp = get_object ();
823
751 copy_object(op, tmp); 824 copy_object (op, tmp);
752 tmp->x=x; 825 tmp->x = x;
753 tmp->y=y; 826 tmp->y = y;
754 827
755 tmp->duration = op->duration + 1; 828 tmp->duration = op->duration + 1;
756 829
757 /* Use for spell tracking - see ok_to_put_more() */ 830 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 831 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 832 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 833 if (tmp->other_arch)
761 } 834 cone_drop (tmp);
835 }
762 } 836 }
763} 837}
764 838
765/* cast_cone: casts a cone spell. 839/* cast_cone: casts a cone spell.
766 * op: person firing the object. 840 * op: person firing the object.
768 * dir: direction to fire in. 842 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 843 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 844 * to fire.
771 * returns 0 on failure, 1 on success. 845 * returns 0 on failure, 1 on success.
772 */ 846 */
847int
773int cast_cone(object *op, object *caster,int dir, object *spell) 848cast_cone (object *op, object *caster, int dir, object *spell)
774{ 849{
775 object *tmp; 850 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 851 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 852 maptile *m;
778 sint16 sx, sy; 853 sint16 sx, sy;
779 MoveType movetype; 854 MoveType movetype;
780 855
781 if (!spell->other_arch) return 0; 856 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 857 return 0;
858
859 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
862 return 0;
863 }
789 864
790 if(!dir) { 865 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 866 {
867 range_min = 0;
868 range_max = 8;
869 }
794 870
795 /* Need to know what the movetype of the object we are about 871 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 872 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 873 * insert it into is blocked.
798 */ 874 */
799 movetype = spell->other_arch->clone.move_type; 875 movetype = spell->other_arch->clone.move_type;
800 876
801 for(i=range_min;i<=range_max;i++) { 877 for (i = range_min; i <= range_max; i++)
878 {
802 sint16 x,y, d; 879 sint16 x, y, d;
803 880
804 /* We can't use absdir here, because it never returns 881 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 882 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 883 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 884 * to hit that person.
808 */ 885 */
809 d = dir + i; 886 d = dir + i;
810 while (d < 0) d+=8; 887 while (d < 0)
811 while (d > 8) d-=8; 888 d += 8;
889 while (d > 8)
890 d -= 8;
812 891
813 /* If it's not a rune, we don't want to blast the caster. 892 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 893 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 894 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 895 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 896 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 897 * for the rune code.
819 */ 898 */
820 if (caster->type != RUNE && d==0) { 899 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 900 {
822 else continue; 901 if (dir != 0)
823 } 902 d = 8;
903 else
904 continue;
905 }
824 906
825 x = op->x+freearr_x[d]; 907 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 908 y = op->y + freearr_y[d];
827 909
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 910 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 911 continue;
830 912
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 914 continue;
833 915
834 success=1; 916 success = 1;
835 tmp=arch_to_object(spell->other_arch); 917 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 918 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 919 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 920 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 921 tmp->x = sx;
840 tmp->y = sy; 922 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 923 tmp->attacktype = spell->attacktype;
842 924
843 /* holy word stuff */ 925 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 927 if (!tailor_god_spell (tmp, op))
846 } 928 return 0;
847 929
848 if(dir) 930 if (dir)
849 tmp->stats.sp=dir; 931 tmp->stats.sp = dir;
850 else 932 else
851 tmp->stats.sp=i; 933 tmp->stats.sp = i;
852 934
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 935 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 936
855 /* If casting it in all directions, it doesn't go as far */ 937 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 938 if (dir == 0)
939 {
857 tmp->range /= 4; 940 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 941 if (tmp->range < 2 && spell->range >= 2)
859 } 942 tmp->range = 2;
943 }
944
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 945 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 946 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 947
863 /* Special bonus for fear attacks */ 948 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 949 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 950 {
866 else 951 if (caster->type == PLAYER)
952 tmp->duration += fear_bonus[caster->stats.Cha];
953 else
867 tmp->duration += caster->level/3; 954 tmp->duration += caster->level / 3;
868 } 955 }
956
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 957 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 958 {
871 else 959 if (caster->type == PLAYER)
960 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
961 else
872 tmp->duration += caster->level/3; 962 tmp->duration += caster->level / 3;
873 } 963 }
874 964
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 965 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 spell->other_arch->name);
879 967
880 if (!tmp->move_on && tmp->stats.dam) { 968 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 969 {
882 "cast_cone(): arch %s doesn't have move_on set\n", 970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
883 spell->other_arch->name); 971 }
884 } 972
885 insert_ob_in_map(tmp,m,op,0); 973 insert_ob_in_map (tmp, m, op, 0);
886 974
887 /* This is used for tracking spells so that one effect doesn't hit 975 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 976 * a single space too many times.
889 */ 977 */
890 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
891 979
892 if(tmp->other_arch) cone_drop(tmp); 980 if (tmp->other_arch)
981 cone_drop (tmp);
893 } 982 }
983
894 return success; 984 return success;
895} 985}
896 986
897/**************************************************************************** 987/****************************************************************************
898 * 988 *
899 * BOMB related code 989 * BOMB related code
902 992
903 993
904/* This handles an exploding bomb. 994/* This handles an exploding bomb.
905 * op is the original bomb object. 995 * op is the original bomb object.
906 */ 996 */
997void
907void animate_bomb(object *op) { 998animate_bomb (object *op)
999{
908 int i; 1000 int i;
909 object *env, *tmp; 1001 object *env, *tmp;
910 archetype *at; 1002 archetype *at;
911 1003
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1004 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 1005 return;
914 1006
915 env = object_get_env_recursive(op); 1007 env = object_get_env_recursive (op);
916 1008
917 if (op->env) { 1009 if (op->env)
1010 {
918 if (env->map == NULL) 1011 if (env->map == NULL)
919 return; 1012 return;
920 1013
921 if (env->type == PLAYER) 1014 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1015 esrv_del_item (env->contr, op->count);
923 1016
924 remove_ob(op); 1017 remove_ob (op);
925 op->x = env->x; 1018 op->x = env->x;
926 op->y = env->y; 1019 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return;
1022 }
1023
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 {
1029 remove_ob (op);
1030 free_object (op);
928 return; 1031 return;
929 } 1032 }
930 1033
931 /* This copies a lot of the code from the fire bullet, 1034 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1035 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1036 * so just set up the appropriate values.
934 */ 1037 */
935 at = find_archetype(SPLINT); 1038 at = archetype::find (SPLINT);
936 if (at) { 1039 if (at)
937 for(i=1;i<9;i++) { 1040 {
1041 for (i = 1; i < 9; i++)
1042 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 1044 continue;
940 tmp = arch_to_object(at); 1045 tmp = arch_to_object (at);
941 tmp->direction = i; 1046 tmp->direction = i;
942 tmp->range = op->range; 1047 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1048 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1049 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1050 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1051 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) { 1052 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1053 {
949 tmp->skill = add_refcount(op->skill); 1054 tmp->skill = op->skill;
950 } 1055 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1057 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1058 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1059 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1060 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1061 move_bullet (tmp);
957 } 1062 }
958 } 1063 }
959 1064
960 explode_bullet(op); 1065 explode_bullet (op);
961} 1066}
962 1067
1068int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1069create_bomb (object *op, object *caster, int dir, object *spell)
1070{
964 1071
965 object *tmp; 1072 object *tmp;
966 int mflags; 1073 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1075 maptile *m;
969 1076
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1081 return 0;
974 } 1082 }
975 tmp=arch_to_object(spell->other_arch); 1083 tmp = arch_to_object (spell->other_arch);
976 1084
977 /* level dependencies for bomb */ 1085 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1089 tmp->attacktype = spell->attacktype;
982 1090
983 set_owner(tmp,op); 1091 set_owner (tmp, op);
984 set_spell_skill(op, caster, spell, tmp); 1092 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1093 tmp->x = dx;
986 tmp->y=dy; 1094 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1095 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1096 return 1;
989} 1097}
990 1098
991/**************************************************************************** 1099/****************************************************************************
992 * 1100 *
993 * smite related spell code. 1101 * smite related spell code.
1001 * dir is the direction to look in. 1109 * dir is the direction to look in.
1002 * range is how far out to look. 1110 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1112 * this info is used for blocked magic/unholy spaces.
1005 */ 1113 */
1006 1114
1115object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1116get_pointed_target (object *op, int dir, int range, int type)
1117{
1008 object *target; 1118 object *target;
1009 sint16 x,y; 1119 sint16 x, y;
1010 int dist, mflags; 1120 int dist, mflags;
1011 mapstruct *mp; 1121 maptile *mp;
1012 1122
1013 if (dir==0) return NULL; 1123 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1124 return NULL;
1125
1126 for (dist = 1; dist < range; dist++)
1127 {
1128 x = op->x + freearr_x[dir] * dist;
1129 y = op->y + freearr_y[dir] * dist;
1130 mp = op->map;
1131 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1132
1133 if (mflags & P_OUT_OF_MAP)
1134 return NULL;
1135 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1136 return NULL;
1137 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1138 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL;
1141
1142 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above)
1145 {
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target;
1149 }
1150 }
1151 }
1152 }
1153 return NULL;
1035} 1154}
1036 1155
1037 1156
1038/* cast_smite_arch() - the priest points to a creature and causes 1157/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1158 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1161 * caster = object casting the spell.
1043 * dir = direction being cast 1162 * dir = direction being cast
1044 * spell = spell object 1163 * spell = spell object
1045 */ 1164 */
1046 1165
1166int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1167cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{
1048 object *effect, *target; 1169 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1170 object *god = find_god (determine_god (op));
1050 int range; 1171 int range;
1051 1172
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1173 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1174 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1175
1055 /* Bunch of conditions for casting this spell. Note that only 1176 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1177 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1178 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1179 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1180 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1181 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1182 * can't be friendly to your god.
1062 */ 1183 */
1063 1184
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1186 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1187 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1188 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1190 return 0;
1070 } 1191 }
1071 1192
1072 if (spell->other_arch) 1193 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1194 effect = arch_to_object (spell->other_arch);
1074 else 1195 else
1075 return 0; 1196 return 0;
1076 1197
1077 /* tailor the effect by priest level and worshipped God */ 1198 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1199 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1200 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 {
1081 if(tailor_god_spell(effect,op)) 1203 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1205 else
1206 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1208 return 0;
1087 } 1209 }
1088 } 1210 }
1089 1211
1090 /* size of the area of destruction */ 1212 /* size of the area of destruction */
1091 effect->range=spell->range + 1213 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1214 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1215
1096 if (effect->attacktype & AT_DEATH) { 1216 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1217 {
1098 SP_level_dam_adjust(caster,spell); 1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1219
1100 /* casting death spells at undead isn't a good thing */ 1220 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD)
1223 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1224 if (random_roll (0, 2, op, PREFER_LOW))
1225 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1227 effect->x = op->x;
1105 effect->y=op->y; 1228 effect->y = op->y;
1106 } else { 1229 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1230 else
1108 query_name(target)); 1231 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1233 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1234 free_object (effect);
1111 return 0; 1235 return 0;
1236 }
1237 }
1112 } 1238 }
1113 } 1239 else
1114 } else { 1240 {
1115 /* how much woe to inflict :) */ 1241 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1243 }
1119 1244
1120 set_owner(effect,op); 1245 set_owner (effect, op);
1121 set_spell_skill(op, caster, spell, effect); 1246 set_spell_skill (op, caster, spell, effect);
1122 1247
1123 /* ok, tell it where to be, and insert! */ 1248 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1249 effect->x = target->x;
1125 effect->y=target->y; 1250 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1251 insert_ob_in_map (effect, target->map, op, 0);
1127 1252
1128 return 1; 1253 return 1;
1129} 1254}
1130 1255
1131 1256
1132/**************************************************************************** 1257/****************************************************************************
1133 * 1258 *
1135 * note that the fire_bullet is used to fire the missile. The 1260 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1261 * code here is just to move the missile.
1137 ****************************************************************************/ 1262 ****************************************************************************/
1138 1263
1139/* op is a missile that needs to be moved */ 1264/* op is a missile that needs to be moved */
1265void
1140void move_missile(object *op) { 1266move_missile (object *op)
1267{
1141 int i, mflags; 1268 int i, mflags;
1142 object *owner; 1269 object *owner;
1143 sint16 new_x, new_y; 1270 sint16 new_x, new_y;
1144 mapstruct *m; 1271 maptile *m;
1145 1272
1146 if (op->range-- <=0) { 1273 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1274 {
1275 remove_ob (op);
1276 free_object (op);
1277 return;
1278 }
1151 1279
1152 owner = get_owner(op); 1280 owner = get_owner (op);
1153#if 0 1281#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1282 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1283 * monster that are then killed would continue to survive
1156 */ 1284 */
1157 if (owner == NULL) { 1285 if (owner == NULL)
1286 {
1158 remove_ob(op); 1287 remove_ob (op);
1159 free_object(op); 1288 free_object (op);
1160 return; 1289 return;
1161 } 1290 }
1162#endif 1291#endif
1163 1292
1164 new_x = op->x + DIRX(op); 1293 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1294 new_y = op->y + DIRY (op);
1166 1295
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1297
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1299 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1300 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1301 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1302 * we need to remove it if someone hasn't already done so.
1175 */ 1303 */
1176 if ( ! was_destroyed (op, tag)) { 1304 if (!op->destroyed ())
1305 free_object (op);
1306
1307 return;
1308 }
1309
1177 remove_ob (op); 1310 remove_ob (op);
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1311
1183 remove_ob(op);
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1313 {
1314 free_object (op);
1315 return;
1316 }
1317
1188 op->x = new_x; 1318 op->x = new_x;
1189 op->y = new_y; 1319 op->y = new_y;
1190 op->map = m; 1320 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1192 if(i > 0 && i != op->direction){ 1322 if (i > 0 && i != op->direction)
1323 {
1193 op->direction=i; 1324 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1325 SET_ANIMATION (op, op->direction);
1195 } 1326 }
1327
1196 insert_ob_in_map(op,op->map,op,0); 1328 insert_ob_in_map (op, op->map, op, 0);
1197} 1329}
1198 1330
1199/**************************************************************************** 1331/****************************************************************************
1200 * Destruction 1332 * Destruction
1201 ****************************************************************************/ 1333 ****************************************************************************/
1334
1202/* make_object_glow() - currently only makes living objects glow. 1335/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1336 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1337 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1338 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1339 * give them the capability to have an inventory. b.t.
1207 */ 1340 */
1208 1341
1342int
1209int make_object_glow(object *op, int radius, int time) { 1343make_object_glow (object *op, int radius, int time)
1344{
1210 object *tmp; 1345 object *tmp;
1211 1346
1212 /* some things are unaffected... */ 1347 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1348 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1349 return 0;
1215 1350
1216 tmp=get_archetype(FORCE_NAME); 1351 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1352 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1353 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1354 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1355 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1357 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1358
1224 tmp->x=op->x; 1359 tmp->x = op->x;
1225 tmp->y=op->y; 1360 tmp->y = op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1363 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1364 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1365 op->glow_radius = tmp->glow_radius;
1230 1366
1231 if(!tmp->env||op!=tmp->env) { 1367 if (!tmp->env || op != tmp->env)
1368 {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1233 op->name); 1370 return 0;
1234 return 0;
1235 } 1371 }
1236 return 1; 1372 return 1;
1237} 1373}
1238 1374
1239 1375
1240
1241 1376
1377
1378int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1379cast_destruction (object *op, object *caster, object *spell_ob)
1380{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1381 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1382 sint16 sx, sy;
1245 mapstruct *m; 1383 maptile *m;
1246 object *tmp; 1384 object *tmp;
1247 const char *skill; 1385 const char *skill;
1248 1386
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1253 1392
1254 /* destruction doesn't use another spell object, so we need 1393 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1394 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1395 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1396 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1397 * the full share string/free_string route.
1259 */ 1398 */
1260 skill = op->skill; 1399 skill = op->skill;
1400 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1401 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1263 else op->skill = NULL; 1405 op->skill = NULL;
1264 1406
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1407 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1408
1267 for(i= -range; i<range; i++) { 1409 for (i = -range; i < range; i++)
1410 {
1268 for(j=-range; j<range ; j++) { 1411 for (j = -range; j < range; j++)
1412 {
1269 m = op->map; 1413 m = op->map;
1270 sx = op->x + i; 1414 sx = op->x + i;
1271 sy = op->y + j; 1415 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1274 if (mflags & P_IS_ALIVE) { 1419 if (mflags & P_IS_ALIVE)
1420 {
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1424 break;
1278 if (tmp) { 1425 }
1279 if (tmp->head) tmp=tmp->head; 1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1280 1430
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1433 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1437 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1438 {
1287 tmp->x = sx; 1439 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1440 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1441 tmp->y = sy;
1290 } 1442 insert_ob_in_map (tmp, m, op, 0);
1291 } 1443 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1444 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1449 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1450
1297 effect->y = sy; 1451 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1452 effect->y = sy;
1299 } 1453 insert_ob_in_map (effect, m, op, 0);
1300 } 1454 }
1301 } 1455 }
1302 } 1456 }
1457 }
1458 }
1459 }
1303 } 1460 }
1304 }
1305 }
1306 op->skill = skill; 1461 op->skill = skill;
1307 return 1; 1462 return 1;
1308} 1463}
1309 1464
1310/*************************************************************************** 1465/***************************************************************************
1311 * 1466 *
1312 * CURSE 1467 * CURSE
1313 * 1468 *
1314 ***************************************************************************/ 1469 ***************************************************************************/
1315 1470
1471int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1472cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{
1317 object *god = find_god(determine_god(op)); 1474 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1475 object *tmp, *force;
1319 1476
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1477 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1478 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1479 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0;
1482 }
1327 1483
1328 /* If we've already got a force of this type, don't add a new one. */ 1484 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1485 for (force = tmp->inv; force != NULL; force = force->below)
1486 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 {
1331 if (force->name == spell_ob->name) { 1489 if (force->name == spell_ob->name)
1332 break; 1490 {
1333 } 1491 break;
1492 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1493 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1494 {
1336 "You can not cast %s while %s is in effect", 1495 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1496 return 0;
1338 return 0; 1497 }
1498 }
1339 } 1499 }
1340 }
1341 }
1342 1500
1343 if(force==NULL) { 1501 if (force == NULL)
1502 {
1344 force=get_archetype(FORCE_NAME); 1503 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1504 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1505 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1506 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1507 else
1508 force->name = spell_ob->name;
1509
1510 force->name_pl = spell_ob->name;
1511
1512 }
1513 else
1514 {
1355 int duration; 1515 int duration;
1356 1516
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1517 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1518 if (duration > force->duration)
1519 {
1359 force->duration = duration; 1520 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1522 }
1523 else
1524 {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1526 }
1364 return 1; 1527 return 1;
1365 } 1528 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1530 force->speed = 1.0;
1368 force->speed_left = -1.0; 1531 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1532 SET_FLAG (force, FLAG_APPLIED);
1370 1533
1371 if(god) { 1534 if (god)
1535 {
1372 if (spell_ob->last_grace) 1536 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1537 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1538 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1539 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1540 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1541 }
1378 } else 1542 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1543 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1544
1381 1545
1382 if(tmp!=op && op->type==PLAYER) 1546 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1548
1385 force->stats.ac = spell_ob->stats.ac; 1549 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1550 force->stats.wc = spell_ob->stats.wc;
1387 1551
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1554 fix_player (tmp);
1391 return 1; 1555 return 1;
1392 1556
1393} 1557}
1394 1558
1395 1559
1396/********************************************************************** 1560/**********************************************************************
1400 ***********************************************************************/ 1564 ***********************************************************************/
1401 1565
1402/* This covers the various spells that change the moods of monsters - 1566/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1567 * makes them angry, peacful, friendly, etc.
1404 */ 1568 */
1569int
1405int mood_change(object *op, object *caster, object *spell) { 1570mood_change (object *op, object *caster, object *spell)
1571{
1406 object *tmp, *god, *head; 1572 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1573 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1574 sint16 x, y, nx, ny;
1409 mapstruct *m; 1575 maptile *m;
1410 const char *race; 1576 const char *race;
1411 1577
1412 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1579 * doing it over and over again.
1414 */ 1580 */
1415 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1584
1419 /* On the bright side, no monster should ever have a race of GOD_... 1585 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1586 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1587 * won't ever match anything.
1422 */ 1588 */
1423 if (!spell->race) race=NULL; 1589 if (!spell->race)
1590 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1591 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1592 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1593 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race;
1595 else
1426 else race = spell->race; 1596 race = spell->race;
1427
1428 1597
1598
1429 for (x = op->x - range; x <= op->x + range; x++) 1599 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1600 for (y = op->y - range; y <= op->y + range; y++)
1601 {
1431 1602
1432 done_one=0; 1603 done_one = 0;
1433 m = op->map; 1604 m = op->map;
1434 nx = x; 1605 nx = x;
1435 ny = y; 1606 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1438 1610
1439 /* If there is nothing living on this space, no need to go further */ 1611 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1612 if (!(mflags & P_IS_ALIVE))
1613 continue;
1441 1614
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1616 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break;
1444 1618
1445 /* There can be living objects that are not monsters */ 1619 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1620 if (!tmp || tmp->type == PLAYER)
1621 continue;
1447 1622
1448 /* Only the head has meaningful data, so resolve to that */ 1623 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1624 if (tmp->head)
1450 else head=tmp; 1625 head = tmp->head;
1626 else
1627 head = tmp;
1451 1628
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1630 if (race && head->race && !strstr (race, head->race))
1631 continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue;
1455 1634
1456 /* Now do a bunch of stuff related to saving throws */ 1635 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1636 best_at = -1;
1458 if (spell->attacktype) { 1637 if (spell->attacktype)
1638 {
1459 for (at=0; at < NROFATTACKS; at++) 1639 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1640 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1641 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at;
1462 1643
1463 if (best_at == -1) at=0; 1644 if (best_at == -1)
1645 at = 0;
1464 else { 1646 else
1647 {
1465 if (head->resist[best_at] == 100) continue; 1648 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1649 continue;
1467 } 1650 else
1651 at = head->resist[best_at] / 5;
1652 }
1468 at -= level / 5; 1653 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1654 if (did_make_save (head, head->level, at))
1470 } 1655 continue;
1656 }
1471 else /* spell->attacktype */ 1657 else /* spell->attacktype */
1472 /* 1658 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1660 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1662
1477 The chance will then be in the range [20-70] percent, not too bad. 1663 The chance will then be in the range [20-70] percent, not too bad.
1478 1664
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1666 charm a level 125 monster...
1481 1667
1482 Ryo, august 14th 1668 Ryo, august 14th
1483 */ 1669 */
1484 { 1670 {
1485 if ( head->level > level ) continue; 1671 if (head->level > level)
1672 continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1674 /* Failed, no effect */
1488 continue; 1675 continue;
1489 } 1676 }
1490 1677
1491 /* Done with saving throw. Now start effecting the monster */ 1678 /* Done with saving throw. Now start effecting the monster */
1492 1679
1493 /* aggravation */ 1680 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1681 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1683 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1685 remove_friendly_object (head);
1498 1686
1499 done_one = 1; 1687 done_one = 1;
1500 head->enemy = op; 1688 head->enemy = op;
1501 } 1689 }
1502 1690
1503 /* calm monsters */ 1691 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1694 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1695 head->enemy = NULL;
1507 done_one = 1; 1696 done_one = 1;
1508 } 1697 }
1509 1698
1510 /* berserk monsters */ 1699 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 {
1512 SET_FLAG(head, FLAG_BERSERK); 1702 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1703 done_one = 1;
1514 } 1704 }
1515 /* charm */ 1705 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1708 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1709 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1710 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1712 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1713 set_owner (head, op);
1523 set_spell_skill(op, caster, spell, head); 1714 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1715 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1716 head->attack_movement = PETMOVE;
1526 done_one = 1; 1717 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1719 head->stats.exp = 0;
1529 } 1720 }
1530 1721
1531 /* If a monster was effected, put an effect in */ 1722 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1723 if (done_one && spell->other_arch)
1724 {
1533 tmp = arch_to_object(spell->other_arch); 1725 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1726 tmp->x = nx;
1535 tmp->y = ny; 1727 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1728 insert_ob_in_map (tmp, m, op, 0);
1537 } 1729 }
1538 } /* for y */ 1730 } /* for y */
1539 1731
1540 return 1; 1732 return 1;
1541} 1733}
1542 1734
1543 1735
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1736/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1737 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1738 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1739 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1740 * note that duration is handled by process_object() in time.c
1549 */ 1741 */
1550 1742
1743void
1551void move_ball_spell(object *op) { 1744move_ball_spell (object *op)
1745{
1552 int i,j,dam_save,dir, mflags; 1746 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1747 sint16 nx, ny, hx, hy;
1554 object *owner; 1748 object *owner;
1555 mapstruct *m; 1749 maptile *m;
1556 1750
1557 owner = get_owner(op); 1751 owner = get_owner (op);
1558 1752
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1753 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1754 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1755 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1756 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1757 * deviations.
1564 */ 1758 */
1565 1759
1566 dir = 0; 1760 dir = 0;
1567 if(!(rndm(0, 3))) 1761 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1762 j = rndm (0, 1);
1569 else j=0; 1763 else
1764 j = 0;
1570 1765
1571 for(i = 1; i < 9; i++) { 1766 for (i = 1; i < 9; i++)
1767 {
1572 /* i bit 0: alters sign of offset 1768 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1769 * other bits (i / 2): absolute value of offset
1574 */ 1770 */
1575 1771
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1773 int tmpdir = absdir (op->direction + offset);
1578 1774
1579 nx = op->x + freearr_x[tmpdir]; 1775 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1776 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1777 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1778 {
1583 dir = tmpdir; 1779 dir = tmpdir;
1584 break; 1780 break;
1585 } 1781 }
1586 } 1782 }
1587 if (dir == 0) { 1783 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1784 {
1785 nx = op->x;
1786 ny = op->y;
1787 m = op->map;
1788 }
1592 1789
1593 remove_ob(op); 1790 remove_ob (op);
1594 op->y=ny; 1791 op->y = ny;
1595 op->x=nx; 1792 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1793 insert_ob_in_map (op, m, op, 0);
1597 1794
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1796 surrounding squares */
1600 1797
1601 /* loop over current square and neighbors to hit. 1798 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1799 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1800 * the surround spaces.
1604 */ 1801 */
1605 for(j=0;j<9;j++) { 1802 for (j = 0; j < 9; j++)
1803 {
1606 object *new_ob; 1804 object *new_ob;
1607 1805
1608 hx = nx+freearr_x[j]; 1806 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1807 hy = ny + freearr_y[j];
1610 1808
1611 m = op->map; 1809 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1811
1614 if (mflags & P_OUT_OF_MAP) continue; 1812 if (mflags & P_OUT_OF_MAP)
1813 continue;
1615 1814
1616 /* first, don't ever, ever hit the owner. Don't hit out 1815 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1816 * of the map either.
1618 */ 1817 */
1619 1818
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1820 {
1821 if (j)
1822 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1823 hit_map (op, j, op->attacktype, 1);
1623 1824
1624 } 1825 }
1625 1826
1626 /* insert the other arch */ 1827 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 {
1628 new_ob = arch_to_object(op->other_arch); 1830 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1831 new_ob->x = hx;
1630 new_ob->y = hy; 1832 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1833 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1834 }
1633 } 1835 }
1634 1836
1635 /* restore to the center location and damage*/ 1837 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1838 op->stats.dam = dam_save;
1637 1839
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1639 1841
1640 if(i>=0) { /* we have a preferred direction! */ 1842 if (i >= 0)
1843 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1844 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1849 }
1646 op->direction=i; 1850 op->direction = i;
1647 } 1851 }
1648} 1852}
1649 1853
1650 1854
1651/* move_swarm_spell: peterm 1855/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1858 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1859 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1860 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1861 */
1658 1862
1863void
1659void move_swarm_spell(object *op) 1864move_swarm_spell (object *op)
1660{ 1865{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1866#if 0
1683 // this is bogus: it causes wrong places to be checked below 1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1869 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1870 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1871 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1872#endif
1873 int basedir;
1874 object *owner;
1730 1875
1876 owner = get_owner (op);
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 }
1883 op->duration--;
1884
1885 basedir = op->direction;
1886 if (basedir == 0)
1887 {
1888 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8);
1890 }
1891
1892#if 0
1893 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space.
1897 // should be fixed later, but correctness before featurs...
1898 // (schmorp)
1899
1900 /* new offset calculation to make swarm element distribution
1901 * more uniform
1902 */
1903 if (op->duration)
1904 {
1905 if (basedir & 1)
1906 {
1907 adjustdir = cardinal_adjust[rndm (0, 8)];
1908 }
1909 else
1910 {
1911 adjustdir = diagonal_adjust[rndm (0, 9)];
1912 }
1913 }
1914 else
1915 {
1916 adjustdir = 0; /* fire the last one from forward. */
1917 }
1918
1919 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1920 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1921
1922 /* back up one space so we can hit point-blank targets, but this
1923 * necessitates extra out_of_map check below
1924 */
1925 origin_x = target_x - freearr_x[basedir];
1926 origin_y = target_y - freearr_y[basedir];
1927
1928
1731 /* spell pointer is set up for the spell this casts. Since this 1929 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1930 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1931 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1932 * do some sanity checking anyways.
1735 */ 1933 */
1934
1935 if (op->spell && op->spell->type == SPELL &&
1936 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1937 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1938 {
1939
1940 /* Bullet spells have a bunch more customization that needs to be done */
1941 if (op->spell->subtype == SP_BULLET)
1942 fire_bullet (owner, op, basedir, op->spell);
1943 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1944 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1945 }
1946#endif
1947
1948 /* spell pointer is set up for the spell this casts. Since this
1949 * should just be a pointer to the spell in some inventory,
1950 * it is unlikely to disappear by the time we need it. However,
1951 * do some sanity checking anyways.
1952 */
1953
1737 if (op->spell && op->spell->type == SPELL) 1954 if (op->spell && op->spell->type == SPELL)
1738 { 1955 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1956 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1957 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1958 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1959 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1961 }
1745} 1962}
1746 1963
1747 1964
1748 1965
1749 1966
1757 * dir: the direction everything will be fired in 1974 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1975 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1976 * n: the number to be fired.
1760 */ 1977 */
1761 1978
1979int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1980fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1981{
1764 object *tmp; 1982 object *tmp;
1765 int i; 1983 int i;
1766 1984
1767 if (!spell->other_arch) return 0; 1985 if (!spell->other_arch)
1986 return 0;
1768 1987
1769 tmp=get_archetype(SWARM_SPELL); 1988 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1989 tmp->x = op->x;
1771 tmp->y=op->y; 1990 tmp->y = op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1992 set_spell_skill (op, caster, spell, tmp);
1774 1993
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1995 tmp->spell = arch_to_object (spell->other_arch);
1777 1996
1778 tmp->attacktype = tmp->spell->attacktype; 1997 tmp->attacktype = tmp->spell->attacktype;
1779 1998
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
1781 if ( ! tailor_god_spell (tmp, op)) 2001 if (!tailor_god_spell (tmp, op))
1782 return 1; 2002 return 1;
1783 } 2003 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 2004 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 2005 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 2007
1788 tmp->direction=dir; 2008 tmp->direction = dir;
1789 tmp->invisible=1; 2009 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 2010 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 2011 return 1;
1792} 2012}
1793 2013
1794 2014
1795/* See the spells documentation file for why this is its own 2015/* See the spells documentation file for why this is its own
1796 * function. 2016 * function.
1797 */ 2017 */
2018int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2019cast_light (object *op, object *caster, object *spell, int dir)
2020{
1799 object *target=NULL,*tmp=NULL; 2021 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2022 sint16 x, y;
1801 int dam, mflags; 2023 int dam, mflags;
1802 mapstruct *m; 2024 maptile *m;
1803 2025
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2027
1806 if(!dir) { 2028 if (!dir)
2029 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2031 return 0;
1809 } 2032 }
1810 2033
1811 x=op->x+freearr_x[dir]; 2034 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2035 y = op->y + freearr_y[dir];
1813 m = op->map; 2036 m = op->map;
1814 2037
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2039
1817 if (mflags & P_OUT_OF_MAP) { 2040 if (mflags & P_OUT_OF_MAP)
2041 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2043 return 0;
1820 } 2044 }
1821 2045
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2046 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 2048 for (target = get_map_ob (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2051 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2052 if (target->head)
2053 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2054 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2055 return 1; /* one success only! */
2056 }
1829 } 2057 }
1830 }
1831 2058
1832 /* no live target, perhaps a wall is in the way? */ 2059 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 2063 return 0;
1836 } 2064 }
1837 2065
1838 /* ok, looks groovy to just insert a new light on the map */ 2066 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 2067 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2068 if (!tmp)
2069 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2071 return 0;
1843 } 2072 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2074 if (tmp->glow_radius)
2075 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2077 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2079 }
1849 tmp->x=x; 2080 tmp->x = x;
1850 tmp->y=y; 2081 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2082 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2083 return 1;
1853} 2084}
1854 2085
1855 2086
1856 2087
1857 2088
1860 * op is the player/monster, caster is the object, dir is the direction 2091 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 2092 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 2093 * perhaps this should actually be in disease.c?
1863 */ 2094 */
1864 2095
2096int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2097cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{
1866 sint16 x,y; 2099 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2100 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2101 object *walk;
1869 mapstruct *m; 2102 maptile *m;
1870 2103
1871 x = op->x; 2104 x = op->x;
1872 y = op->y; 2105 y = op->y;
1873 2106
1874 /* If casting from a scroll, no direction will be available, so refer to the 2107 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 2108 * direction the player is pointing.
1876 */ 2109 */
2110 if (!dir)
1877 if (!dir) dir=op->facing; 2111 dir = op->facing;
2112 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2113 return 0; /* won't find anything if casting on ourself, so just return */
1879 2114
1880 /* Calculate these once here */ 2115 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2116 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2117 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2118 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2119
1885 /* search in a line for a victim */ 2120 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2121 for (i = 1; i < range; i++)
2122 {
1887 x = op->x + i * freearr_x[dir]; 2123 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2124 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2125 m = op->map;
1890 2126
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2127 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2128
1893 if (mflags & P_OUT_OF_MAP) return 0; 2129 if (mflags & P_OUT_OF_MAP)
2130 return 0;
1894 2131
1895 /* don't go through walls - presume diseases are airborne */ 2132 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2133 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2134 return 0;
1897 2135
1898 /* Only bother looking on this space if there is something living here */ 2136 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2137 if (mflags & P_IS_ALIVE)
2138 {
1900 /* search this square for a victim */ 2139 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2143 object *disease = arch_to_object (spell->other_arch);
1904 2144
1905 set_owner(disease,op); 2145 set_owner (disease, op);
1906 set_spell_skill(op, caster, spell, disease); 2146 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2147 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2148 disease->level = caster_level (caster, spell);
1909 2149
1910 /* do level adjustments */ 2150 /* do level adjustments */
1911 if(disease->stats.wc) 2151 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2152 disease->stats.wc += dur_mod / 2;
1913 2153
1914 if(disease->magic> 0) 2154 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2155 disease->magic += dur_mod / 4;
1916 2156
1917 if(disease->stats.maxhp>0) 2157 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2158 disease->stats.maxhp += dur_mod;
1919 2159
1920 if(disease->stats.maxgrace>0) 2160 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2161 disease->stats.maxgrace += dur_mod;
1922 2162
1923 if(disease->stats.dam) { 2163 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2164 {
1925 disease->stats.dam += dam_mod; 2165 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2166 disease->stats.dam += dam_mod;
1927 } 2167 else
2168 disease->stats.dam -= dam_mod;
2169 }
1928 2170
1929 if(disease->last_sp) { 2171 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2172 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2173 disease->last_sp -= 2 * dam_mod;
1932 } 2174 if (disease->last_sp < 1)
2175 disease->last_sp = 1;
2176 }
1933 2177
1934 if(disease->stats.maxsp) { 2178 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2179 {
1936 disease->stats.maxsp += dam_mod; 2180 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2181 disease->stats.maxsp += dam_mod;
1938 } 2182 else
1939 2183 disease->stats.maxsp -= dam_mod;
2184 }
2185
1940 if(disease->stats.ac) 2186 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2187 disease->stats.ac += dam_mod;
1942 2188
1943 if(disease->last_eat) 2189 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2190 disease->last_eat -= dam_mod;
1945 2191
1946 if(disease->stats.hp) 2192 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2193 disease->stats.hp -= dam_mod;
1948 2194
1949 if(disease->stats.sp) 2195 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2196 disease->stats.sp -= dam_mod;
1951 2197
1952 if(infect_object(walk,disease,1)) { 2198 if (infect_object (walk, disease, 1))
2199 {
1953 object *flash; /* visual effect for inflicting disease */ 2200 object *flash; /* visual effect for inflicting disease */
1954 2201
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2203
1957 free_object(disease); /* don't need this one anymore */ 2204 free_object (disease); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2205 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2206 flash->x = x;
1960 flash->y = y; 2207 flash->y = y;
1961 flash->map = walk->map; 2208 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2209 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2210 return 1;
1964 } 2211 }
1965 free_object(disease); 2212 free_object (disease);
1966 } 2213 }
1967 } /* if living creature */ 2214 } /* if living creature */
1968 } /* for range of spaces */ 2215 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2217 return 1;
1971} 2218}

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