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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 1.1 by elmex, Sun Aug 13 17:16:04 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 1.1 2006/08/13 17:16:04 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");
425 remove_ob (op);
426 free_object (op);
427 return;
428 }
396 remove_ob (op); 429 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 remove_ob (op);
407 free_object (op); 438 free_object (op);
408 return; 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)
409 } 446 {
447 remove_ob (op);
448 free_object (op);
449 return;
450 }
410 451
411 if (op->attacktype) { 452 if (op->attacktype)
453 {
412 hit_map (op, 0, op->attacktype, 1); 454 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 455 if (op->destroyed ())
414 return; 456 return;
415 } 457 }
416 458
417 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
419 461
420 copy_owner (tmp, op); 462 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 464
424 owner = get_owner(op); 465 owner = get_owner (op);
466
425 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))
426 !tailor_god_spell(tmp, owner)) { 468 {
427 remove_ob (op); 469 remove_ob (op);
428 free_object (op); 470 free_object (op);
429 return; 471 return;
430 } 472 }
473
431 tmp->x = op->x; 474 tmp->x = op->x;
432 tmp->y = op->y; 475 tmp->y = op->y;
433 476
434 /* special for bombs - it actually has sane values for these */ 477 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 {
436 tmp->attacktype = op->attacktype; 480 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 481 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 482 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 483 tmp->duration = op->duration;
440 } else { 484 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 485 else
486 {
487 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 489 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 490 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 491 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 492 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 494 * the count of the parent should work fine.
448 */ 495 */
449 tmp->stats.maxhp = op->count; 496 tmp->stats.maxhp = op->count;
450 } 497 }
451 498
452 /* Set direction of cone explosion */ 499 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 500 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 501 tmp->stats.sp = op->direction;
455 502
456 /* Prevent recursion */ 503 /* Prevent recursion */
457 op->move_on = 0; 504 op->move_on = 0;
458 505
459 insert_ob_in_map(tmp, op->map, op, 0); 506 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 507 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 508 if (!op->destroyed ())
509 {
462 remove_ob (op); 510 remove_ob (op);
463 free_object (op); 511 free_object (op);
464 } 512 }
465} 513}
466 514
467 515
468 516
469/* 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
470 * (eg, explode, damage player, etc) 518 * (eg, explode, damage player, etc)
471 */ 519 */
472 520
521void
473void check_bullet(object *op) 522check_bullet (object *op)
474{ 523{
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 524 object *tmp;
477 int dam, mflags; 525 int dam, mflags;
478 mapstruct *m; 526 maptile *m;
479 sint16 sx, sy; 527 sint16 sx, sy;
480 528
481 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);
482 530
483 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)))
484 return; 532 return;
485 533
486 if (op->other_arch) { 534 if (op->other_arch)
535 {
487 /* explode object will also remove op */ 536 /* explode object will also remove op */
488 explode_bullet (op); 537 explode_bullet (op);
489 return; 538 return;
490 } 539 }
491 540
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 542 if (!(mflags & P_IS_ALIVE))
543 return;
494 544
495 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)
496 { 546 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 547 if (QUERY_FLAG (tmp, FLAG_ALIVE))
498 tmp_tag = tmp->count; 548 {
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 551 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 552 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 553 {
505 free_object(op); 554 remove_ob (op);
506 return; 555 free_object (op);
507 } 556 return;
557 }
508 } 558 }
509 } 559 }
510 } 560 }
511} 561}
512 562
515 * call check_bullet. 565 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 566 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 567 * fired arches (eg, bolts).
518 */ 568 */
519 569
570void
520void move_bullet(object *op) 571move_bullet (object *op)
521{ 572{
522 sint16 new_x, new_y; 573 sint16 new_x, new_y;
523 int mflags; 574 int mflags;
524 mapstruct *m; 575 maptile *m;
525 576
526#if 0 577#if 0
527 /* We need a better general purpose way to do this */ 578 /* We need a better general purpose way to do this */
528 579
529 /* peterm: added to make comet leave a trail of burnouts 580 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 581 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 582 if (op->stats.sp == SP_METEOR)
583 {
532 replace_insert_ob_in_map("fire_trail",op); 584 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 585 if (op->destroyed ())
534 return; 586 return;
535 } /* end addition. */ 587 } /* end addition. */
536#endif 588#endif
537 589
538 /* Reached the end of its life - remove it */ 590 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 591 if (--op->range <= 0)
592 {
540 if (op->other_arch) { 593 if (op->other_arch)
594 {
541 explode_bullet (op); 595 explode_bullet (op);
542 } else { 596 }
597 else
598 {
543 remove_ob (op); 599 remove_ob (op);
544 free_object (op); 600 free_object (op);
545 } 601 }
546 return; 602 return;
547 } 603 }
548 604
549 new_x = op->x + DIRX(op); 605 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 606 new_y = op->y + DIRY (op);
551 m = op->map; 607 m = op->map;
552 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);
553 609
554 if (mflags & P_OUT_OF_MAP) { 610 if (mflags & P_OUT_OF_MAP)
611 {
555 remove_ob (op); 612 remove_ob (op);
556 free_object (op); 613 free_object (op);
557 return; 614 return;
558 } 615 }
559 616
560 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 {
561 if (op->other_arch) { 619 if (op->other_arch)
620 {
562 explode_bullet (op); 621 explode_bullet (op);
622 }
563 } else { 623 else
624 {
564 remove_ob (op); 625 remove_ob (op);
565 free_object (op); 626 free_object (op);
566 } 627 }
567 return; 628 return;
568 } 629 }
569 630
570 remove_ob (op); 631 remove_ob (op);
571 op->x = new_x; 632 op->x = new_x;
572 op->y = new_y; 633 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 635 return;
575 636
576 if (reflwall (op->map, op->x, op->y, op)) { 637 if (reflwall (op->map, op->x, op->y, op))
638 {
577 op->direction = absdir (op->direction + 4); 639 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 640 update_turn_face (op);
579 } else { 641 }
642 else
643 {
580 check_bullet (op); 644 check_bullet (op);
581 } 645 }
582} 646}
583 647
584 648
585 649
591 * spob->attacktype. 655 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 656 * This function sets up the appropriate owner and skill
593 * pointers. 657 * pointers.
594 */ 658 */
595 659
660int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 661fire_bullet (object *op, object *caster, int dir, object *spob)
662{
597 object *tmp=NULL; 663 object *tmp = NULL;
598 int mflags; 664 int mflags;
599 665
600 if (!spob->other_arch) 666 if (!spob->other_arch)
601 return 0; 667 return 0;
602 668
603 tmp=arch_to_object(spob->other_arch); 669 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 670 if (tmp == NULL)
605 return 0; 671 return 0;
606 672
607 /* peterm: level dependency for bolts */ 673 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 675 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 676 if (spob->slaying)
677 tmp->slaying = spob->slaying;
611 678
612 tmp->range = 50; 679 tmp->range = 50;
613 680
614 /* Need to store duration/range for the ball to use */ 681 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 685
619 tmp->direction=dir; 686 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 688 SET_ANIMATION (tmp, dir);
622 689
623 set_owner(tmp,op); 690 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 691 set_spell_skill (op, caster, spob, tmp);
625 692
626 tmp->x=op->x + freearr_x[dir]; 693 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 694 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 695 tmp->map = op->map;
629 696
630 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);
631 if (mflags & P_OUT_OF_MAP) { 698 if (mflags & P_OUT_OF_MAP)
699 {
632 free_object(tmp); 700 free_object (tmp);
633 return 0; 701 return 0;
634 } 702 }
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 {
637 free_object(tmp); 707 free_object (tmp);
638 return 0; 708 return 0;
639 } 709 }
640 tmp->x=op->x; 710 tmp->x = op->x;
641 tmp->y=op->y; 711 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 712 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 713 tmp->map = op->map;
644 } 714 }
645 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 {
646 check_bullet (tmp); 717 check_bullet (tmp);
647 } 718 }
648 return 1; 719 return 1;
649} 720}
650 721
651 722
652 723
653 724
657 * 728 *
658 *****************************************************************************/ 729 *****************************************************************************/
659 730
660 731
661/* 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
662void cone_drop(object *op) { 734cone_drop (object *op)
735{
663 object *new_ob = arch_to_object(op->other_arch); 736 object *new_ob = arch_to_object (op->other_arch);
664 737
665 new_ob->x = op->x; 738 new_ob->x = op->x;
666 new_ob->y = op->y; 739 new_ob->y = op->y;
667 new_ob->level = op->level; 740 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 741 set_owner (new_ob, op->owner);
669 742
670 /* preserve skill ownership */ 743 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 744 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 } 745 {
746 new_ob->skill = op->skill;
747 }
675 insert_ob_in_map(new_ob,op->map,op,0); 748 insert_ob_in_map (new_ob, op->map, op, 0);
676 749
677} 750}
678 751
679/* 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 */
680 753
754void
681void move_cone(object *op) { 755move_cone (object *op)
756{
682 int i; 757 int i;
683 tag_t tag;
684 758
685 /* 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 */
686 if (! op->map) { 760 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 761 {
688 op->name ? op->name : "unknown"); 762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 763 op->speed = 0;
690 update_ob_speed (op); 764 update_ob_speed (op);
691 return; 765 return;
692 } 766 }
693 767
694 /* lava saves it's life, but not yours :) */ 768 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 769 if (QUERY_FLAG (op, FLAG_LIFESAVE))
770 {
696 hit_map(op,0,op->attacktype,0); 771 hit_map (op, 0, op->attacktype, 0);
697 return; 772 return;
698 } 773 }
699 774
700#if 0 775#if 0
701 /* Disable this - enabling it makes monsters easier, as 776 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 777 * when their cone dies when they die.
703 */ 778 */
704 /* If no owner left, the spell dies out. */ 779 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 780 if (get_owner (op) == NULL)
781 {
706 remove_ob(op); 782 remove_ob (op);
707 free_object(op); 783 free_object (op);
708 return; 784 return;
709 } 785 }
710#endif 786#endif
711 787
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 788 hit_map (op, 0, op->attacktype, 0);
714 789
715 /* Check to see if we should push anything. 790 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 791 * Spell objects with weight push whatever they encounter to some
717 * degree. 792 * degree.
718 */ 793 */
794 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 795 check_spell_knockback (op);
720 796
721 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);
722 return; 804 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 805 }
729 /* Object has hit maximum range, so don't have it move 806 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 807 * any further. When the duration above expires,
731 * then the object will get removed. 808 * then the object will get removed.
732 */ 809 */
733 if (--op->range < 0) { 810 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 811 {
812 op->range = 0; /* just so it doesn't wrap */
813 return;
814 }
737 815
738 for(i= -1;i<2;i++) { 816 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 817 {
740 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)];
741 819
742 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 {
743 object *tmp=get_object(); 822 object *tmp = get_object ();
823
744 copy_object(op, tmp); 824 copy_object (op, tmp);
745 tmp->x=x; 825 tmp->x = x;
746 tmp->y=y; 826 tmp->y = y;
747 827
748 tmp->duration = op->duration + 1; 828 tmp->duration = op->duration + 1;
749 829
750 /* Use for spell tracking - see ok_to_put_more() */ 830 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 831 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 832 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 833 if (tmp->other_arch)
754 } 834 cone_drop (tmp);
835 }
755 } 836 }
756} 837}
757 838
758/* cast_cone: casts a cone spell. 839/* cast_cone: casts a cone spell.
759 * op: person firing the object. 840 * op: person firing the object.
761 * dir: direction to fire in. 842 * dir: direction to fire in.
762 * 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
763 * to fire. 844 * to fire.
764 * returns 0 on failure, 1 on success. 845 * returns 0 on failure, 1 on success.
765 */ 846 */
847int
766int cast_cone(object *op, object *caster,int dir, object *spell) 848cast_cone (object *op, object *caster, int dir, object *spell)
767{ 849{
768 object *tmp; 850 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 851 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 852 maptile *m;
771 sint16 sx, sy; 853 sint16 sx, sy;
772 MoveType movetype; 854 MoveType movetype;
773 855
774 if (!spell->other_arch) return 0; 856 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 857 return 0;
858
859 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
862 return 0;
863 }
782 864
783 if(!dir) { 865 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 866 {
867 range_min = 0;
868 range_max = 8;
869 }
787 870
788 /* 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
789 * 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
790 * insert it into is blocked. 873 * insert it into is blocked.
791 */ 874 */
792 movetype = spell->other_arch->clone.move_type; 875 movetype = spell->other_arch->clone.move_type;
793 876
794 for(i=range_min;i<=range_max;i++) { 877 for (i = range_min; i <= range_max; i++)
878 {
795 sint16 x,y, d; 879 sint16 x, y, d;
796 880
797 /* We can't use absdir here, because it never returns 881 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 882 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 883 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 884 * to hit that person.
801 */ 885 */
802 d = dir + i; 886 d = dir + i;
803 while (d < 0) d+=8; 887 while (d < 0)
804 while (d > 8) d-=8; 888 d += 8;
889 while (d > 8)
890 d -= 8;
805 891
806 /* 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.
807 * In that case, we have to see - if dir is specified, 893 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 894 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 895 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 896 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 897 * for the rune code.
812 */ 898 */
813 if (caster->type != RUNE && d==0) { 899 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 900 {
815 else continue; 901 if (dir != 0)
816 } 902 d = 8;
903 else
904 continue;
905 }
817 906
818 x = op->x+freearr_x[d]; 907 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 908 y = op->y + freearr_y[d];
820 909
821 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)
822 continue; 911 continue;
823 912
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 914 continue;
826 915
827 success=1; 916 success = 1;
828 tmp=arch_to_object(spell->other_arch); 917 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 918 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 919 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 920 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 921 tmp->x = sx;
833 tmp->y = sy; 922 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 923 tmp->attacktype = spell->attacktype;
835 924
836 /* holy word stuff */ 925 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 927 if (!tailor_god_spell (tmp, op))
839 } 928 return 0;
840 929
841 if(dir) 930 if (dir)
842 tmp->stats.sp=dir; 931 tmp->stats.sp = dir;
843 else 932 else
844 tmp->stats.sp=i; 933 tmp->stats.sp = i;
845 934
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 935 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 936
848 /* 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 */
849 if (dir == 0) { 938 if (dir == 0)
939 {
850 tmp->range /= 4; 940 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 941 if (tmp->range < 2 && spell->range >= 2)
852 } 942 tmp->range = 2;
943 }
944
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 946 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 947
856 /* Special bonus for fear attacks */ 948 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 949 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 950 {
859 else 951 if (caster->type == PLAYER)
952 tmp->duration += fear_bonus[caster->stats.Cha];
953 else
860 tmp->duration += caster->level/3; 954 tmp->duration += caster->level / 3;
861 } 955 }
956
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 957 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 958 {
864 else 959 if (caster->type == PLAYER)
960 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
961 else
865 tmp->duration += caster->level/3; 962 tmp->duration += caster->level / 3;
866 } 963 }
867 964
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 965 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 967
873 if (!tmp->move_on && tmp->stats.dam) { 968 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 969 {
875 "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);
876 spell->other_arch->name); 971 }
877 } 972
878 insert_ob_in_map(tmp,m,op,0); 973 insert_ob_in_map (tmp, m, op, 0);
879 974
880 /* 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
881 * a single space too many times. 976 * a single space too many times.
882 */ 977 */
883 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
884 979
885 if(tmp->other_arch) cone_drop(tmp); 980 if (tmp->other_arch)
981 cone_drop (tmp);
886 } 982 }
983
887 return success; 984 return success;
888} 985}
889 986
890/**************************************************************************** 987/****************************************************************************
891 * 988 *
892 * BOMB related code 989 * BOMB related code
895 992
896 993
897/* This handles an exploding bomb. 994/* This handles an exploding bomb.
898 * op is the original bomb object. 995 * op is the original bomb object.
899 */ 996 */
997void
900void animate_bomb(object *op) { 998animate_bomb (object *op)
999{
901 int i; 1000 int i;
902 object *env, *tmp; 1001 object *env, *tmp;
903 archetype *at; 1002 archetype *at;
904 1003
905 if(op->state!=NUM_ANIMATIONS(op)-1) 1004 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 1005 return;
907 1006
908 env = object_get_env_recursive(op); 1007 env = object_get_env_recursive (op);
909 1008
910 if (op->env) { 1009 if (op->env)
1010 {
911 if (env->map == NULL) 1011 if (env->map == NULL)
912 return; 1012 return;
913 1013
914 if (env->type == PLAYER) 1014 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1015 esrv_del_item (env->contr, op->count);
916 1016
917 remove_ob(op); 1017 remove_ob (op);
918 op->x = env->x; 1018 op->x = env->x;
919 op->y = env->y; 1019 op->y = env->y;
920 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);
921 return; 1031 return;
922 } 1032 }
923 1033
924 /* This copies a lot of the code from the fire bullet, 1034 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1035 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1036 * so just set up the appropriate values.
927 */ 1037 */
928 at = find_archetype(SPLINT); 1038 at = archetype::find (SPLINT);
929 if (at) { 1039 if (at)
930 for(i=1;i<9;i++) { 1040 {
1041 for (i = 1; i < 9; i++)
1042 {
931 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]))
932 continue; 1044 continue;
933 tmp = arch_to_object(at); 1045 tmp = arch_to_object (at);
934 tmp->direction = i; 1046 tmp->direction = i;
935 tmp->range = op->range; 1047 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1048 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1049 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1050 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1051 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1052 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1053 {
942 tmp->skill = add_refcount(op->skill); 1054 tmp->skill = op->skill;
943 } 1055 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1057 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1058 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1059 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1060 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1061 move_bullet (tmp);
950 } 1062 }
951 } 1063 }
952 1064
953 explode_bullet(op); 1065 explode_bullet (op);
954} 1066}
955 1067
1068int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1069create_bomb (object *op, object *caster, int dir, object *spell)
1070{
957 1071
958 object *tmp; 1072 object *tmp;
959 int mflags; 1073 int mflags;
960 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];
961 mapstruct *m; 1075 maptile *m;
962 1076
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 {
965 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.");
966 return 0; 1081 return 0;
967 } 1082 }
968 tmp=arch_to_object(spell->other_arch); 1083 tmp = arch_to_object (spell->other_arch);
969 1084
970 /* level dependencies for bomb */ 1085 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1089 tmp->attacktype = spell->attacktype;
975 1090
976 set_owner(tmp,op); 1091 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1092 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1093 tmp->x = dx;
979 tmp->y=dy; 1094 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1095 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1096 return 1;
982} 1097}
983 1098
984/**************************************************************************** 1099/****************************************************************************
985 * 1100 *
986 * smite related spell code. 1101 * smite related spell code.
994 * dir is the direction to look in. 1109 * dir is the direction to look in.
995 * range is how far out to look. 1110 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1112 * this info is used for blocked magic/unholy spaces.
998 */ 1113 */
999 1114
1115object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1116get_pointed_target (object *op, int dir, int range, int type)
1117{
1001 object *target; 1118 object *target;
1002 sint16 x,y; 1119 sint16 x, y;
1003 int dist, mflags; 1120 int dist, mflags;
1004 mapstruct *mp; 1121 maptile *mp;
1005 1122
1006 if (dir==0) return NULL; 1123 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 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;
1028} 1154}
1029 1155
1030 1156
1031/* cast_smite_arch() - the priest points to a creature and causes 1157/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1158 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1161 * caster = object casting the spell.
1036 * dir = direction being cast 1162 * dir = direction being cast
1037 * spell = spell object 1163 * spell = spell object
1038 */ 1164 */
1039 1165
1166int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1167cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{
1041 object *effect, *target; 1169 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1170 object *god = find_god (determine_god (op));
1043 int range; 1171 int range;
1044 1172
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1173 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1175
1048 /* Bunch of conditions for casting this spell. Note that only 1176 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1177 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1180 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1182 * can't be friendly to your god.
1055 */ 1183 */
1056 1184
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1186 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1188 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1190 return 0;
1063 } 1191 }
1064 1192
1065 if (spell->other_arch) 1193 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1194 effect = arch_to_object (spell->other_arch);
1067 else 1195 else
1068 return 0; 1196 return 0;
1069 1197
1070 /* tailor the effect by priest level and worshipped God */ 1198 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1199 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1200 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 {
1074 if(tailor_god_spell(effect,op)) 1203 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1205 else
1206 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1208 return 0;
1080 } 1209 }
1081 } 1210 }
1082 1211
1083 /* size of the area of destruction */ 1212 /* size of the area of destruction */
1084 effect->range=spell->range + 1213 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1214 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1215
1089 if (effect->attacktype & AT_DEATH) { 1216 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1217 {
1091 SP_level_dam_adjust(caster,spell); 1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1219
1093 /* casting death spells at undead isn't a good thing */ 1220 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD)
1223 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1224 if (random_roll (0, 2, op, PREFER_LOW))
1225 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1227 effect->x = op->x;
1098 effect->y=op->y; 1228 effect->y = op->y;
1099 } else { 1229 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1230 else
1101 query_name(target)); 1231 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1233 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1234 free_object (effect);
1104 return 0; 1235 return 0;
1236 }
1237 }
1105 } 1238 }
1106 } 1239 else
1107 } else { 1240 {
1108 /* how much woe to inflict :) */ 1241 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1243 }
1112 1244
1113 set_owner(effect,op); 1245 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1246 set_spell_skill (op, caster, spell, effect);
1115 1247
1116 /* ok, tell it where to be, and insert! */ 1248 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1249 effect->x = target->x;
1118 effect->y=target->y; 1250 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1251 insert_ob_in_map (effect, target->map, op, 0);
1120 1252
1121 return 1; 1253 return 1;
1122} 1254}
1123 1255
1124 1256
1125/**************************************************************************** 1257/****************************************************************************
1126 * 1258 *
1128 * 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
1129 * code here is just to move the missile. 1261 * code here is just to move the missile.
1130 ****************************************************************************/ 1262 ****************************************************************************/
1131 1263
1132/* op is a missile that needs to be moved */ 1264/* op is a missile that needs to be moved */
1265void
1133void move_missile(object *op) { 1266move_missile (object *op)
1267{
1134 int i, mflags; 1268 int i, mflags;
1135 object *owner; 1269 object *owner;
1136 sint16 new_x, new_y; 1270 sint16 new_x, new_y;
1137 mapstruct *m; 1271 maptile *m;
1138 1272
1139 if (op->range-- <=0) { 1273 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1274 {
1275 remove_ob (op);
1276 free_object (op);
1277 return;
1278 }
1144 1279
1145 owner = get_owner(op); 1280 owner = get_owner (op);
1146#if 0 1281#if 0
1147 /* 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
1148 * monster that are then killed would continue to survive 1283 * monster that are then killed would continue to survive
1149 */ 1284 */
1150 if (owner == NULL) { 1285 if (owner == NULL)
1286 {
1151 remove_ob(op); 1287 remove_ob (op);
1152 free_object(op); 1288 free_object (op);
1153 return; 1289 return;
1154 } 1290 }
1155#endif 1291#endif
1156 1292
1157 new_x = op->x + DIRX(op); 1293 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1294 new_y = op->y + DIRY (op);
1159 1295
1160 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);
1161 1297
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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))))
1164 tag_t tag = op->count; 1299 {
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1300 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1301 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1303 */
1169 if ( ! was_destroyed (op, tag)) { 1304 if (!op->destroyed ())
1305 free_object (op);
1306
1307 return;
1308 }
1309
1170 remove_ob (op); 1310 remove_ob (op);
1171 free_object(op);
1172 }
1173 return;
1174 }
1175 1311
1176 remove_ob(op);
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1313 {
1314 free_object (op);
1315 return;
1316 }
1317
1181 op->x = new_x; 1318 op->x = new_x;
1182 op->y = new_y; 1319 op->y = new_y;
1183 op->map = m; 1320 op->map = m;
1184 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));
1185 if(i > 0 && i != op->direction){ 1322 if (i > 0 && i != op->direction)
1323 {
1186 op->direction=i; 1324 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1325 SET_ANIMATION (op, op->direction);
1188 } 1326 }
1327
1189 insert_ob_in_map(op,op->map,op,0); 1328 insert_ob_in_map (op, op->map, op, 0);
1190} 1329}
1191 1330
1192/**************************************************************************** 1331/****************************************************************************
1193 * Destruction 1332 * Destruction
1194 ****************************************************************************/ 1333 ****************************************************************************/
1334
1195/* make_object_glow() - currently only makes living objects glow. 1335/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1337 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1338 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1339 * give them the capability to have an inventory. b.t.
1200 */ 1340 */
1201 1341
1342int
1202int make_object_glow(object *op, int radius, int time) { 1343make_object_glow (object *op, int radius, int time)
1344{
1203 object *tmp; 1345 object *tmp;
1204 1346
1205 /* some things are unaffected... */ 1347 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1348 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1349 return 0;
1208 1350
1209 tmp=get_archetype(FORCE_NAME); 1351 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1352 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1353 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1354 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1355 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1357 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1358
1217 tmp->x=op->x; 1359 tmp->x = op->x;
1218 tmp->y=op->y; 1360 tmp->y = op->y;
1219 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 */
1220 tmp=insert_ob_in_ob(tmp,op); 1363 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1364 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1365 op->glow_radius = tmp->glow_radius;
1223 1366
1224 if(!tmp->env||op!=tmp->env) { 1367 if (!tmp->env || op != tmp->env)
1368 {
1225 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);
1226 op->name); 1370 return 0;
1227 return 0;
1228 } 1371 }
1229 return 1; 1372 return 1;
1230} 1373}
1231 1374
1232 1375
1233
1234 1376
1377
1378int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1379cast_destruction (object *op, object *caster, object *spell_ob)
1380{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1381 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1382 sint16 sx, sy;
1238 mapstruct *m; 1383 maptile *m;
1239 object *tmp; 1384 object *tmp;
1240 const char *skill; 1385 const char *skill;
1241 1386
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1246 1392
1247 /* destruction doesn't use another spell object, so we need 1393 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1394 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1395 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1396 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1397 * the full share string/free_string route.
1252 */ 1398 */
1253 skill = op->skill; 1399 skill = op->skill;
1400 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1401 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1256 else op->skill = NULL; 1405 op->skill = NULL;
1257 1406
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1407 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1408
1260 for(i= -range; i<range; i++) { 1409 for (i = -range; i < range; i++)
1410 {
1261 for(j=-range; j<range ; j++) { 1411 for (j = -range; j < range; j++)
1412 {
1262 m = op->map; 1413 m = op->map;
1263 sx = op->x + i; 1414 sx = op->x + i;
1264 sy = op->y + j; 1415 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1267 if (mflags & P_IS_ALIVE) { 1419 if (mflags & P_IS_ALIVE)
1420 {
1268 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 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1424 break;
1271 if (tmp) { 1425 }
1272 if (tmp->head) tmp=tmp->head; 1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1273 1430
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1433 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1437 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1438 {
1280 tmp->x = sx; 1439 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1440 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1441 tmp->y = sy;
1283 } 1442 insert_ob_in_map (tmp, m, op, 0);
1284 } 1443 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1444 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1449 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1450
1290 effect->y = sy; 1451 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1452 effect->y = sy;
1292 } 1453 insert_ob_in_map (effect, m, op, 0);
1293 } 1454 }
1294 } 1455 }
1295 } 1456 }
1457 }
1458 }
1459 }
1296 } 1460 }
1297 }
1298 }
1299 op->skill = skill; 1461 op->skill = skill;
1300 return 1; 1462 return 1;
1301} 1463}
1302 1464
1303/*************************************************************************** 1465/***************************************************************************
1304 * 1466 *
1305 * CURSE 1467 * CURSE
1306 * 1468 *
1307 ***************************************************************************/ 1469 ***************************************************************************/
1308 1470
1471int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1472cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{
1310 object *god = find_god(determine_god(op)); 1474 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1475 object *tmp, *force;
1312 1476
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1478 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1479 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0;
1482 }
1320 1483
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1485 for (force = tmp->inv; force != NULL; force = force->below)
1486 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 {
1324 if (force->name == spell_ob->name) { 1489 if (force->name == spell_ob->name)
1325 break; 1490 {
1326 } 1491 break;
1492 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1493 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1494 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1496 return 0;
1331 return 0; 1497 }
1498 }
1332 } 1499 }
1333 }
1334 }
1335 1500
1336 if(force==NULL) { 1501 if (force == NULL)
1502 {
1337 force=get_archetype(FORCE_NAME); 1503 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1504 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1505 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1506 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1507 else
1508 force->name = spell_ob->name;
1509
1510 force->name_pl = spell_ob->name;
1511
1512 }
1513 else
1514 {
1348 int duration; 1515 int duration;
1349 1516
1350 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;
1351 if (duration > force->duration) { 1518 if (duration > force->duration)
1519 {
1352 force->duration = duration; 1520 force->duration = duration;
1353 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.");
1354 } else { 1522 }
1523 else
1524 {
1355 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.");
1356 } 1526 }
1357 return 1; 1527 return 1;
1358 } 1528 }
1359 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;
1360 force->speed = 1.0; 1530 force->speed = 1.0;
1361 force->speed_left = -1.0; 1531 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1532 SET_FLAG (force, FLAG_APPLIED);
1363 1533
1364 if(god) { 1534 if (god)
1535 {
1365 if (spell_ob->last_grace) 1536 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1537 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1538 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1539 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1541 }
1371 } else 1542 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1543 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1544
1374 1545
1375 if(tmp!=op && op->type==PLAYER) 1546 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1548
1378 force->stats.ac = spell_ob->stats.ac; 1549 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1550 force->stats.wc = spell_ob->stats.wc;
1380 1551
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1554 fix_player (tmp);
1384 return 1; 1555 return 1;
1385 1556
1386} 1557}
1387 1558
1388 1559
1389/********************************************************************** 1560/**********************************************************************
1393 ***********************************************************************/ 1564 ***********************************************************************/
1394 1565
1395/* This covers the various spells that change the moods of monsters - 1566/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1567 * makes them angry, peacful, friendly, etc.
1397 */ 1568 */
1569int
1398int mood_change(object *op, object *caster, object *spell) { 1570mood_change (object *op, object *caster, object *spell)
1571{
1399 object *tmp, *god, *head; 1572 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1573 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1574 sint16 x, y, nx, ny;
1402 mapstruct *m; 1575 maptile *m;
1403 const char *race; 1576 const char *race;
1404 1577
1405 /* 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
1406 * doing it over and over again. 1579 * doing it over and over again.
1407 */ 1580 */
1408 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1584
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1587 * won't ever match anything.
1415 */ 1588 */
1416 if (!spell->race) race=NULL; 1589 if (!spell->race)
1590 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1591 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1592 race = god->slaying;
1418 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
1419 else race = spell->race; 1596 race = spell->race;
1420
1421 1597
1598
1422 for (x = op->x - range; x <= op->x + range; x++) 1599 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1600 for (y = op->y - range; y <= op->y + range; y++)
1601 {
1424 1602
1425 done_one=0; 1603 done_one = 0;
1426 m = op->map; 1604 m = op->map;
1427 nx = x; 1605 nx = x;
1428 ny = y; 1606 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1431 1610
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1612 if (!(mflags & P_IS_ALIVE))
1613 continue;
1434 1614
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1616 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break;
1437 1618
1438 /* There can be living objects that are not monsters */ 1619 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1620 if (!tmp || tmp->type == PLAYER)
1621 continue;
1440 1622
1441 /* Only the head has meaningful data, so resolve to that */ 1623 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1624 if (tmp->head)
1443 else head=tmp; 1625 head = tmp->head;
1626 else
1627 head = tmp;
1444 1628
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1630 if (race && head->race && !strstr (race, head->race))
1631 continue;
1447 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;
1448 1634
1449 /* Now do a bunch of stuff related to saving throws */ 1635 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1636 best_at = -1;
1451 if (spell->attacktype) { 1637 if (spell->attacktype)
1638 {
1452 for (at=0; at < NROFATTACKS; at++) 1639 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1640 if (spell->attacktype & (1 << at))
1454 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;
1455 1643
1456 if (best_at == -1) at=0; 1644 if (best_at == -1)
1645 at = 0;
1457 else { 1646 else
1647 {
1458 if (head->resist[best_at] == 100) continue; 1648 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1649 continue;
1460 } 1650 else
1651 at = head->resist[best_at] / 5;
1652 }
1461 at -= level / 5; 1653 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1654 if (did_make_save (head, head->level, at))
1463 } 1655 continue;
1656 }
1464 else /* spell->attacktype */ 1657 else /* spell->attacktype */
1465 /* 1658 /*
1466 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:
1467 * if spell level < monster level, no go 1660 * if spell level < monster level, no go
1468 * 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 ) )
1469 1662
1470 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.
1471 1664
1472 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
1473 charm a level 125 monster... 1666 charm a level 125 monster...
1474 1667
1475 Ryo, august 14th 1668 Ryo, august 14th
1476 */ 1669 */
1477 { 1670 {
1478 if ( head->level > level ) continue; 1671 if (head->level > level)
1672 continue;
1479 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))))
1480 /* Failed, no effect */ 1674 /* Failed, no effect */
1481 continue; 1675 continue;
1482 } 1676 }
1483 1677
1484 /* Done with saving throw. Now start effecting the monster */ 1678 /* Done with saving throw. Now start effecting the monster */
1485 1679
1486 /* aggravation */ 1680 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1681 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1683 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1685 remove_friendly_object (head);
1491 1686
1492 done_one = 1; 1687 done_one = 1;
1493 head->enemy = op; 1688 head->enemy = op;
1494 } 1689 }
1495 1690
1496 /* calm monsters */ 1691 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1694 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1695 head->enemy = NULL;
1500 done_one = 1; 1696 done_one = 1;
1501 } 1697 }
1502 1698
1503 /* berserk monsters */ 1699 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 {
1505 SET_FLAG(head, FLAG_BERSERK); 1702 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1703 done_one = 1;
1507 } 1704 }
1508 /* charm */ 1705 /* charm */
1509 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 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1708 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1709 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1712 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1713 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1714 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1715 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1716 head->attack_movement = PETMOVE;
1519 done_one = 1; 1717 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1719 head->stats.exp = 0;
1522 } 1720 }
1523 1721
1524 /* If a monster was effected, put an effect in */ 1722 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1723 if (done_one && spell->other_arch)
1724 {
1526 tmp = arch_to_object(spell->other_arch); 1725 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1726 tmp->x = nx;
1528 tmp->y = ny; 1727 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1728 insert_ob_in_map (tmp, m, op, 0);
1530 } 1729 }
1531 } /* for y */ 1730 } /* for y */
1532 1731
1533 return 1; 1732 return 1;
1534} 1733}
1535 1734
1536 1735
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1738 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1739 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1740 * note that duration is handled by process_object() in time.c
1542 */ 1741 */
1543 1742
1743void
1544void move_ball_spell(object *op) { 1744move_ball_spell (object *op)
1745{
1545 int i,j,dam_save,dir, mflags; 1746 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1747 sint16 nx, ny, hx, hy;
1547 object *owner; 1748 object *owner;
1548 mapstruct *m; 1749 maptile *m;
1549 1750
1550 owner = get_owner(op); 1751 owner = get_owner (op);
1551 1752
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1755 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1756 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1757 * deviations.
1557 */ 1758 */
1558 1759
1559 dir = 0; 1760 dir = 0;
1560 if(!(rndm(0, 3))) 1761 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1762 j = rndm (0, 1);
1562 else j=0; 1763 else
1764 j = 0;
1563 1765
1564 for(i = 1; i < 9; i++) { 1766 for (i = 1; i < 9; i++)
1767 {
1565 /* i bit 0: alters sign of offset 1768 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1769 * other bits (i / 2): absolute value of offset
1567 */ 1770 */
1568 1771
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1773 int tmpdir = absdir (op->direction + offset);
1571 1774
1572 nx = op->x + freearr_x[tmpdir]; 1775 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1776 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1778 {
1576 dir = tmpdir; 1779 dir = tmpdir;
1577 break; 1780 break;
1578 } 1781 }
1579 } 1782 }
1580 if (dir == 0) { 1783 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1784 {
1785 nx = op->x;
1786 ny = op->y;
1787 m = op->map;
1788 }
1585 1789
1586 remove_ob(op); 1790 remove_ob (op);
1587 op->y=ny; 1791 op->y = ny;
1588 op->x=nx; 1792 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1793 insert_ob_in_map (op, m, op, 0);
1590 1794
1591 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
1592 surrounding squares */ 1796 surrounding squares */
1593 1797
1594 /* loop over current square and neighbors to hit. 1798 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1799 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1800 * the surround spaces.
1597 */ 1801 */
1598 for(j=0;j<9;j++) { 1802 for (j = 0; j < 9; j++)
1803 {
1599 object *new_ob; 1804 object *new_ob;
1600 1805
1601 hx = nx+freearr_x[j]; 1806 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1807 hy = ny + freearr_y[j];
1603 1808
1604 m = op->map; 1809 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1811
1607 if (mflags & P_OUT_OF_MAP) continue; 1812 if (mflags & P_OUT_OF_MAP)
1813 continue;
1608 1814
1609 /* 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
1610 * of the map either. 1816 * of the map either.
1611 */ 1817 */
1612 1818
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1820 {
1821 if (j)
1822 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1823 hit_map (op, j, op->attacktype, 1);
1616 1824
1617 } 1825 }
1618 1826
1619 /* insert the other arch */ 1827 /* insert the other arch */
1620 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 {
1621 new_ob = arch_to_object(op->other_arch); 1830 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1831 new_ob->x = hx;
1623 new_ob->y = hy; 1832 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1833 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1834 }
1626 } 1835 }
1627 1836
1628 /* restore to the center location and damage*/ 1837 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1838 op->stats.dam = dam_save;
1630 1839
1631 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));
1632 1841
1633 if(i>=0) { /* we have a preferred direction! */ 1842 if (i >= 0)
1843 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1844 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1849 }
1639 op->direction=i; 1850 op->direction = i;
1640 } 1851 }
1641} 1852}
1642 1853
1643 1854
1644/* move_swarm_spell: peterm 1855/* move_swarm_spell: peterm
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1861 */
1651 1862
1863void
1652void move_swarm_spell(object *op) 1864move_swarm_spell (object *op)
1653{ 1865{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1866#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1869 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1870 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1871 maptile *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1872#endif
1873 int basedir;
1874 object *owner;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1930 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1932 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1954 if (op->spell && op->spell->type == SPELL)
1731 { 1955 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1957 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1958 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1959 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1961 }
1738} 1962}
1739 1963
1740 1964
1741 1965
1742 1966
1750 * dir: the direction everything will be fired in 1974 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1975 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1976 * n: the number to be fired.
1753 */ 1977 */
1754 1978
1979int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1980fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1981{
1757 object *tmp; 1982 object *tmp;
1758 int i; 1983 int i;
1759 1984
1760 if (!spell->other_arch) return 0; 1985 if (!spell->other_arch)
1986 return 0;
1761 1987
1762 tmp=get_archetype(SWARM_SPELL); 1988 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1989 tmp->x = op->x;
1764 tmp->y=op->y; 1990 tmp->y = op->y;
1765 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. */
1766 set_spell_skill(op, caster, spell, tmp); 1992 set_spell_skill (op, caster, spell, tmp);
1767 1993
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 1995 tmp->spell = arch_to_object (spell->other_arch);
1770 1996
1771 tmp->attacktype = tmp->spell->attacktype; 1997 tmp->attacktype = tmp->spell->attacktype;
1772 1998
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
1774 if ( ! tailor_god_spell (tmp, op)) 2001 if (!tailor_god_spell (tmp, op))
1775 return 1; 2002 return 1;
1776 } 2003 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 2004 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 2005 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 2007
1781 tmp->direction=dir; 2008 tmp->direction = dir;
1782 tmp->invisible=1; 2009 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 2010 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 2011 return 1;
1785} 2012}
1786 2013
1787 2014
1788/* See the spells documentation file for why this is its own 2015/* See the spells documentation file for why this is its own
1789 * function. 2016 * function.
1790 */ 2017 */
2018int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2019cast_light (object *op, object *caster, object *spell, int dir)
2020{
1792 object *target=NULL,*tmp=NULL; 2021 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2022 sint16 x, y;
1794 int dam, mflags; 2023 int dam, mflags;
1795 mapstruct *m; 2024 maptile *m;
1796 2025
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2027
1799 if(!dir) { 2028 if (!dir)
2029 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2031 return 0;
1802 } 2032 }
1803 2033
1804 x=op->x+freearr_x[dir]; 2034 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2035 y = op->y + freearr_y[dir];
1806 m = op->map; 2036 m = op->map;
1807 2037
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2039
1810 if (mflags & P_OUT_OF_MAP) { 2040 if (mflags & P_OUT_OF_MAP)
2041 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2043 return 0;
1813 } 2044 }
1814 2045
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2046 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2051 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2052 if (target->head)
2053 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2054 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2055 return 1; /* one success only! */
2056 }
1822 } 2057 }
1823 }
1824 2058
1825 /* no live target, perhaps a wall is in the way? */ 2059 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 2063 return 0;
1829 } 2064 }
1830 2065
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 2067 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2068 if (!tmp)
2069 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2071 return 0;
1836 } 2072 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2074 if (tmp->glow_radius)
2075 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2077 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2079 }
1842 tmp->x=x; 2080 tmp->x = x;
1843 tmp->y=y; 2081 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2082 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2083 return 1;
1846} 2084}
1847 2085
1848 2086
1849 2087
1850 2088
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 2093 * perhaps this should actually be in disease.c?
1856 */ 2094 */
1857 2095
2096int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2097cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{
1859 sint16 x,y; 2099 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2100 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2101 object *walk;
1862 mapstruct *m; 2102 maptile *m;
1863 2103
1864 x = op->x; 2104 x = op->x;
1865 y = op->y; 2105 y = op->y;
1866 2106
1867 /* 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
1868 * direction the player is pointing. 2108 * direction the player is pointing.
1869 */ 2109 */
2110 if (!dir)
1870 if (!dir) dir=op->facing; 2111 dir = op->facing;
2112 if (!dir)
1871 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 */
1872 2114
1873 /* Calculate these once here */ 2115 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2116 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2117 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2118 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2119
1878 /* search in a line for a victim */ 2120 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2121 for (i = 1; i < range; i++)
2122 {
1880 x = op->x + i * freearr_x[dir]; 2123 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2124 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2125 m = op->map;
1883 2126
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2127 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2128
1886 if (mflags & P_OUT_OF_MAP) return 0; 2129 if (mflags & P_OUT_OF_MAP)
2130 return 0;
1887 2131
1888 /* don't go through walls - presume diseases are airborne */ 2132 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 2135
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 2137 if (mflags & P_IS_ALIVE)
2138 {
1893 /* search this square for a victim */ 2139 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2143 object *disease = arch_to_object (spell->other_arch);
1897 2144
1898 set_owner(disease,op); 2145 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2146 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2147 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2148 disease->level = caster_level (caster, spell);
1902 2149
1903 /* do level adjustments */ 2150 /* do level adjustments */
1904 if(disease->stats.wc) 2151 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2152 disease->stats.wc += dur_mod / 2;
1906 2153
1907 if(disease->magic> 0) 2154 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2155 disease->magic += dur_mod / 4;
1909 2156
1910 if(disease->stats.maxhp>0) 2157 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2158 disease->stats.maxhp += dur_mod;
1912 2159
1913 if(disease->stats.maxgrace>0) 2160 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2161 disease->stats.maxgrace += dur_mod;
1915 2162
1916 if(disease->stats.dam) { 2163 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2164 {
1918 disease->stats.dam += dam_mod; 2165 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2166 disease->stats.dam += dam_mod;
1920 } 2167 else
2168 disease->stats.dam -= dam_mod;
2169 }
1921 2170
1922 if(disease->last_sp) { 2171 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2172 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2173 disease->last_sp -= 2 * dam_mod;
1925 } 2174 if (disease->last_sp < 1)
2175 disease->last_sp = 1;
2176 }
1926 2177
1927 if(disease->stats.maxsp) { 2178 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2179 {
1929 disease->stats.maxsp += dam_mod; 2180 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2181 disease->stats.maxsp += dam_mod;
1931 } 2182 else
1932 2183 disease->stats.maxsp -= dam_mod;
2184 }
2185
1933 if(disease->stats.ac) 2186 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2187 disease->stats.ac += dam_mod;
1935 2188
1936 if(disease->last_eat) 2189 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2190 disease->last_eat -= dam_mod;
1938 2191
1939 if(disease->stats.hp) 2192 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2193 disease->stats.hp -= dam_mod;
1941 2194
1942 if(disease->stats.sp) 2195 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2196 disease->stats.sp -= dam_mod;
1944 2197
1945 if(infect_object(walk,disease,1)) { 2198 if (infect_object (walk, disease, 1))
2199 {
1946 object *flash; /* visual effect for inflicting disease */ 2200 object *flash; /* visual effect for inflicting disease */
1947 2201
1948 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);
1949 2203
1950 free_object(disease); /* don't need this one anymore */ 2204 free_object (disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2205 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2206 flash->x = x;
1953 flash->y = y; 2207 flash->y = y;
1954 flash->map = walk->map; 2208 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2209 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2210 return 1;
1957 } 2211 }
1958 free_object(disease); 2212 free_object (disease);
1959 } 2213 }
1960 } /* if living creature */ 2214 } /* if living creature */
1961 } /* for range of spaces */ 2215 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2217 return 1;
1964} 2218}

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