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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.11 2006/09/11 20:26:41 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 90 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
190
177 hit_map(op,0,op->attacktype,1); 191 hit_map (op, 0, op->attacktype, 1);
178 192
179 if(!op->direction) 193 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; 194 return;
240 } 195
196 if (--op->range < 0)
197 {
198 op->range = 0;
199 }
200 else
201 {
202 x = op->x + DIRX (op);
203 y = op->y + DIRY (op);
204 m = op->map;
205 mflags = get_map_flags (m, &m, x, y, &x, &y);
206
207 if (mflags & P_OUT_OF_MAP)
208 return;
209
210 /* We are about to run into something - we may bounce */
211 /* Calling reflwall is pretty costly, as it has to look at all the objects
212 * on the space. So only call reflwall if we think the data it returns
213 * will be useful.
214 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return;
220
221 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the
223 * opposite direction. However, if the bolt is travelling
224 * on the diagonal, it is trickier - eg, a bolt travelling
225 * northwest bounces different if it hits a north/south
226 * wall (bounces to northeast) vs an east/west (bounces
227 * to the southwest.
228 */
229 if (op->direction & 1)
230 op->direction = absdir (op->direction + 4);
231 else
232 {
233 int left, right;
234 int mflags;
235
236 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
237 * over a corner in a tiled map, it is possible that
238 * op->direction is within an adjacent map but either
239 * op->direction-1 or op->direction+1 does not exist.
240 */
241 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
242 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
243
244 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
245
246 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
247 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
248 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
249
250 if (left == right)
251 op->direction = absdir (op->direction + 4);
252 else if (left)
253 op->direction = absdir (op->direction + 2);
254 else if (right)
255 op->direction = absdir (op->direction - 2);
256 }
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return;
259 }
260 else
241 else { /* Create a copy of this object and put it ahead */ 261 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 262 tmp = get_object ();
243 copy_object(op,tmp); 263 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 264 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 267 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 268 tmp->duration++;
249 269
250 /* New forking code. Possibly create forks of this object 270 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 271 * going off in other directions.
252 */ 272 */
253 273
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 274 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 275 { /* stats.Dex % of forking */
256 } 276 forklightning (op, tmp);
277 }
257 /* In this way, the object left behind sticks on the space, but 278 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 279 * doesn't create any bolts that continue to move onward.
259 */ 280 */
260 op->range = 0; 281 op->range = 0;
261 } /* copy object and move it along */ 282 } /* copy object and move it along */
262 } /* if move bolt along */ 283 } /* if move bolt along */
263} 284}
264 285
265/* fire_bolt 286/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 287 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 288 * spob is the spell object for the bolt.
269 * spob->attacktype. 290 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 291 * This function sets up the appropriate owner and skill
271 * pointers. 292 * pointers.
272 */ 293 */
273 294
295int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{
275 object *tmp=NULL; 298 object *tmp = NULL;
276 int mflags; 299 int mflags;
277 300
278 if (!spob->other_arch) 301 if (!spob->other_arch)
279 return 0; 302 return 0;
280 303
281 tmp=arch_to_object(spob->other_arch); 304 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 305 if (tmp == NULL)
283 return 0; 306 return 0;
284 307
285 /* peterm: level dependency for bolts */ 308 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 309 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 310 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 311 if (spob->slaying)
312 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 313 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 315 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 316 tmp->stats.Con = spob->stats.Con;
293 317
294 tmp->direction=dir; 318 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 320 SET_ANIMATION (tmp, dir);
297 321
298 set_owner(tmp,op); 322 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 323 set_spell_skill (op, caster, spob, tmp);
300 324
301 tmp->x=op->x + DIRX(tmp); 325 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 326 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 327 tmp->map = op->map;
304 328
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 330 if (mflags & P_OUT_OF_MAP)
331 {
307 free_object(tmp); 332 free_object (tmp);
308 return 0; 333 return 0;
309 } 334 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 335 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
336 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 {
312 free_object(tmp); 339 free_object (tmp);
313 return 0; 340 return 0;
314 } 341 }
315 tmp->x=op->x; 342 tmp->x = op->x;
316 tmp->y=op->y; 343 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 344 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 345 tmp->map = op->map;
319 } 346 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 348 move_bolt (tmp);
322 return 1; 349 return 1;
323} 350}
324 351
325 352
326 353
327/*************************************************************************** 354/***************************************************************************
332 359
333/* expands an explosion. op is a piece of the 360/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 361 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 362 * At least that is what I think this does.
336 */ 363 */
364void
337void explosion(object *op) { 365explosion (object *op)
366{
338 object *tmp; 367 object *tmp;
339 mapstruct *m=op->map; 368 mapstruct *m = op->map;
340 int i; 369 int i;
341 370
342 if(--(op->duration)<0) { 371 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 }
347 hit_map(op,0,op->attacktype,0); 377 hit_map (op, 0, op->attacktype, 0);
348 378
349 if(op->range>0) { 379 if (op->range > 0)
350 for(i=1;i<9;i++) { 380 {
381 for (i = 1; i < 9; i++)
382 {
351 sint16 dx,dy; 383 sint16 dx, dy;
352 384
353 dx=op->x+freearr_x[i]; 385 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 386 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 387 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 388 * out of map, etc.
357 */ 389 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 390 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 391 {
360 copy_object(op,tmp); 392 tmp = get_object ();
361 tmp->state=0; 393 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 394 tmp->state = 0;
363 tmp->range--; 395 tmp->speed_left = -0.21;
364 tmp->value=0; 396 tmp->range--;
365 tmp->x=dx; 397 tmp->value = 0;
366 tmp->y=dy; 398 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 399 tmp->y = dy;
368 } 400 insert_ob_in_map (tmp, m, op, 0);
369 } 401 }
402 }
370 } 403 }
371} 404}
372 405
373 406
374/* Causes an object to explode, eg, a firebullet, 407/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 408 * poison cloud ball, etc. op is the object to
376 * explode. 409 * explode.
377 */ 410 */
411void
378void explode_bullet(object *op) 412explode_bullet (object *op)
379{ 413{
380 tag_t op_tag = op->count; 414 tag_t op_tag = op->count;
381 object *tmp, *owner; 415 object *tmp, *owner;
382 416
383 if (op->other_arch == NULL) { 417 if (op->other_arch == NULL)
418 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 420 remove_ob (op);
386 free_object (op); 421 free_object (op);
387 return; 422 return;
388 } 423 }
389 424
390 if (op->env) { 425 if (op->env)
426 {
391 object *env; 427 object *env;
392 428
393 env = object_get_env_recursive(op); 429 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 430 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
431 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 432 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op);
434 free_object (op);
435 return;
436 }
396 remove_ob (op); 437 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 438 op->x = env->x;
402 op->y = env->y; 439 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 442 else if (out_of_map (op->map, op->x, op->y))
443 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 444 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 445 remove_ob (op);
407 free_object (op); 446 free_object (op);
408 return; 447 return;
409 } 448 }
410 449
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 451 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 452 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 453 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 454 {
416 remove_ob (op); 455 remove_ob (op);
417 free_object (op); 456 free_object (op);
457 return;
458 }
459
460 if (op->attacktype)
461 {
462 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag))
418 return; 464 return;
419 } 465 }
420 466
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 467 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 468 tmp = arch_to_object (op->other_arch);
429 469
430 copy_owner (tmp, op); 470 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 471 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 472
434 owner = get_owner(op); 473 owner = get_owner (op);
474
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) { 476 {
437 remove_ob (op); 477 remove_ob (op);
438 free_object (op); 478 free_object (op);
439 return; 479 return;
440 } 480 }
481
441 tmp->x = op->x; 482 tmp->x = op->x;
442 tmp->y = op->y; 483 tmp->y = op->y;
443 484
444 /* special for bombs - it actually has sane values for these */ 485 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 {
446 tmp->attacktype = op->attacktype; 488 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 489 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 490 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 491 tmp->duration = op->duration;
450 } else { 492 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 493 else
494 {
495 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 497 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 498 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 499 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 500 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 501 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 502 * the count of the parent should work fine.
458 */ 503 */
459 tmp->stats.maxhp = op->count; 504 tmp->stats.maxhp = op->count;
460 } 505 }
461 506
462 /* Set direction of cone explosion */ 507 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 508 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 509 tmp->stats.sp = op->direction;
465 510
466 /* Prevent recursion */ 511 /* Prevent recursion */
467 op->move_on = 0; 512 op->move_on = 0;
468 513
469 insert_ob_in_map(tmp, op->map, op, 0); 514 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 515 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 516 if (!was_destroyed (op, op_tag))
517 {
472 remove_ob (op); 518 remove_ob (op);
473 free_object (op); 519 free_object (op);
474 } 520 }
475} 521}
476 522
477 523
478 524
479/* checks to see what op should do, given the space it is on 525/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 526 * (eg, explode, damage player, etc)
481 */ 527 */
482 528
529void
483void check_bullet(object *op) 530check_bullet (object *op)
484{ 531{
485 tag_t op_tag = op->count, tmp_tag; 532 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 533 object *tmp;
487 int dam, mflags; 534 int dam, mflags;
488 mapstruct *m; 535 mapstruct *m;
489 sint16 sx, sy; 536 sint16 sx, sy;
490 537
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 539
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 541 return;
495 542
496 if (op->other_arch) { 543 if (op->other_arch)
544 {
497 /* explode object will also remove op */ 545 /* explode object will also remove op */
498 explode_bullet (op); 546 explode_bullet (op);
499 return; 547 return;
500 } 548 }
501 549
502 /* If nothing alive on this space, no reason to do anything further */ 550 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 551 if (!(mflags & P_IS_ALIVE))
552 return;
504 553
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 554 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 555 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 556 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 {
508 tmp_tag = tmp->count; 558 tmp_tag = tmp->count;
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 561 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 562 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 563 {
515 free_object(op); 564 remove_ob (op);
516 return; 565 free_object (op);
517 } 566 return;
567 }
518 } 568 }
519 } 569 }
520 } 570 }
521} 571}
522 572
525 * call check_bullet. 575 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 576 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 577 * fired arches (eg, bolts).
528 */ 578 */
529 579
580void
530void move_bullet(object *op) 581move_bullet (object *op)
531{ 582{
532 sint16 new_x, new_y; 583 sint16 new_x, new_y;
533 int mflags; 584 int mflags;
534 mapstruct *m; 585 mapstruct *m;
535 586
536#if 0 587#if 0
537 /* We need a better general purpose way to do this */ 588 /* We need a better general purpose way to do this */
538 589
539 /* peterm: added to make comet leave a trail of burnouts 590 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 591 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 592 if (op->stats.sp == SP_METEOR)
593 {
542 replace_insert_ob_in_map("fire_trail",op); 594 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 595 if (was_destroyed (op, op_tag))
544 return; 596 return;
545 } /* end addition. */ 597 } /* end addition. */
546#endif 598#endif
547 599
548 /* Reached the end of its life - remove it */ 600 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 601 if (--op->range <= 0)
602 {
550 if (op->other_arch) { 603 if (op->other_arch)
604 {
551 explode_bullet (op); 605 explode_bullet (op);
552 } else { 606 }
607 else
608 {
553 remove_ob (op); 609 remove_ob (op);
554 free_object (op); 610 free_object (op);
555 } 611 }
556 return; 612 return;
557 } 613 }
558 614
559 new_x = op->x + DIRX(op); 615 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 616 new_y = op->y + DIRY (op);
561 m = op->map; 617 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 619
564 if (mflags & P_OUT_OF_MAP) { 620 if (mflags & P_OUT_OF_MAP)
621 {
565 remove_ob (op); 622 remove_ob (op);
566 free_object (op); 623 free_object (op);
567 return; 624 return;
568 } 625 }
569 626
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
628 {
571 if (op->other_arch) { 629 if (op->other_arch)
630 {
572 explode_bullet (op); 631 explode_bullet (op);
632 }
573 } else { 633 else
634 {
574 remove_ob (op); 635 remove_ob (op);
575 free_object (op); 636 free_object (op);
576 } 637 }
577 return; 638 return;
578 } 639 }
579 640
580 remove_ob (op); 641 remove_ob (op);
581 op->x = new_x; 642 op->x = new_x;
582 op->y = new_y; 643 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 645 return;
585 646
586 if (reflwall (op->map, op->x, op->y, op)) { 647 if (reflwall (op->map, op->x, op->y, op))
648 {
587 op->direction = absdir (op->direction + 4); 649 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 650 update_turn_face (op);
589 } else { 651 }
652 else
653 {
590 check_bullet (op); 654 check_bullet (op);
591 } 655 }
592} 656}
593 657
594 658
595 659
601 * spob->attacktype. 665 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 666 * This function sets up the appropriate owner and skill
603 * pointers. 667 * pointers.
604 */ 668 */
605 669
670int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 671fire_bullet (object *op, object *caster, int dir, object *spob)
672{
607 object *tmp=NULL; 673 object *tmp = NULL;
608 int mflags; 674 int mflags;
609 675
610 if (!spob->other_arch) 676 if (!spob->other_arch)
611 return 0; 677 return 0;
612 678
613 tmp=arch_to_object(spob->other_arch); 679 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 680 if (tmp == NULL)
615 return 0; 681 return 0;
616 682
617 /* peterm: level dependency for bolts */ 683 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 685 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 686 if (spob->slaying)
687 tmp->slaying = spob->slaying;
621 688
622 tmp->range = 50; 689 tmp->range = 50;
623 690
624 /* Need to store duration/range for the ball to use */ 691 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 692 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 693 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 694 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 695
629 tmp->direction=dir; 696 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 698 SET_ANIMATION (tmp, dir);
632 699
633 set_owner(tmp,op); 700 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 701 set_spell_skill (op, caster, spob, tmp);
635 702
636 tmp->x=op->x + freearr_x[dir]; 703 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 704 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 705 tmp->map = op->map;
639 706
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 708 if (mflags & P_OUT_OF_MAP)
709 {
642 free_object(tmp); 710 free_object (tmp);
643 return 0; 711 return 0;
644 } 712 }
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 {
647 free_object(tmp); 717 free_object (tmp);
648 return 0; 718 return 0;
649 } 719 }
650 tmp->x=op->x; 720 tmp->x = op->x;
651 tmp->y=op->y; 721 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 722 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 723 tmp->map = op->map;
654 } 724 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
726 {
656 check_bullet (tmp); 727 check_bullet (tmp);
657 } 728 }
658 return 1; 729 return 1;
659} 730}
660 731
661 732
662 733
663 734
667 * 738 *
668 *****************************************************************************/ 739 *****************************************************************************/
669 740
670 741
671/* drops an object based on what is in the cone's "other_arch" */ 742/* drops an object based on what is in the cone's "other_arch" */
743void
672void cone_drop(object *op) { 744cone_drop (object *op)
745{
673 object *new_ob = arch_to_object(op->other_arch); 746 object *new_ob = arch_to_object (op->other_arch);
674 747
675 new_ob->x = op->x; 748 new_ob->x = op->x;
676 new_ob->y = op->y; 749 new_ob->y = op->y;
677 new_ob->level = op->level; 750 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 751 set_owner (new_ob, op->owner);
679 752
680 /* preserve skill ownership */ 753 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 754 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 755 {
756 new_ob->skill = op->skill;
757 }
685 insert_ob_in_map(new_ob,op->map,op,0); 758 insert_ob_in_map (new_ob, op->map, op, 0);
686 759
687} 760}
688 761
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 762/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 763
764void
691void move_cone(object *op) { 765move_cone (object *op)
766{
692 int i; 767 int i;
693 tag_t tag; 768 tag_t tag;
694 769
695 /* if no map then hit_map will crash so just ignore object */ 770 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 771 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 772 {
698 op->name ? op->name : "unknown"); 773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 774 op->speed = 0;
700 update_ob_speed (op); 775 update_ob_speed (op);
701 return; 776 return;
702 } 777 }
703 778
704 /* lava saves it's life, but not yours :) */ 779 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 780 if (QUERY_FLAG (op, FLAG_LIFESAVE))
781 {
706 hit_map(op,0,op->attacktype,0); 782 hit_map (op, 0, op->attacktype, 0);
707 return; 783 return;
708 } 784 }
709 785
710#if 0 786#if 0
711 /* Disable this - enabling it makes monsters easier, as 787 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 788 * when their cone dies when they die.
713 */ 789 */
714 /* If no owner left, the spell dies out. */ 790 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 791 if (get_owner (op) == NULL)
792 {
716 remove_ob(op); 793 remove_ob (op);
717 free_object(op); 794 free_object (op);
718 return; 795 return;
719 } 796 }
720#endif 797#endif
721 798
722 tag = op->count; 799 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 800 hit_map (op, 0, op->attacktype, 0);
724 801
725 /* Check to see if we should push anything. 802 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 803 * Spell objects with weight push whatever they encounter to some
727 * degree. 804 * degree.
728 */ 805 */
806 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 807 check_spell_knockback (op);
730 808
731 if (was_destroyed (op, tag)) 809 if (was_destroyed (op, tag))
810 return;
811
812 if ((op->duration--) < 0)
813 {
814 remove_ob (op);
815 free_object (op);
732 return; 816 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 817 }
739 /* Object has hit maximum range, so don't have it move 818 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 819 * any further. When the duration above expires,
741 * then the object will get removed. 820 * then the object will get removed.
742 */ 821 */
743 if (--op->range < 0) { 822 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 823 {
824 op->range = 0; /* just so it doesn't wrap */
825 return;
826 }
747 827
748 for(i= -1;i<2;i++) { 828 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 829 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 831
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 832 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 {
753 object *tmp=get_object(); 834 object *tmp = get_object ();
835
754 copy_object(op, tmp); 836 copy_object (op, tmp);
755 tmp->x=x; 837 tmp->x = x;
756 tmp->y=y; 838 tmp->y = y;
757 839
758 tmp->duration = op->duration + 1; 840 tmp->duration = op->duration + 1;
759 841
760 /* Use for spell tracking - see ok_to_put_more() */ 842 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 843 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 844 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 845 if (tmp->other_arch)
764 } 846 cone_drop (tmp);
847 }
765 } 848 }
766} 849}
767 850
768/* cast_cone: casts a cone spell. 851/* cast_cone: casts a cone spell.
769 * op: person firing the object. 852 * op: person firing the object.
771 * dir: direction to fire in. 854 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 855 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 856 * to fire.
774 * returns 0 on failure, 1 on success. 857 * returns 0 on failure, 1 on success.
775 */ 858 */
859int
776int cast_cone(object *op, object *caster,int dir, object *spell) 860cast_cone (object *op, object *caster, int dir, object *spell)
777{ 861{
778 object *tmp; 862 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 863 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 864 mapstruct *m;
781 sint16 sx, sy; 865 sint16 sx, sy;
782 MoveType movetype; 866 MoveType movetype;
783 867
784 if (!spell->other_arch) return 0; 868 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 869 return 0;
870
871 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 872 {
873 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
874 return 0;
875 }
792 876
793 if(!dir) { 877 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 878 {
879 range_min = 0;
880 range_max = 8;
881 }
797 882
798 /* Need to know what the movetype of the object we are about 883 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 884 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 885 * insert it into is blocked.
801 */ 886 */
802 movetype = spell->other_arch->clone.move_type; 887 movetype = spell->other_arch->clone.move_type;
803 888
804 for(i=range_min;i<=range_max;i++) { 889 for (i = range_min; i <= range_max; i++)
890 {
805 sint16 x,y, d; 891 sint16 x, y, d;
806 892
807 /* We can't use absdir here, because it never returns 893 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 894 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 895 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 896 * to hit that person.
811 */ 897 */
812 d = dir + i; 898 d = dir + i;
813 while (d < 0) d+=8; 899 while (d < 0)
814 while (d > 8) d-=8; 900 d += 8;
901 while (d > 8)
902 d -= 8;
815 903
816 /* If it's not a rune, we don't want to blast the caster. 904 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 905 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 906 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 907 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 908 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 909 * for the rune code.
822 */ 910 */
823 if (caster->type != RUNE && d==0) { 911 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 912 {
825 else continue; 913 if (dir != 0)
826 } 914 d = 8;
915 else
916 continue;
917 }
827 918
828 x = op->x+freearr_x[d]; 919 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 920 y = op->y + freearr_y[d];
830 921
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 922 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 923 continue;
833 924
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 926 continue;
836 927
837 success=1; 928 success = 1;
838 tmp=arch_to_object(spell->other_arch); 929 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 930 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 931 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 932 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 933 tmp->x = sx;
843 tmp->y = sy; 934 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 935 tmp->attacktype = spell->attacktype;
845 936
846 /* holy word stuff */ 937 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 939 if (!tailor_god_spell (tmp, op))
849 } 940 return 0;
850 941
851 if(dir) 942 if (dir)
852 tmp->stats.sp=dir; 943 tmp->stats.sp = dir;
853 else 944 else
854 tmp->stats.sp=i; 945 tmp->stats.sp = i;
855 946
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 947 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 948
858 /* If casting it in all directions, it doesn't go as far */ 949 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 950 if (dir == 0)
951 {
860 tmp->range /= 4; 952 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 953 if (tmp->range < 2 && spell->range >= 2)
862 } 954 tmp->range = 2;
955 }
956
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 957 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 958 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 959
866 /* Special bonus for fear attacks */ 960 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 961 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 962 {
869 else 963 if (caster->type == PLAYER)
964 tmp->duration += fear_bonus[caster->stats.Cha];
965 else
870 tmp->duration += caster->level/3; 966 tmp->duration += caster->level / 3;
871 } 967 }
968
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 969 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 970 {
874 else 971 if (caster->type == PLAYER)
972 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
973 else
875 tmp->duration += caster->level/3; 974 tmp->duration += caster->level / 3;
876 } 975 }
877 976
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 977 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 979
883 if (!tmp->move_on && tmp->stats.dam) { 980 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 981 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 982 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 983 }
887 } 984
888 insert_ob_in_map(tmp,m,op,0); 985 insert_ob_in_map (tmp, m, op, 0);
889 986
890 /* This is used for tracking spells so that one effect doesn't hit 987 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 988 * a single space too many times.
892 */ 989 */
893 tmp->stats.maxhp = tmp->count; 990 tmp->stats.maxhp = tmp->count;
894 991
895 if(tmp->other_arch) cone_drop(tmp); 992 if (tmp->other_arch)
993 cone_drop (tmp);
896 } 994 }
995
897 return success; 996 return success;
898} 997}
899 998
900/**************************************************************************** 999/****************************************************************************
901 * 1000 *
902 * BOMB related code 1001 * BOMB related code
905 1004
906 1005
907/* This handles an exploding bomb. 1006/* This handles an exploding bomb.
908 * op is the original bomb object. 1007 * op is the original bomb object.
909 */ 1008 */
1009void
910void animate_bomb(object *op) { 1010animate_bomb (object *op)
1011{
911 int i; 1012 int i;
912 object *env, *tmp; 1013 object *env, *tmp;
913 archetype *at; 1014 archetype *at;
914 1015
915 if(op->state!=NUM_ANIMATIONS(op)-1) 1016 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 1017 return;
917 1018
918
919 env = object_get_env_recursive(op); 1019 env = object_get_env_recursive (op);
920 1020
921 if (op->env) { 1021 if (op->env)
1022 {
922 if (env->map == NULL) 1023 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1024 return;
1025
1026 if (env->type == PLAYER)
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return;
943 } 1034 }
944 1035
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1040 {
1041 remove_ob (op);
1042 free_object (op);
1043 return;
1044 }
1045
945 /* This copies a lot of the code from the fire bullet, 1046 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1047 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1048 * so just set up the appropriate values.
948 */ 1049 */
949 at = find_archetype(SPLINT); 1050 at = find_archetype (SPLINT);
950 if (at) { 1051 if (at)
951 for(i=1;i<9;i++) { 1052 {
1053 for (i = 1; i < 9; i++)
1054 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1056 continue;
954 tmp = arch_to_object(at); 1057 tmp = arch_to_object (at);
955 tmp->direction = i; 1058 tmp->direction = i;
956 tmp->range = op->range; 1059 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1060 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1061 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1062 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1063 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1064 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1065 {
963 tmp->skill = add_refcount(op->skill); 1066 tmp->skill = op->skill;
964 } 1067 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1069 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1070 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1071 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1072 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1073 move_bullet (tmp);
971 } 1074 }
972 } 1075 }
973 1076
974 explode_bullet(op); 1077 explode_bullet (op);
975} 1078}
976 1079
1080int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1081create_bomb (object *op, object *caster, int dir, object *spell)
1082{
978 1083
979 object *tmp; 1084 object *tmp;
980 int mflags; 1085 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1087 mapstruct *m;
983 1088
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1093 return 0;
988 } 1094 }
989 tmp=arch_to_object(spell->other_arch); 1095 tmp = arch_to_object (spell->other_arch);
990 1096
991 /* level dependencies for bomb */ 1097 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1101 tmp->attacktype = spell->attacktype;
996 1102
997 set_owner(tmp,op); 1103 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1104 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1105 tmp->x = dx;
1000 tmp->y=dy; 1106 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1107 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1108 return 1;
1003} 1109}
1004 1110
1005/**************************************************************************** 1111/****************************************************************************
1006 * 1112 *
1007 * smite related spell code. 1113 * smite related spell code.
1015 * dir is the direction to look in. 1121 * dir is the direction to look in.
1016 * range is how far out to look. 1122 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1124 * this info is used for blocked magic/unholy spaces.
1019 */ 1125 */
1020 1126
1127object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1128get_pointed_target (object *op, int dir, int range, int type)
1129{
1022 object *target; 1130 object *target;
1023 sint16 x,y; 1131 sint16 x, y;
1024 int dist, mflags; 1132 int dist, mflags;
1025 mapstruct *mp; 1133 mapstruct *mp;
1026 1134
1027 if (dir==0) return NULL; 1135 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1136 return NULL;
1137
1138 for (dist = 1; dist < range; dist++)
1139 {
1140 x = op->x + freearr_x[dir] * dist;
1141 y = op->y + freearr_y[dir] * dist;
1142 mp = op->map;
1143 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1144
1145 if (mflags & P_OUT_OF_MAP)
1146 return NULL;
1147 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1148 return NULL;
1149 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1150 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL;
1153
1154 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above)
1157 {
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target;
1161 }
1162 }
1163 }
1164 }
1165 return NULL;
1049} 1166}
1050 1167
1051 1168
1052/* cast_smite_arch() - the priest points to a creature and causes 1169/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1170 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1173 * caster = object casting the spell.
1057 * dir = direction being cast 1174 * dir = direction being cast
1058 * spell = spell object 1175 * spell = spell object
1059 */ 1176 */
1060 1177
1178int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1179cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{
1062 object *effect, *target; 1181 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1182 object *god = find_god (determine_god (op));
1064 int range; 1183 int range;
1065 1184
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1185 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1186 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1187
1069 /* Bunch of conditions for casting this spell. Note that only 1188 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1189 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1190 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1191 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1192 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1193 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1194 * can't be friendly to your god.
1076 */ 1195 */
1077 1196
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1197 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1198 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1199 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1200 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1201 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1202 return 0;
1084 } 1203 }
1085 1204
1086 if (spell->other_arch) 1205 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1206 effect = arch_to_object (spell->other_arch);
1088 else 1207 else
1089 return 0; 1208 return 0;
1090 1209
1091 /* tailor the effect by priest level and worshipped God */ 1210 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1211 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1212 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 {
1095 if(tailor_god_spell(effect,op)) 1215 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1217 else
1218 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1219 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1220 return 0;
1101 } 1221 }
1102 } 1222 }
1103 1223
1104 /* size of the area of destruction */ 1224 /* size of the area of destruction */
1105 effect->range=spell->range + 1225 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1226 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1227
1110 if (effect->attacktype & AT_DEATH) { 1228 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1229 {
1112 SP_level_dam_adjust(caster,spell); 1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1231
1114 /* casting death spells at undead isn't a good thing */ 1232 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD)
1235 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1236 if (random_roll (0, 2, op, PREFER_LOW))
1237 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1239 effect->x = op->x;
1119 effect->y=op->y; 1240 effect->y = op->y;
1120 } else { 1241 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1242 else
1122 query_name(target)); 1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1245 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1246 free_object (effect);
1125 return 0; 1247 return 0;
1248 }
1249 }
1126 } 1250 }
1127 } 1251 else
1128 } else { 1252 {
1129 /* how much woe to inflict :) */ 1253 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1255 }
1133 1256
1134 set_owner(effect,op); 1257 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1258 set_spell_skill (op, caster, spell, effect);
1136 1259
1137 /* ok, tell it where to be, and insert! */ 1260 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1261 effect->x = target->x;
1139 effect->y=target->y; 1262 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1263 insert_ob_in_map (effect, target->map, op, 0);
1141 1264
1142 return 1; 1265 return 1;
1143} 1266}
1144 1267
1145 1268
1146/**************************************************************************** 1269/****************************************************************************
1147 * 1270 *
1149 * note that the fire_bullet is used to fire the missile. The 1272 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1273 * code here is just to move the missile.
1151 ****************************************************************************/ 1274 ****************************************************************************/
1152 1275
1153/* op is a missile that needs to be moved */ 1276/* op is a missile that needs to be moved */
1277void
1154void move_missile(object *op) { 1278move_missile (object *op)
1279{
1155 int i, mflags; 1280 int i, mflags;
1156 object *owner; 1281 object *owner;
1157 sint16 new_x, new_y; 1282 sint16 new_x, new_y;
1158 mapstruct *m; 1283 mapstruct *m;
1159 1284
1160 if (op->range-- <=0) { 1285 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1286 {
1287 remove_ob (op);
1288 free_object (op);
1289 return;
1290 }
1165 1291
1166 owner = get_owner(op); 1292 owner = get_owner (op);
1167#if 0 1293#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1294 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1295 * monster that are then killed would continue to survive
1170 */ 1296 */
1171 if (owner == NULL) { 1297 if (owner == NULL)
1298 {
1172 remove_ob(op); 1299 remove_ob (op);
1173 free_object(op); 1300 free_object (op);
1174 return; 1301 return;
1175 } 1302 }
1176#endif 1303#endif
1177 1304
1178 new_x = op->x + DIRX(op); 1305 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1306 new_y = op->y + DIRY (op);
1180 1307
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1309
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 {
1185 tag_t tag = op->count; 1312 tag_t tag = op->count;
1313
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1314 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1315 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1316 * we need to remove it if someone hasn't already done so.
1189 */ 1317 */
1190 if ( ! was_destroyed (op, tag)) { 1318 if (!was_destroyed (op, tag))
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return;
1324 }
1325
1191 remove_ob (op); 1326 remove_ob (op);
1192 free_object(op);
1193 }
1194 return;
1195 }
1196
1197 remove_ob(op);
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1328 {
1329 free_object (op);
1330 return;
1331 }
1202 op->x = new_x; 1332 op->x = new_x;
1203 op->y = new_y; 1333 op->y = new_y;
1204 op->map = m; 1334 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1206 if(i > 0 && i != op->direction){ 1336 if (i > 0 && i != op->direction)
1337 {
1207 op->direction=i; 1338 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1339 SET_ANIMATION (op, op->direction);
1209 } 1340 }
1210 insert_ob_in_map(op,op->map,op,0); 1341 insert_ob_in_map (op, op->map, op, 0);
1211} 1342}
1212 1343
1213/**************************************************************************** 1344/****************************************************************************
1214 * Destruction 1345 * Destruction
1215 ****************************************************************************/ 1346 ****************************************************************************/
1347
1216/* make_object_glow() - currently only makes living objects glow. 1348/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1349 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1350 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1351 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1352 * give them the capability to have an inventory. b.t.
1221 */ 1353 */
1222 1354
1355int
1223int make_object_glow(object *op, int radius, int time) { 1356make_object_glow (object *op, int radius, int time)
1357{
1224 object *tmp; 1358 object *tmp;
1225 1359
1226 /* some things are unaffected... */ 1360 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1361 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1362 return 0;
1229 1363
1230 tmp=get_archetype(FORCE_NAME); 1364 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1365 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1366 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1367 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1368 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1369 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1370 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1371
1238 tmp->x=op->x; 1372 tmp->x = op->x;
1239 tmp->y=op->y; 1373 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1376 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1377 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1378 op->glow_radius = tmp->glow_radius;
1244 1379
1245 if(!tmp->env||op!=tmp->env) { 1380 if (!tmp->env || op != tmp->env)
1381 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1383 return 0;
1248 return 0;
1249 } 1384 }
1250 return 1; 1385 return 1;
1251} 1386}
1252 1387
1253 1388
1254
1255 1389
1390
1391int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1392cast_destruction (object *op, object *caster, object *spell_ob)
1393{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1394 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1395 sint16 sx, sy;
1259 mapstruct *m; 1396 mapstruct *m;
1260 object *tmp; 1397 object *tmp;
1261 const char *skill; 1398 const char *skill;
1262 1399
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1402 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1403 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1404 friendly = 1;
1267 1405
1268 /* destruction doesn't use another spell object, so we need 1406 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1407 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1408 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1409 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1410 * the full share string/free_string route.
1273 */ 1411 */
1274 skill = op->skill; 1412 skill = op->skill;
1413 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1414 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1415 else if (caster->skill)
1416 op->skill = caster->skill;
1417 else
1277 else op->skill = NULL; 1418 op->skill = NULL;
1278 1419
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1420 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1421
1281 for(i= -range; i<range; i++) { 1422 for (i = -range; i < range; i++)
1423 {
1282 for(j=-range; j<range ; j++) { 1424 for (j = -range; j < range; j++)
1425 {
1283 m = op->map; 1426 m = op->map;
1284 sx = op->x + i; 1427 sx = op->x + i;
1285 sy = op->y + j; 1428 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1430 if (mflags & P_OUT_OF_MAP)
1431 continue;
1288 if (mflags & P_IS_ALIVE) { 1432 if (mflags & P_IS_ALIVE)
1433 {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1435 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1437 break;
1292 if (tmp) { 1438 }
1293 if (tmp->head) tmp=tmp->head; 1439 if (tmp)
1440 {
1441 if (tmp->head)
1442 tmp = tmp->head;
1294 1443
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1444 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1446 {
1447 if (spell_ob->subtype == SP_DESTRUCTION)
1448 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1450 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1451 {
1301 tmp->x = sx; 1452 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1453 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1454 tmp->y = sy;
1304 } 1455 insert_ob_in_map (tmp, m, op, 0);
1305 } 1456 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1457 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1459 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1462 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1463
1311 effect->y = sy; 1464 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1465 effect->y = sy;
1313 } 1466 insert_ob_in_map (effect, m, op, 0);
1314 } 1467 }
1315 } 1468 }
1316 } 1469 }
1470 }
1471 }
1472 }
1317 } 1473 }
1318 }
1319 }
1320 op->skill = skill; 1474 op->skill = skill;
1321 return 1; 1475 return 1;
1322} 1476}
1323 1477
1324/*************************************************************************** 1478/***************************************************************************
1325 * 1479 *
1326 * CURSE 1480 * CURSE
1327 * 1481 *
1328 ***************************************************************************/ 1482 ***************************************************************************/
1329 1483
1484int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1485cast_curse (object *op, object *caster, object *spell_ob, int dir)
1486{
1331 object *god = find_god(determine_god(op)); 1487 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1488 object *tmp, *force;
1333 1489
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1490 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1491 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1492 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0;
1495 }
1341 1496
1342 /* If we've already got a force of this type, don't add a new one. */ 1497 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1498 for (force = tmp->inv; force != NULL; force = force->below)
1499 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 {
1345 if (force->name == spell_ob->name) { 1502 if (force->name == spell_ob->name)
1346 break; 1503 {
1347 } 1504 break;
1505 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1506 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1507 {
1350 "You can not cast %s while %s is in effect", 1508 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1509 return 0;
1352 return 0; 1510 }
1511 }
1353 } 1512 }
1354 }
1355 }
1356 1513
1357 if(force==NULL) { 1514 if (force == NULL)
1515 {
1358 force=get_archetype(FORCE_NAME); 1516 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1517 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1518 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1519 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1520 else
1521 force->name = spell_ob->name;
1522
1523 force->name_pl = spell_ob->name;
1524
1525 }
1526 else
1527 {
1369 int duration; 1528 int duration;
1370 1529
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1530 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1531 if (duration > force->duration)
1532 {
1373 force->duration = duration; 1533 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1535 }
1536 else
1537 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1539 }
1378 return 1; 1540 return 1;
1379 } 1541 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1543 force->speed = 1.0;
1382 force->speed_left = -1.0; 1544 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1545 SET_FLAG (force, FLAG_APPLIED);
1384 1546
1385 if(god) { 1547 if (god)
1548 {
1386 if (spell_ob->last_grace) 1549 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1550 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1551 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1552 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1553 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1554 }
1392 } else 1555 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1556 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1557
1395 1558
1396 if(tmp!=op && op->type==PLAYER) 1559 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1561
1399 force->stats.ac = spell_ob->stats.ac; 1562 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1563 force->stats.wc = spell_ob->stats.wc;
1401 1564
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1565 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1566 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1567 fix_player (tmp);
1405 return 1; 1568 return 1;
1406 1569
1407} 1570}
1408 1571
1409 1572
1410/********************************************************************** 1573/**********************************************************************
1414 ***********************************************************************/ 1577 ***********************************************************************/
1415 1578
1416/* This covers the various spells that change the moods of monsters - 1579/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1580 * makes them angry, peacful, friendly, etc.
1418 */ 1581 */
1582int
1419int mood_change(object *op, object *caster, object *spell) { 1583mood_change (object *op, object *caster, object *spell)
1584{
1420 object *tmp, *god, *head; 1585 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1586 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1587 sint16 x, y, nx, ny;
1423 mapstruct *m; 1588 mapstruct *m;
1424 const char *race; 1589 const char *race;
1425 1590
1426 /* We precompute some values here so that we don't have to keep 1591 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1592 * doing it over and over again.
1428 */ 1593 */
1429 god=find_god(determine_god(op)); 1594 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1595 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1596 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1597
1433 /* On the bright side, no monster should ever have a race of GOD_... 1598 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1599 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1600 * won't ever match anything.
1436 */ 1601 */
1437 if (!spell->race) race=NULL; 1602 if (!spell->race)
1603 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1604 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1605 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1606 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1607 race = god->race;
1608 else
1440 else race = spell->race; 1609 race = spell->race;
1441
1442 1610
1611
1443 for (x = op->x - range; x <= op->x + range; x++) 1612 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1613 for (y = op->y - range; y <= op->y + range; y++)
1614 {
1445 1615
1446 done_one=0; 1616 done_one = 0;
1447 m = op->map; 1617 m = op->map;
1448 nx = x; 1618 nx = x;
1449 ny = y; 1619 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1621 if (mflags & P_OUT_OF_MAP)
1622 continue;
1452 1623
1453 /* If there is nothing living on this space, no need to go further */ 1624 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1625 if (!(mflags & P_IS_ALIVE))
1626 continue;
1455 1627
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1629 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break;
1458 1631
1459 /* There can be living objects that are not monsters */ 1632 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1633 if (!tmp || tmp->type == PLAYER)
1634 continue;
1461 1635
1462 /* Only the head has meaningful data, so resolve to that */ 1636 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1637 if (tmp->head)
1464 else head=tmp; 1638 head = tmp->head;
1639 else
1640 head = tmp;
1465 1641
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1643 if (race && head->race && !strstr (race, head->race))
1644 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue;
1469 1647
1470 /* Now do a bunch of stuff related to saving throws */ 1648 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1649 best_at = -1;
1472 if (spell->attacktype) { 1650 if (spell->attacktype)
1651 {
1473 for (at=0; at < NROFATTACKS; at++) 1652 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1653 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1654 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1655 best_at = at;
1476 1656
1477 if (best_at == -1) at=0; 1657 if (best_at == -1)
1658 at = 0;
1478 else { 1659 else
1660 {
1479 if (head->resist[best_at] == 100) continue; 1661 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1662 continue;
1481 } 1663 else
1664 at = head->resist[best_at] / 5;
1665 }
1482 at -= level / 5; 1666 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1667 if (did_make_save (head, head->level, at))
1484 } 1668 continue;
1669 }
1485 else /* spell->attacktype */ 1670 else /* spell->attacktype */
1486 /* 1671 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1672 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1673 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1675
1491 The chance will then be in the range [20-70] percent, not too bad. 1676 The chance will then be in the range [20-70] percent, not too bad.
1492 1677
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1678 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1679 charm a level 125 monster...
1495 1680
1496 Ryo, august 14th 1681 Ryo, august 14th
1497 */ 1682 */
1498 { 1683 {
1499 if ( head->level > level ) continue; 1684 if (head->level > level)
1685 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1687 /* Failed, no effect */
1502 continue; 1688 continue;
1503 } 1689 }
1504 1690
1505 /* Done with saving throw. Now start effecting the monster */ 1691 /* Done with saving throw. Now start effecting the monster */
1506 1692
1507 /* aggravation */ 1693 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1694 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1696 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1698 remove_friendly_object (head);
1512 1699
1513 done_one = 1; 1700 done_one = 1;
1514 head->enemy = op; 1701 head->enemy = op;
1515 } 1702 }
1516 1703
1517 /* calm monsters */ 1704 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1705 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1706 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1707 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1708 head->enemy = NULL;
1521 done_one = 1; 1709 done_one = 1;
1522 } 1710 }
1523 1711
1524 /* berserk monsters */ 1712 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 {
1526 SET_FLAG(head, FLAG_BERSERK); 1715 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1716 done_one = 1;
1528 } 1717 }
1529 /* charm */ 1718 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1721 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1722 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1723 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1725 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1726 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1727 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1728 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1729 head->attack_movement = PETMOVE;
1540 done_one = 1; 1730 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1732 head->stats.exp = 0;
1543 } 1733 }
1544 1734
1545 /* If a monster was effected, put an effect in */ 1735 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1736 if (done_one && spell->other_arch)
1737 {
1547 tmp = arch_to_object(spell->other_arch); 1738 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1739 tmp->x = nx;
1549 tmp->y = ny; 1740 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1741 insert_ob_in_map (tmp, m, op, 0);
1551 } 1742 }
1552 } /* for y */ 1743 } /* for y */
1553 1744
1554 return 1; 1745 return 1;
1555} 1746}
1556 1747
1557 1748
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1749/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1750 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1751 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1752 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1753 * note that duration is handled by process_object() in time.c
1563 */ 1754 */
1564 1755
1756void
1565void move_ball_spell(object *op) { 1757move_ball_spell (object *op)
1758{
1566 int i,j,dam_save,dir, mflags; 1759 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1760 sint16 nx, ny, hx, hy;
1568 object *owner; 1761 object *owner;
1569 mapstruct *m; 1762 mapstruct *m;
1570 1763
1571 owner = get_owner(op); 1764 owner = get_owner (op);
1572 1765
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1766 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1767 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1768 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1769 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1770 * deviations.
1578 */ 1771 */
1579 1772
1580 dir = 0; 1773 dir = 0;
1581 if(!(rndm(0, 3))) 1774 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1775 j = rndm (0, 1);
1583 else j=0; 1776 else
1777 j = 0;
1584 1778
1585 for(i = 1; i < 9; i++) { 1779 for (i = 1; i < 9; i++)
1780 {
1586 /* i bit 0: alters sign of offset 1781 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1782 * other bits (i / 2): absolute value of offset
1588 */ 1783 */
1589 1784
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1785 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1786 int tmpdir = absdir (op->direction + offset);
1592 1787
1593 nx = op->x + freearr_x[tmpdir]; 1788 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1789 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1790 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1791 {
1597 dir = tmpdir; 1792 dir = tmpdir;
1598 break; 1793 break;
1599 } 1794 }
1600 } 1795 }
1601 if (dir == 0) { 1796 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1797 {
1798 nx = op->x;
1799 ny = op->y;
1800 m = op->map;
1801 }
1606 1802
1607 remove_ob(op); 1803 remove_ob (op);
1608 op->y=ny; 1804 op->y = ny;
1609 op->x=nx; 1805 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1806 insert_ob_in_map (op, m, op, 0);
1611 1807
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1809 surrounding squares */
1614 1810
1615 /* loop over current square and neighbors to hit. 1811 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1812 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1813 * the surround spaces.
1618 */ 1814 */
1619 for(j=0;j<9;j++) { 1815 for (j = 0; j < 9; j++)
1816 {
1620 object *new_ob; 1817 object *new_ob;
1621 1818
1622 hx = nx+freearr_x[j]; 1819 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1820 hy = ny + freearr_y[j];
1624 1821
1625 m = op->map; 1822 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1824
1628 if (mflags & P_OUT_OF_MAP) continue; 1825 if (mflags & P_OUT_OF_MAP)
1826 continue;
1629 1827
1630 /* first, don't ever, ever hit the owner. Don't hit out 1828 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1829 * of the map either.
1632 */ 1830 */
1633 1831
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1833 {
1834 if (j)
1835 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1836 hit_map (op, j, op->attacktype, 1);
1637 1837
1638 } 1838 }
1639 1839
1640 /* insert the other arch */ 1840 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 {
1642 new_ob = arch_to_object(op->other_arch); 1843 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1844 new_ob->x = hx;
1644 new_ob->y = hy; 1845 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1846 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1847 }
1647 } 1848 }
1648 1849
1649 /* restore to the center location and damage*/ 1850 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1851 op->stats.dam = dam_save;
1651 1852
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1653 1854
1654 if(i>=0) { /* we have a preferred direction! */ 1855 if (i >= 0)
1856 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1857 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1862 }
1660 op->direction=i; 1863 op->direction = i;
1661 } 1864 }
1662} 1865}
1663 1866
1664 1867
1665/* move_swarm_spell: peterm 1868/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1871 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1872 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1873 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1874 */
1672 1875
1876void
1673void move_swarm_spell(object *op) 1877move_swarm_spell (object *op)
1674{ 1878{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1879#if 0
1697 // this is bogus: it causes wrong places to be checked below 1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1882 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1883 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1884 mapstruct *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1885#endif
1886 int basedir;
1887 object *owner;
1744 1888
1889 owner = get_owner (op);
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 }
1896 op->duration--;
1897
1898 basedir = op->direction;
1899 if (basedir == 0)
1900 {
1901 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8);
1903 }
1904
1905#if 0
1906 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and
1908 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1909 // space.
1910 // should be fixed later, but correctness before featurs...
1911 // (schmorp)
1912
1913 /* new offset calculation to make swarm element distribution
1914 * more uniform
1915 */
1916 if (op->duration)
1917 {
1918 if (basedir & 1)
1919 {
1920 adjustdir = cardinal_adjust[rndm (0, 8)];
1921 }
1922 else
1923 {
1924 adjustdir = diagonal_adjust[rndm (0, 9)];
1925 }
1926 }
1927 else
1928 {
1929 adjustdir = 0; /* fire the last one from forward. */
1930 }
1931
1932 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1933 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1934
1935 /* back up one space so we can hit point-blank targets, but this
1936 * necessitates extra out_of_map check below
1937 */
1938 origin_x = target_x - freearr_x[basedir];
1939 origin_y = target_y - freearr_y[basedir];
1940
1941
1745 /* spell pointer is set up for the spell this casts. Since this 1942 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1943 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1944 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1945 * do some sanity checking anyways.
1749 */ 1946 */
1947
1948 if (op->spell && op->spell->type == SPELL &&
1949 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1950 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1951 {
1952
1953 /* Bullet spells have a bunch more customization that needs to be done */
1954 if (op->spell->subtype == SP_BULLET)
1955 fire_bullet (owner, op, basedir, op->spell);
1956 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1957 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1958 }
1959#endif
1960
1961 /* spell pointer is set up for the spell this casts. Since this
1962 * should just be a pointer to the spell in some inventory,
1963 * it is unlikely to disappear by the time we need it. However,
1964 * do some sanity checking anyways.
1965 */
1966
1751 if (op->spell && op->spell->type == SPELL) 1967 if (op->spell && op->spell->type == SPELL)
1752 { 1968 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1969 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1970 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1971 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1972 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1973 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1974 }
1759} 1975}
1760 1976
1761 1977
1762 1978
1763 1979
1771 * dir: the direction everything will be fired in 1987 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1988 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1989 * n: the number to be fired.
1774 */ 1990 */
1775 1991
1992int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1993fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1994{
1778 object *tmp; 1995 object *tmp;
1779 int i; 1996 int i;
1780 1997
1781 if (!spell->other_arch) return 0; 1998 if (!spell->other_arch)
1999 return 0;
1782 2000
1783 tmp=get_archetype(SWARM_SPELL); 2001 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 2002 tmp->x = op->x;
1785 tmp->y=op->y; 2003 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 2005 set_spell_skill (op, caster, spell, tmp);
1788 2006
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2007 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 2008 tmp->spell = arch_to_object (spell->other_arch);
1791 2009
1792 tmp->attacktype = tmp->spell->attacktype; 2010 tmp->attacktype = tmp->spell->attacktype;
1793 2011
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
1795 if ( ! tailor_god_spell (tmp, op)) 2014 if (!tailor_god_spell (tmp, op))
1796 return 1; 2015 return 1;
1797 } 2016 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 2017 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 2018 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 2020
1802 tmp->direction=dir; 2021 tmp->direction = dir;
1803 tmp->invisible=1; 2022 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 2023 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 2024 return 1;
1806} 2025}
1807 2026
1808 2027
1809/* See the spells documentation file for why this is its own 2028/* See the spells documentation file for why this is its own
1810 * function. 2029 * function.
1811 */ 2030 */
2031int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2032cast_light (object *op, object *caster, object *spell, int dir)
2033{
1813 object *target=NULL,*tmp=NULL; 2034 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2035 sint16 x, y;
1815 int dam, mflags; 2036 int dam, mflags;
1816 mapstruct *m; 2037 mapstruct *m;
1817 2038
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2040
1820 if(!dir) { 2041 if (!dir)
2042 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2043 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2044 return 0;
1823 } 2045 }
1824 2046
1825 x=op->x+freearr_x[dir]; 2047 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2048 y = op->y + freearr_y[dir];
1827 m = op->map; 2049 m = op->map;
1828 2050
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2051 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2052
1831 if (mflags & P_OUT_OF_MAP) { 2053 if (mflags & P_OUT_OF_MAP)
2054 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2055 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2056 return 0;
1834 } 2057 }
1835 2058
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2059 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 {
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2061 for (target = get_map_ob (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2062 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2064 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2065 if (target->head)
2066 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2067 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2068 return 1; /* one success only! */
2069 }
1843 } 2070 }
1844 }
1845 2071
1846 /* no live target, perhaps a wall is in the way? */ 2072 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2073 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2074 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2075 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2076 return 0;
1850 } 2077 }
1851 2078
1852 /* ok, looks groovy to just insert a new light on the map */ 2079 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2080 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2081 if (!tmp)
2082 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2083 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2084 return 0;
1857 } 2085 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2086 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2087 if (tmp->glow_radius)
2088 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2090 if (tmp->glow_radius > MAX_LIGHT_RADII)
2091 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2092 }
1863 tmp->x=x; 2093 tmp->x = x;
1864 tmp->y=y; 2094 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2095 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2096 return 1;
1867} 2097}
1868 2098
1869 2099
1870 2100
1871 2101
1874 * op is the player/monster, caster is the object, dir is the direction 2104 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 2105 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2106 * perhaps this should actually be in disease.c?
1877 */ 2107 */
1878 2108
2109int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2110cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{
1880 sint16 x,y; 2112 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2113 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2114 object *walk;
1883 mapstruct *m; 2115 mapstruct *m;
1884 2116
1885 x = op->x; 2117 x = op->x;
1886 y = op->y; 2118 y = op->y;
1887 2119
1888 /* If casting from a scroll, no direction will be available, so refer to the 2120 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2121 * direction the player is pointing.
1890 */ 2122 */
2123 if (!dir)
1891 if (!dir) dir=op->facing; 2124 dir = op->facing;
2125 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2126 return 0; /* won't find anything if casting on ourself, so just return */
1893 2127
1894 /* Calculate these once here */ 2128 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2129 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2130 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2131 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2132
1899 /* search in a line for a victim */ 2133 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2134 for (i = 1; i < range; i++)
2135 {
1901 x = op->x + i * freearr_x[dir]; 2136 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2137 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2138 m = op->map;
1904 2139
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2140 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2141
1907 if (mflags & P_OUT_OF_MAP) return 0; 2142 if (mflags & P_OUT_OF_MAP)
2143 return 0;
1908 2144
1909 /* don't go through walls - presume diseases are airborne */ 2145 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2146 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2147 return 0;
1911 2148
1912 /* Only bother looking on this space if there is something living here */ 2149 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2150 if (mflags & P_IS_ALIVE)
2151 {
1914 /* search this square for a victim */ 2152 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2153 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2156 object *disease = arch_to_object (spell->other_arch);
1918 2157
1919 set_owner(disease,op); 2158 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2159 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2160 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2161 disease->level = caster_level (caster, spell);
1923 2162
1924 /* do level adjustments */ 2163 /* do level adjustments */
1925 if(disease->stats.wc) 2164 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2165 disease->stats.wc += dur_mod / 2;
1927 2166
1928 if(disease->magic> 0) 2167 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2168 disease->magic += dur_mod / 4;
1930 2169
1931 if(disease->stats.maxhp>0) 2170 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2171 disease->stats.maxhp += dur_mod;
1933 2172
1934 if(disease->stats.maxgrace>0) 2173 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2174 disease->stats.maxgrace += dur_mod;
1936 2175
1937 if(disease->stats.dam) { 2176 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2177 {
1939 disease->stats.dam += dam_mod; 2178 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2179 disease->stats.dam += dam_mod;
1941 } 2180 else
2181 disease->stats.dam -= dam_mod;
2182 }
1942 2183
1943 if(disease->last_sp) { 2184 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2185 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2186 disease->last_sp -= 2 * dam_mod;
1946 } 2187 if (disease->last_sp < 1)
2188 disease->last_sp = 1;
2189 }
1947 2190
1948 if(disease->stats.maxsp) { 2191 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2192 {
1950 disease->stats.maxsp += dam_mod; 2193 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2194 disease->stats.maxsp += dam_mod;
1952 } 2195 else
1953 2196 disease->stats.maxsp -= dam_mod;
2197 }
2198
1954 if(disease->stats.ac) 2199 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2200 disease->stats.ac += dam_mod;
1956 2201
1957 if(disease->last_eat) 2202 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2203 disease->last_eat -= dam_mod;
1959 2204
1960 if(disease->stats.hp) 2205 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2206 disease->stats.hp -= dam_mod;
1962 2207
1963 if(disease->stats.sp) 2208 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2209 disease->stats.sp -= dam_mod;
1965 2210
1966 if(infect_object(walk,disease,1)) { 2211 if (infect_object (walk, disease, 1))
2212 {
1967 object *flash; /* visual effect for inflicting disease */ 2213 object *flash; /* visual effect for inflicting disease */
1968 2214
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2215 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2216
1971 free_object(disease); /* don't need this one anymore */ 2217 free_object (disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2218 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2219 flash->x = x;
1974 flash->y = y; 2220 flash->y = y;
1975 flash->map = walk->map; 2221 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2222 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2223 return 1;
1978 } 2224 }
1979 free_object(disease); 2225 free_object (disease);
1980 } 2226 }
1981 } /* if living creature */ 2227 } /* if living creature */
1982 } /* for range of spaces */ 2228 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2230 return 1;
1985} 2231}

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