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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.12 by root, Thu Sep 14 21:16:13 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.12 2006/09/14 21:16:13 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;
448 }
449
450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
451 // NOTE: If this breaks something important: remove this. I can't think of anything
452 // bad at the moment that might happen from this.
453 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 454 {
455 remove_ob (op);
456 free_object (op);
457 return;
458 }
410 459
411 if (op->attacktype) { 460 if (op->attacktype)
461 {
412 hit_map (op, 0, op->attacktype, 1); 462 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 463 if (was_destroyed (op, op_tag))
414 return; 464 return;
415 } 465 }
416 466
417 /* other_arch contains what this explodes into */ 467 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 468 tmp = arch_to_object (op->other_arch);
419 469
420 copy_owner (tmp, op); 470 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 471 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 472
424 owner = get_owner(op); 473 owner = get_owner (op);
474
425 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))
426 !tailor_god_spell(tmp, owner)) { 476 {
427 remove_ob (op); 477 remove_ob (op);
428 free_object (op); 478 free_object (op);
429 return; 479 return;
430 } 480 }
481
431 tmp->x = op->x; 482 tmp->x = op->x;
432 tmp->y = op->y; 483 tmp->y = op->y;
433 484
434 /* special for bombs - it actually has sane values for these */ 485 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 {
436 tmp->attacktype = op->attacktype; 488 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 489 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 490 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 491 tmp->duration = op->duration;
440 } else { 492 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 493 else
494 {
495 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 497 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 498 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 499 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 500 tmp->duration = op->stats.hp;
446 /* 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 -
447 * the count of the parent should work fine. 502 * the count of the parent should work fine.
448 */ 503 */
449 tmp->stats.maxhp = op->count; 504 tmp->stats.maxhp = op->count;
450 } 505 }
451 506
452 /* Set direction of cone explosion */ 507 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 508 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 509 tmp->stats.sp = op->direction;
455 510
456 /* Prevent recursion */ 511 /* Prevent recursion */
457 op->move_on = 0; 512 op->move_on = 0;
458 513
459 insert_ob_in_map(tmp, op->map, op, 0); 514 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 515 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 516 if (!was_destroyed (op, op_tag))
517 {
462 remove_ob (op); 518 remove_ob (op);
463 free_object (op); 519 free_object (op);
464 } 520 }
465} 521}
466 522
467 523
468 524
469/* 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
470 * (eg, explode, damage player, etc) 526 * (eg, explode, damage player, etc)
471 */ 527 */
472 528
529void
473void check_bullet(object *op) 530check_bullet (object *op)
474{ 531{
475 tag_t op_tag = op->count, tmp_tag; 532 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 533 object *tmp;
477 int dam, mflags; 534 int dam, mflags;
478 mapstruct *m; 535 mapstruct *m;
479 sint16 sx, sy; 536 sint16 sx, sy;
480 537
481 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);
482 539
483 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)))
484 return; 541 return;
485 542
486 if (op->other_arch) { 543 if (op->other_arch)
544 {
487 /* explode object will also remove op */ 545 /* explode object will also remove op */
488 explode_bullet (op); 546 explode_bullet (op);
489 return; 547 return;
490 } 548 }
491 549
492 /* 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 */
493 if (!(mflags & P_IS_ALIVE)) return; 551 if (!(mflags & P_IS_ALIVE))
552 return;
494 553
495 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)
496 { 555 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 556 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 {
498 tmp_tag = tmp->count; 558 tmp_tag = tmp->count;
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 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)
501 || (op->stats.dam -= dam) < 0)
502 { 561 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 562 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 563 {
505 free_object(op); 564 remove_ob (op);
506 return; 565 free_object (op);
507 } 566 return;
567 }
508 } 568 }
509 } 569 }
510 } 570 }
511} 571}
512 572
515 * call check_bullet. 575 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 576 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 577 * fired arches (eg, bolts).
518 */ 578 */
519 579
580void
520void move_bullet(object *op) 581move_bullet (object *op)
521{ 582{
522 sint16 new_x, new_y; 583 sint16 new_x, new_y;
523 int mflags; 584 int mflags;
524 mapstruct *m; 585 mapstruct *m;
525 586
526#if 0 587#if 0
527 /* We need a better general purpose way to do this */ 588 /* We need a better general purpose way to do this */
528 589
529 /* peterm: added to make comet leave a trail of burnouts 590 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 591 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 592 if (op->stats.sp == SP_METEOR)
593 {
532 replace_insert_ob_in_map("fire_trail",op); 594 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 595 if (was_destroyed (op, op_tag))
534 return; 596 return;
535 } /* end addition. */ 597 } /* end addition. */
536#endif 598#endif
537 599
538 /* Reached the end of its life - remove it */ 600 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 601 if (--op->range <= 0)
602 {
540 if (op->other_arch) { 603 if (op->other_arch)
604 {
541 explode_bullet (op); 605 explode_bullet (op);
542 } else { 606 }
607 else
608 {
543 remove_ob (op); 609 remove_ob (op);
544 free_object (op); 610 free_object (op);
545 } 611 }
546 return; 612 return;
547 } 613 }
548 614
549 new_x = op->x + DIRX(op); 615 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 616 new_y = op->y + DIRY (op);
551 m = op->map; 617 m = op->map;
552 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);
553 619
554 if (mflags & P_OUT_OF_MAP) { 620 if (mflags & P_OUT_OF_MAP)
621 {
555 remove_ob (op); 622 remove_ob (op);
556 free_object (op); 623 free_object (op);
557 return; 624 return;
558 } 625 }
559 626
560 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 {
561 if (op->other_arch) { 629 if (op->other_arch)
630 {
562 explode_bullet (op); 631 explode_bullet (op);
632 }
563 } else { 633 else
634 {
564 remove_ob (op); 635 remove_ob (op);
565 free_object (op); 636 free_object (op);
566 } 637 }
567 return; 638 return;
568 } 639 }
569 640
570 remove_ob (op); 641 remove_ob (op);
571 op->x = new_x; 642 op->x = new_x;
572 op->y = new_y; 643 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 645 return;
575 646
576 if (reflwall (op->map, op->x, op->y, op)) { 647 if (reflwall (op->map, op->x, op->y, op))
648 {
577 op->direction = absdir (op->direction + 4); 649 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 650 update_turn_face (op);
579 } else { 651 }
652 else
653 {
580 check_bullet (op); 654 check_bullet (op);
581 } 655 }
582} 656}
583 657
584 658
585 659
591 * spob->attacktype. 665 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 666 * This function sets up the appropriate owner and skill
593 * pointers. 667 * pointers.
594 */ 668 */
595 669
670int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 671fire_bullet (object *op, object *caster, int dir, object *spob)
672{
597 object *tmp=NULL; 673 object *tmp = NULL;
598 int mflags; 674 int mflags;
599 675
600 if (!spob->other_arch) 676 if (!spob->other_arch)
601 return 0; 677 return 0;
602 678
603 tmp=arch_to_object(spob->other_arch); 679 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 680 if (tmp == NULL)
605 return 0; 681 return 0;
606 682
607 /* peterm: level dependency for bolts */ 683 /* peterm: level dependency for bolts */
608 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);
609 tmp->attacktype = spob->attacktype; 685 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 686 if (spob->slaying)
687 tmp->slaying = spob->slaying;
611 688
612 tmp->range = 50; 689 tmp->range = 50;
613 690
614 /* Need to store duration/range for the ball to use */ 691 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 692 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 693 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 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);
618 695
619 tmp->direction=dir; 696 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 698 SET_ANIMATION (tmp, dir);
622 699
623 set_owner(tmp,op); 700 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 701 set_spell_skill (op, caster, spob, tmp);
625 702
626 tmp->x=op->x + freearr_x[dir]; 703 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 704 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 705 tmp->map = op->map;
629 706
630 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);
631 if (mflags & P_OUT_OF_MAP) { 708 if (mflags & P_OUT_OF_MAP)
709 {
632 free_object(tmp); 710 free_object (tmp);
633 return 0; 711 return 0;
634 } 712 }
635 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 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 {
637 free_object(tmp); 717 free_object (tmp);
638 return 0; 718 return 0;
639 } 719 }
640 tmp->x=op->x; 720 tmp->x = op->x;
641 tmp->y=op->y; 721 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 722 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 723 tmp->map = op->map;
644 } 724 }
645 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 {
646 check_bullet (tmp); 727 check_bullet (tmp);
647 } 728 }
648 return 1; 729 return 1;
649} 730}
650 731
651 732
652 733
653 734
657 * 738 *
658 *****************************************************************************/ 739 *****************************************************************************/
659 740
660 741
661/* 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
662void cone_drop(object *op) { 744cone_drop (object *op)
745{
663 object *new_ob = arch_to_object(op->other_arch); 746 object *new_ob = arch_to_object (op->other_arch);
664 747
665 new_ob->x = op->x; 748 new_ob->x = op->x;
666 new_ob->y = op->y; 749 new_ob->y = op->y;
667 new_ob->level = op->level; 750 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 751 set_owner (new_ob, op->owner);
669 752
670 /* preserve skill ownership */ 753 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 754 if (op->skill && op->skill != new_ob->skill)
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 } 755 {
756 new_ob->skill = op->skill;
757 }
675 insert_ob_in_map(new_ob,op->map,op,0); 758 insert_ob_in_map (new_ob, op->map, op, 0);
676 759
677} 760}
678 761
679/* 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 */
680 763
764void
681void move_cone(object *op) { 765move_cone (object *op)
766{
682 int i; 767 int i;
683 tag_t tag; 768 tag_t tag;
684 769
685 /* 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 */
686 if (! op->map) { 771 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 772 {
688 op->name ? op->name : "unknown"); 773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 774 op->speed = 0;
690 update_ob_speed (op); 775 update_ob_speed (op);
691 return; 776 return;
692 } 777 }
693 778
694 /* lava saves it's life, but not yours :) */ 779 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 780 if (QUERY_FLAG (op, FLAG_LIFESAVE))
781 {
696 hit_map(op,0,op->attacktype,0); 782 hit_map (op, 0, op->attacktype, 0);
697 return; 783 return;
698 } 784 }
699 785
700#if 0 786#if 0
701 /* Disable this - enabling it makes monsters easier, as 787 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 788 * when their cone dies when they die.
703 */ 789 */
704 /* If no owner left, the spell dies out. */ 790 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 791 if (get_owner (op) == NULL)
792 {
706 remove_ob(op); 793 remove_ob (op);
707 free_object(op); 794 free_object (op);
708 return; 795 return;
709 } 796 }
710#endif 797#endif
711 798
712 tag = op->count; 799 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 800 hit_map (op, 0, op->attacktype, 0);
714 801
715 /* Check to see if we should push anything. 802 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 803 * Spell objects with weight push whatever they encounter to some
717 * degree. 804 * degree.
718 */ 805 */
806 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 807 check_spell_knockback (op);
720 808
721 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);
722 return; 816 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 817 }
729 /* Object has hit maximum range, so don't have it move 818 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 819 * any further. When the duration above expires,
731 * then the object will get removed. 820 * then the object will get removed.
732 */ 821 */
733 if (--op->range < 0) { 822 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 823 {
824 op->range = 0; /* just so it doesn't wrap */
825 return;
826 }
737 827
738 for(i= -1;i<2;i++) { 828 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 829 {
740 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)];
741 831
742 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 {
743 object *tmp=get_object(); 834 object *tmp = get_object ();
835
744 copy_object(op, tmp); 836 copy_object (op, tmp);
745 tmp->x=x; 837 tmp->x = x;
746 tmp->y=y; 838 tmp->y = y;
747 839
748 tmp->duration = op->duration + 1; 840 tmp->duration = op->duration + 1;
749 841
750 /* Use for spell tracking - see ok_to_put_more() */ 842 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 843 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 844 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 845 if (tmp->other_arch)
754 } 846 cone_drop (tmp);
847 }
755 } 848 }
756} 849}
757 850
758/* cast_cone: casts a cone spell. 851/* cast_cone: casts a cone spell.
759 * op: person firing the object. 852 * op: person firing the object.
761 * dir: direction to fire in. 854 * dir: direction to fire in.
762 * 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
763 * to fire. 856 * to fire.
764 * returns 0 on failure, 1 on success. 857 * returns 0 on failure, 1 on success.
765 */ 858 */
859int
766int cast_cone(object *op, object *caster,int dir, object *spell) 860cast_cone (object *op, object *caster, int dir, object *spell)
767{ 861{
768 object *tmp; 862 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 863 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 864 mapstruct *m;
771 sint16 sx, sy; 865 sint16 sx, sy;
772 MoveType movetype; 866 MoveType movetype;
773 867
774 if (!spell->other_arch) return 0; 868 if (!spell->other_arch)
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0; 869 return 0;
870
871 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 872 {
873 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
874 return 0;
875 }
782 876
783 if(!dir) { 877 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 878 {
879 range_min = 0;
880 range_max = 8;
881 }
787 882
788 /* 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
789 * 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
790 * insert it into is blocked. 885 * insert it into is blocked.
791 */ 886 */
792 movetype = spell->other_arch->clone.move_type; 887 movetype = spell->other_arch->clone.move_type;
793 888
794 for(i=range_min;i<=range_max;i++) { 889 for (i = range_min; i <= range_max; i++)
890 {
795 sint16 x,y, d; 891 sint16 x, y, d;
796 892
797 /* We can't use absdir here, because it never returns 893 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top 894 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want 895 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 896 * to hit that person.
801 */ 897 */
802 d = dir + i; 898 d = dir + i;
803 while (d < 0) d+=8; 899 while (d < 0)
804 while (d > 8) d-=8; 900 d += 8;
901 while (d > 8)
902 d -= 8;
805 903
806 /* 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.
807 * In that case, we have to see - if dir is specified, 905 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 906 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 907 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 908 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 909 * for the rune code.
812 */ 910 */
813 if (caster->type != RUNE && d==0) { 911 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 912 {
815 else continue; 913 if (dir != 0)
816 } 914 d = 8;
915 else
916 continue;
917 }
817 918
818 x = op->x+freearr_x[d]; 919 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 920 y = op->y + freearr_y[d];
820 921
821 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)
822 continue; 923 continue;
823 924
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 926 continue;
826 927
827 success=1; 928 success = 1;
828 tmp=arch_to_object(spell->other_arch); 929 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 930 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 931 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 932 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 933 tmp->x = sx;
833 tmp->y = sy; 934 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 935 tmp->attacktype = spell->attacktype;
835 936
836 /* holy word stuff */ 937 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 939 if (!tailor_god_spell (tmp, op))
839 } 940 return 0;
840 941
841 if(dir) 942 if (dir)
842 tmp->stats.sp=dir; 943 tmp->stats.sp = dir;
843 else 944 else
844 tmp->stats.sp=i; 945 tmp->stats.sp = i;
845 946
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 947 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 948
848 /* 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 */
849 if (dir == 0) { 950 if (dir == 0)
951 {
850 tmp->range /= 4; 952 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 953 if (tmp->range < 2 && spell->range >= 2)
852 } 954 tmp->range = 2;
955 }
956
853 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);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 958 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 959
856 /* Special bonus for fear attacks */ 960 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 961 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 962 {
859 else 963 if (caster->type == PLAYER)
964 tmp->duration += fear_bonus[caster->stats.Cha];
965 else
860 tmp->duration += caster->level/3; 966 tmp->duration += caster->level / 3;
861 } 967 }
968
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 969 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 970 {
864 else 971 if (caster->type == PLAYER)
972 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
973 else
865 tmp->duration += caster->level/3; 974 tmp->duration += caster->level / 3;
866 } 975 }
867 976
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 977 if (!(tmp->move_type & MOVE_FLY_LOW))
870 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);
871 spell->other_arch->name);
872 979
873 if (!tmp->move_on && tmp->stats.dam) { 980 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 981 {
875 "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);
876 spell->other_arch->name); 983 }
877 } 984
878 insert_ob_in_map(tmp,m,op,0); 985 insert_ob_in_map (tmp, m, op, 0);
879 986
880 /* 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
881 * a single space too many times. 988 * a single space too many times.
882 */ 989 */
883 tmp->stats.maxhp = tmp->count; 990 tmp->stats.maxhp = tmp->count;
884 991
885 if(tmp->other_arch) cone_drop(tmp); 992 if (tmp->other_arch)
993 cone_drop (tmp);
886 } 994 }
995
887 return success; 996 return success;
888} 997}
889 998
890/**************************************************************************** 999/****************************************************************************
891 * 1000 *
892 * BOMB related code 1001 * BOMB related code
895 1004
896 1005
897/* This handles an exploding bomb. 1006/* This handles an exploding bomb.
898 * op is the original bomb object. 1007 * op is the original bomb object.
899 */ 1008 */
1009void
900void animate_bomb(object *op) { 1010animate_bomb (object *op)
1011{
901 int i; 1012 int i;
902 object *env, *tmp; 1013 object *env, *tmp;
903 archetype *at; 1014 archetype *at;
904 1015
905 if(op->state!=NUM_ANIMATIONS(op)-1) 1016 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 1017 return;
907 1018
908 env = object_get_env_recursive(op); 1019 env = object_get_env_recursive (op);
909 1020
910 if (op->env) { 1021 if (op->env)
1022 {
911 if (env->map == NULL) 1023 if (env->map == NULL)
912 return; 1024 return;
913 1025
914 if (env->type == PLAYER) 1026 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1027 esrv_del_item (env->contr, op->count);
916 1028
917 remove_ob(op); 1029 remove_ob (op);
918 op->x = env->x; 1030 op->x = env->x;
919 op->y = env->y; 1031 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return;
1034 }
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);
921 return; 1043 return;
922 } 1044 }
923 1045
924 /* This copies a lot of the code from the fire bullet, 1046 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1047 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1048 * so just set up the appropriate values.
927 */ 1049 */
928 at = find_archetype(SPLINT); 1050 at = archetype::find (SPLINT);
929 if (at) { 1051 if (at)
930 for(i=1;i<9;i++) { 1052 {
1053 for (i = 1; i < 9; i++)
1054 {
931 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]))
932 continue; 1056 continue;
933 tmp = arch_to_object(at); 1057 tmp = arch_to_object (at);
934 tmp->direction = i; 1058 tmp->direction = i;
935 tmp->range = op->range; 1059 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1060 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1061 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1062 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1063 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1064 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1065 {
942 tmp->skill = add_refcount(op->skill); 1066 tmp->skill = op->skill;
943 } 1067 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1069 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1070 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1071 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1072 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1073 move_bullet (tmp);
950 } 1074 }
951 } 1075 }
952 1076
953 explode_bullet(op); 1077 explode_bullet (op);
954} 1078}
955 1079
1080int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1081create_bomb (object *op, object *caster, int dir, object *spell)
1082{
957 1083
958 object *tmp; 1084 object *tmp;
959 int mflags; 1085 int mflags;
960 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];
961 mapstruct *m; 1087 mapstruct *m;
962 1088
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 {
965 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.");
966 return 0; 1093 return 0;
967 } 1094 }
968 tmp=arch_to_object(spell->other_arch); 1095 tmp = arch_to_object (spell->other_arch);
969 1096
970 /* level dependencies for bomb */ 1097 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 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);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1101 tmp->attacktype = spell->attacktype;
975 1102
976 set_owner(tmp,op); 1103 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1104 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1105 tmp->x = dx;
979 tmp->y=dy; 1106 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1107 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1108 return 1;
982} 1109}
983 1110
984/**************************************************************************** 1111/****************************************************************************
985 * 1112 *
986 * smite related spell code. 1113 * smite related spell code.
994 * dir is the direction to look in. 1121 * dir is the direction to look in.
995 * range is how far out to look. 1122 * range is how far out to look.
996 * 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.
997 * this info is used for blocked magic/unholy spaces. 1124 * this info is used for blocked magic/unholy spaces.
998 */ 1125 */
999 1126
1127object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1128get_pointed_target (object *op, int dir, int range, int type)
1129{
1001 object *target; 1130 object *target;
1002 sint16 x,y; 1131 sint16 x, y;
1003 int dist, mflags; 1132 int dist, mflags;
1004 mapstruct *mp; 1133 mapstruct *mp;
1005 1134
1006 if (dir==0) return NULL; 1135 if (dir == 0)
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL; 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;
1028} 1166}
1029 1167
1030 1168
1031/* cast_smite_arch() - the priest points to a creature and causes 1169/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1170 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1173 * caster = object casting the spell.
1036 * dir = direction being cast 1174 * dir = direction being cast
1037 * spell = spell object 1175 * spell = spell object
1038 */ 1176 */
1039 1177
1178int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1179cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{
1041 object *effect, *target; 1181 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1182 object *god = find_god (determine_god (op));
1043 int range; 1183 int range;
1044 1184
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1185 range = spell->range + SP_level_range_adjust (caster, spell);
1046 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);
1047 1187
1048 /* Bunch of conditions for casting this spell. Note that only 1188 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1189 * require a god if this is a cleric spell (requires grace).
1050 * 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
1051 * 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
1052 * interesting spell. 1192 * interesting spell.
1053 * 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
1054 * can't be friendly to your god. 1194 * can't be friendly to your god.
1055 */ 1195 */
1056 1196
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1197 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1198 || (!god && spell->stats.grace)
1059 ||(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)))
1060 ||(target->race && god && strstr(target->race,god->race))) { 1200 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1201 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1202 return 0;
1063 } 1203 }
1064 1204
1065 if (spell->other_arch) 1205 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1206 effect = arch_to_object (spell->other_arch);
1067 else 1207 else
1068 return 0; 1208 return 0;
1069 1209
1070 /* tailor the effect by priest level and worshipped God */ 1210 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1211 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1212 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 {
1074 if(tailor_god_spell(effect,op)) 1215 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1076 "%s answers your call!",determine_god(op));
1077 else { 1217 else
1218 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1219 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1220 return 0;
1080 } 1221 }
1081 } 1222 }
1082 1223
1083 /* size of the area of destruction */ 1224 /* size of the area of destruction */
1084 effect->range=spell->range + 1225 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1226 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1227
1089 if (effect->attacktype & AT_DEATH) { 1228 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1229 {
1091 SP_level_dam_adjust(caster,spell); 1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1231
1093 /* casting death spells at undead isn't a good thing */ 1232 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD)
1235 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1236 if (random_roll (0, 2, op, PREFER_LOW))
1237 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1239 effect->x = op->x;
1098 effect->y=op->y; 1240 effect->y = op->y;
1099 } else { 1241 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1242 else
1101 query_name(target)); 1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1245 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1246 free_object (effect);
1104 return 0; 1247 return 0;
1248 }
1249 }
1105 } 1250 }
1106 } 1251 else
1107 } else { 1252 {
1108 /* how much woe to inflict :) */ 1253 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1255 }
1112 1256
1113 set_owner(effect,op); 1257 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1258 set_spell_skill (op, caster, spell, effect);
1115 1259
1116 /* ok, tell it where to be, and insert! */ 1260 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1261 effect->x = target->x;
1118 effect->y=target->y; 1262 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1263 insert_ob_in_map (effect, target->map, op, 0);
1120 1264
1121 return 1; 1265 return 1;
1122} 1266}
1123 1267
1124 1268
1125/**************************************************************************** 1269/****************************************************************************
1126 * 1270 *
1128 * 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
1129 * code here is just to move the missile. 1273 * code here is just to move the missile.
1130 ****************************************************************************/ 1274 ****************************************************************************/
1131 1275
1132/* op is a missile that needs to be moved */ 1276/* op is a missile that needs to be moved */
1277void
1133void move_missile(object *op) { 1278move_missile (object *op)
1279{
1134 int i, mflags; 1280 int i, mflags;
1135 object *owner; 1281 object *owner;
1136 sint16 new_x, new_y; 1282 sint16 new_x, new_y;
1137 mapstruct *m; 1283 mapstruct *m;
1138 1284
1139 if (op->range-- <=0) { 1285 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1286 {
1287 remove_ob (op);
1288 free_object (op);
1289 return;
1290 }
1144 1291
1145 owner = get_owner(op); 1292 owner = get_owner (op);
1146#if 0 1293#if 0
1147 /* 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
1148 * monster that are then killed would continue to survive 1295 * monster that are then killed would continue to survive
1149 */ 1296 */
1150 if (owner == NULL) { 1297 if (owner == NULL)
1298 {
1151 remove_ob(op); 1299 remove_ob (op);
1152 free_object(op); 1300 free_object (op);
1153 return; 1301 return;
1154 } 1302 }
1155#endif 1303#endif
1156 1304
1157 new_x = op->x + DIRX(op); 1305 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1306 new_y = op->y + DIRY (op);
1159 1307
1160 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);
1161 1309
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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 {
1164 tag_t tag = op->count; 1312 tag_t tag = op->count;
1313
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1314 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1315 /* Basically, missile only hits one thing then goes away.
1167 * 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.
1168 */ 1317 */
1169 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
1170 remove_ob (op); 1326 remove_ob (op);
1171 free_object(op);
1172 }
1173 return;
1174 }
1175
1176 remove_ob(op);
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1328 {
1329 free_object (op);
1330 return;
1331 }
1181 op->x = new_x; 1332 op->x = new_x;
1182 op->y = new_y; 1333 op->y = new_y;
1183 op->map = m; 1334 op->map = m;
1184 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));
1185 if(i > 0 && i != op->direction){ 1336 if (i > 0 && i != op->direction)
1337 {
1186 op->direction=i; 1338 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1339 SET_ANIMATION (op, op->direction);
1188 } 1340 }
1189 insert_ob_in_map(op,op->map,op,0); 1341 insert_ob_in_map (op, op->map, op, 0);
1190} 1342}
1191 1343
1192/**************************************************************************** 1344/****************************************************************************
1193 * Destruction 1345 * Destruction
1194 ****************************************************************************/ 1346 ****************************************************************************/
1347
1195/* make_object_glow() - currently only makes living objects glow. 1348/* make_object_glow() - currently only makes living objects glow.
1196 * 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
1197 * object. if time is 0, the object glows permanently. To truely 1350 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1351 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1352 * give them the capability to have an inventory. b.t.
1200 */ 1353 */
1201 1354
1355int
1202int make_object_glow(object *op, int radius, int time) { 1356make_object_glow (object *op, int radius, int time)
1357{
1203 object *tmp; 1358 object *tmp;
1204 1359
1205 /* some things are unaffected... */ 1360 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1361 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1362 return 0;
1208 1363
1209 tmp=get_archetype(FORCE_NAME); 1364 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1365 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1366 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1367 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1368 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1369 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1370 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1371
1217 tmp->x=op->x; 1372 tmp->x = op->x;
1218 tmp->y=op->y; 1373 tmp->y = op->y;
1219 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 */
1220 tmp=insert_ob_in_ob(tmp,op); 1376 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1377 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1378 op->glow_radius = tmp->glow_radius;
1223 1379
1224 if(!tmp->env||op!=tmp->env) { 1380 if (!tmp->env || op != tmp->env)
1381 {
1225 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);
1226 op->name); 1383 return 0;
1227 return 0;
1228 } 1384 }
1229 return 1; 1385 return 1;
1230} 1386}
1231 1387
1232 1388
1233
1234 1389
1390
1391int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1392cast_destruction (object *op, object *caster, object *spell_ob)
1393{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1394 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1395 sint16 sx, sy;
1238 mapstruct *m; 1396 mapstruct *m;
1239 object *tmp; 1397 object *tmp;
1240 const char *skill; 1398 const char *skill;
1241 1399
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 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);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1402 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1403 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1404 friendly = 1;
1246 1405
1247 /* destruction doesn't use another spell object, so we need 1406 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1407 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1408 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through 1409 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1410 * the full share string/free_string route.
1252 */ 1411 */
1253 skill = op->skill; 1412 skill = op->skill;
1413 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1414 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1415 else if (caster->skill)
1416 op->skill = caster->skill;
1417 else
1256 else op->skill = NULL; 1418 op->skill = NULL;
1257 1419
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1420 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1421
1260 for(i= -range; i<range; i++) { 1422 for (i = -range; i < range; i++)
1423 {
1261 for(j=-range; j<range ; j++) { 1424 for (j = -range; j < range; j++)
1425 {
1262 m = op->map; 1426 m = op->map;
1263 sx = op->x + i; 1427 sx = op->x + i;
1264 sy = op->y + j; 1428 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1430 if (mflags & P_OUT_OF_MAP)
1431 continue;
1267 if (mflags & P_IS_ALIVE) { 1432 if (mflags & P_IS_ALIVE)
1433 {
1268 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 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1437 break;
1271 if (tmp) { 1438 }
1272 if (tmp->head) tmp=tmp->head; 1439 if (tmp)
1440 {
1441 if (tmp->head)
1442 tmp = tmp->head;
1273 1443
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1444 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1446 {
1447 if (spell_ob->subtype == SP_DESTRUCTION)
1448 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1450 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1451 {
1280 tmp->x = sx; 1452 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1453 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1454 tmp->y = sy;
1283 } 1455 insert_ob_in_map (tmp, m, op, 0);
1284 } 1456 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1457 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1459 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1462 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1463
1290 effect->y = sy; 1464 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1465 effect->y = sy;
1292 } 1466 insert_ob_in_map (effect, m, op, 0);
1293 } 1467 }
1294 } 1468 }
1295 } 1469 }
1470 }
1471 }
1472 }
1296 } 1473 }
1297 }
1298 }
1299 op->skill = skill; 1474 op->skill = skill;
1300 return 1; 1475 return 1;
1301} 1476}
1302 1477
1303/*************************************************************************** 1478/***************************************************************************
1304 * 1479 *
1305 * CURSE 1480 * CURSE
1306 * 1481 *
1307 ***************************************************************************/ 1482 ***************************************************************************/
1308 1483
1484int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1485cast_curse (object *op, object *caster, object *spell_ob, int dir)
1486{
1310 object *god = find_god(determine_god(op)); 1487 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1488 object *tmp, *force;
1312 1489
1313 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);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1491 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1492 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0;
1495 }
1320 1496
1321 /* 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. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) { 1498 for (force = tmp->inv; force != NULL; force = force->below)
1499 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 {
1324 if (force->name == spell_ob->name) { 1502 if (force->name == spell_ob->name)
1325 break; 1503 {
1326 } 1504 break;
1505 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1506 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1507 {
1329 "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);
1330 spell_ob->name, force->name_pl); 1509 return 0;
1331 return 0; 1510 }
1511 }
1332 } 1512 }
1333 }
1334 }
1335 1513
1336 if(force==NULL) { 1514 if (force == NULL)
1515 {
1337 force=get_archetype(FORCE_NAME); 1516 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1517 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1518 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1519 force->name = spell_ob->race;
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else { 1520 else
1521 force->name = spell_ob->name;
1522
1523 force->name_pl = spell_ob->name;
1524
1525 }
1526 else
1527 {
1348 int duration; 1528 int duration;
1349 1529
1350 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;
1351 if (duration > force->duration) { 1531 if (duration > force->duration)
1532 {
1352 force->duration = duration; 1533 force->duration = duration;
1353 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.");
1354 } else { 1535 }
1536 else
1537 {
1355 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.");
1356 } 1539 }
1357 return 1; 1540 return 1;
1358 } 1541 }
1359 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;
1360 force->speed = 1.0; 1543 force->speed = 1.0;
1361 force->speed_left = -1.0; 1544 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1545 SET_FLAG (force, FLAG_APPLIED);
1363 1546
1364 if(god) { 1547 if (god)
1548 {
1365 if (spell_ob->last_grace) 1549 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1550 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1551 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1552 force->path_denied = god->path_denied;
1369 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);
1370 "You are a victim of %s's curse!",god->name); 1554 }
1371 } else 1555 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1556 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1557
1374 1558
1375 if(tmp!=op && op->type==PLAYER) 1559 if (tmp != op && op->type == PLAYER)
1376 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);
1377 1561
1378 force->stats.ac = spell_ob->stats.ac; 1562 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1563 force->stats.wc = spell_ob->stats.wc;
1380 1564
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1565 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1566 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1567 fix_player (tmp);
1384 return 1; 1568 return 1;
1385 1569
1386} 1570}
1387 1571
1388 1572
1389/********************************************************************** 1573/**********************************************************************
1393 ***********************************************************************/ 1577 ***********************************************************************/
1394 1578
1395/* This covers the various spells that change the moods of monsters - 1579/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1580 * makes them angry, peacful, friendly, etc.
1397 */ 1581 */
1582int
1398int mood_change(object *op, object *caster, object *spell) { 1583mood_change (object *op, object *caster, object *spell)
1584{
1399 object *tmp, *god, *head; 1585 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1586 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1587 sint16 x, y, nx, ny;
1402 mapstruct *m; 1588 mapstruct *m;
1403 const char *race; 1589 const char *race;
1404 1590
1405 /* 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
1406 * doing it over and over again. 1592 * doing it over and over again.
1407 */ 1593 */
1408 god=find_god(determine_god(op)); 1594 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1595 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1596 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1597
1412 /* 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_...
1413 * 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
1414 * won't ever match anything. 1600 * won't ever match anything.
1415 */ 1601 */
1416 if (!spell->race) race=NULL; 1602 if (!spell->race)
1603 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1604 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1605 race = god->slaying;
1418 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
1419 else race = spell->race; 1609 race = spell->race;
1420
1421 1610
1611
1422 for (x = op->x - range; x <= op->x + range; x++) 1612 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1613 for (y = op->y - range; y <= op->y + range; y++)
1614 {
1424 1615
1425 done_one=0; 1616 done_one = 0;
1426 m = op->map; 1617 m = op->map;
1427 nx = x; 1618 nx = x;
1428 ny = y; 1619 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1621 if (mflags & P_OUT_OF_MAP)
1622 continue;
1431 1623
1432 /* 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 */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1625 if (!(mflags & P_IS_ALIVE))
1626 continue;
1434 1627
1435 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)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1629 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break;
1437 1631
1438 /* There can be living objects that are not monsters */ 1632 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1633 if (!tmp || tmp->type == PLAYER)
1634 continue;
1440 1635
1441 /* Only the head has meaningful data, so resolve to that */ 1636 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1637 if (tmp->head)
1443 else head=tmp; 1638 head = tmp->head;
1639 else
1640 head = tmp;
1444 1641
1445 /* 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 */
1446 if (race && head->race && !strstr(race, head->race)) continue; 1643 if (race && head->race && !strstr (race, head->race))
1644 continue;
1447 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;
1448 1647
1449 /* Now do a bunch of stuff related to saving throws */ 1648 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1649 best_at = -1;
1451 if (spell->attacktype) { 1650 if (spell->attacktype)
1651 {
1452 for (at=0; at < NROFATTACKS; at++) 1652 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1653 if (spell->attacktype & (1 << at))
1454 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;
1455 1656
1456 if (best_at == -1) at=0; 1657 if (best_at == -1)
1658 at = 0;
1457 else { 1659 else
1660 {
1458 if (head->resist[best_at] == 100) continue; 1661 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1662 continue;
1460 } 1663 else
1664 at = head->resist[best_at] / 5;
1665 }
1461 at -= level / 5; 1666 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1667 if (did_make_save (head, head->level, at))
1463 } 1668 continue;
1669 }
1464 else /* spell->attacktype */ 1670 else /* spell->attacktype */
1465 /* 1671 /*
1466 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:
1467 * if spell level < monster level, no go 1673 * if spell level < monster level, no go
1468 * 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 ) )
1469 1675
1470 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.
1471 1677
1472 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
1473 charm a level 125 monster... 1679 charm a level 125 monster...
1474 1680
1475 Ryo, august 14th 1681 Ryo, august 14th
1476 */ 1682 */
1477 { 1683 {
1478 if ( head->level > level ) continue; 1684 if (head->level > level)
1685 continue;
1479 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))))
1480 /* Failed, no effect */ 1687 /* Failed, no effect */
1481 continue; 1688 continue;
1482 } 1689 }
1483 1690
1484 /* Done with saving throw. Now start effecting the monster */ 1691 /* Done with saving throw. Now start effecting the monster */
1485 1692
1486 /* aggravation */ 1693 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1694 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1696 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1698 remove_friendly_object (head);
1491 1699
1492 done_one = 1; 1700 done_one = 1;
1493 head->enemy = op; 1701 head->enemy = op;
1494 } 1702 }
1495 1703
1496 /* calm monsters */ 1704 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1705 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1706 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1707 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1708 head->enemy = NULL;
1500 done_one = 1; 1709 done_one = 1;
1501 } 1710 }
1502 1711
1503 /* berserk monsters */ 1712 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 {
1505 SET_FLAG(head, FLAG_BERSERK); 1715 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1716 done_one = 1;
1507 } 1717 }
1508 /* charm */ 1718 /* charm */
1509 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 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1721 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1722 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 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.
1513 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. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1725 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1726 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1727 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1728 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1729 head->attack_movement = PETMOVE;
1519 done_one = 1; 1730 done_one = 1;
1520 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);
1521 head->stats.exp = 0; 1732 head->stats.exp = 0;
1522 } 1733 }
1523 1734
1524 /* If a monster was effected, put an effect in */ 1735 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1736 if (done_one && spell->other_arch)
1737 {
1526 tmp = arch_to_object(spell->other_arch); 1738 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1739 tmp->x = nx;
1528 tmp->y = ny; 1740 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1741 insert_ob_in_map (tmp, m, op, 0);
1530 } 1742 }
1531 } /* for y */ 1743 } /* for y */
1532 1744
1533 return 1; 1745 return 1;
1534} 1746}
1535 1747
1536 1748
1537/* 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
1538 * 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
1539 * lightning spell used it, that seemed misnamed. 1751 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1752 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1753 * note that duration is handled by process_object() in time.c
1542 */ 1754 */
1543 1755
1756void
1544void move_ball_spell(object *op) { 1757move_ball_spell (object *op)
1758{
1545 int i,j,dam_save,dir, mflags; 1759 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1760 sint16 nx, ny, hx, hy;
1547 object *owner; 1761 object *owner;
1548 mapstruct *m; 1762 mapstruct *m;
1549 1763
1550 owner = get_owner(op); 1764 owner = get_owner (op);
1551 1765
1552 /* 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,
1553 * 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
1554 * victim. The block immediately below more or less chooses a random 1768 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some 1769 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1770 * deviations.
1557 */ 1771 */
1558 1772
1559 dir = 0; 1773 dir = 0;
1560 if(!(rndm(0, 3))) 1774 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1775 j = rndm (0, 1);
1562 else j=0; 1776 else
1777 j = 0;
1563 1778
1564 for(i = 1; i < 9; i++) { 1779 for (i = 1; i < 9; i++)
1780 {
1565 /* i bit 0: alters sign of offset 1781 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1782 * other bits (i / 2): absolute value of offset
1567 */ 1783 */
1568 1784
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1785 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1786 int tmpdir = absdir (op->direction + offset);
1571 1787
1572 nx = op->x + freearr_x[tmpdir]; 1788 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1789 ny = op->y + freearr_y[tmpdir];
1574 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))))
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1791 {
1576 dir = tmpdir; 1792 dir = tmpdir;
1577 break; 1793 break;
1578 } 1794 }
1579 } 1795 }
1580 if (dir == 0) { 1796 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1797 {
1798 nx = op->x;
1799 ny = op->y;
1800 m = op->map;
1801 }
1585 1802
1586 remove_ob(op); 1803 remove_ob (op);
1587 op->y=ny; 1804 op->y = ny;
1588 op->x=nx; 1805 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1806 insert_ob_in_map (op, m, op, 0);
1590 1807
1591 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
1592 surrounding squares */ 1809 surrounding squares */
1593 1810
1594 /* loop over current square and neighbors to hit. 1811 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1812 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1813 * the surround spaces.
1597 */ 1814 */
1598 for(j=0;j<9;j++) { 1815 for (j = 0; j < 9; j++)
1816 {
1599 object *new_ob; 1817 object *new_ob;
1600 1818
1601 hx = nx+freearr_x[j]; 1819 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1820 hy = ny + freearr_y[j];
1603 1821
1604 m = op->map; 1822 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1824
1607 if (mflags & P_OUT_OF_MAP) continue; 1825 if (mflags & P_OUT_OF_MAP)
1826 continue;
1608 1827
1609 /* 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
1610 * of the map either. 1829 * of the map either.
1611 */ 1830 */
1612 1831
1613 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)))
1614 if(j) op->stats.dam = dam_save/2; 1833 {
1834 if (j)
1835 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1836 hit_map (op, j, op->attacktype, 1);
1616 1837
1617 } 1838 }
1618 1839
1619 /* insert the other arch */ 1840 /* insert the other arch */
1620 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 {
1621 new_ob = arch_to_object(op->other_arch); 1843 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1844 new_ob->x = hx;
1623 new_ob->y = hy; 1845 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1846 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1847 }
1626 } 1848 }
1627 1849
1628 /* restore to the center location and damage*/ 1850 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1851 op->stats.dam = dam_save;
1630 1852
1631 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));
1632 1854
1633 if(i>=0) { /* we have a preferred direction! */ 1855 if (i >= 0)
1856 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1857 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1862 }
1639 op->direction=i; 1863 op->direction = i;
1640 } 1864 }
1641} 1865}
1642 1866
1643 1867
1644/* move_swarm_spell: peterm 1868/* move_swarm_spell: peterm
1647 * 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
1648 * 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
1649 * 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.
1650 */ 1874 */
1651 1875
1876void
1652void move_swarm_spell(object *op) 1877move_swarm_spell (object *op)
1653{ 1878{
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675#if 0 1879#if 0
1676 // 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 };
1677 // (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 };
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1882 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1883 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1884 mapstruct *m;
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722#endif 1885#endif
1886 int basedir;
1887 object *owner;
1723 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
1724 /* 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
1725 * should just be a pointer to the spell in some inventory, 1943 * should just be a pointer to the spell in some inventory,
1726 * 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,
1727 * do some sanity checking anyways. 1945 * do some sanity checking anyways.
1728 */ 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))))
1729 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
1730 if (op->spell && op->spell->type == SPELL) 1967 if (op->spell && op->spell->type == SPELL)
1731 { 1968 {
1732 /* 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 */
1733 if (op->spell->subtype == SP_BULLET) 1970 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1971 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1972 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 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);
1737 } 1974 }
1738} 1975}
1739 1976
1740 1977
1741 1978
1742 1979
1750 * dir: the direction everything will be fired in 1987 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1988 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1989 * n: the number to be fired.
1753 */ 1990 */
1754 1991
1992int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1993fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1994{
1757 object *tmp; 1995 object *tmp;
1758 int i; 1996 int i;
1759 1997
1760 if (!spell->other_arch) return 0; 1998 if (!spell->other_arch)
1999 return 0;
1761 2000
1762 tmp=get_archetype(SWARM_SPELL); 2001 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 2002 tmp->x = op->x;
1764 tmp->y=op->y; 2003 tmp->y = op->y;
1765 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. */
1766 set_spell_skill(op, caster, spell, tmp); 2005 set_spell_skill (op, caster, spell, tmp);
1767 2006
1768 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. */
1769 tmp->spell = arch_to_object(spell->other_arch); 2008 tmp->spell = arch_to_object (spell->other_arch);
1770 2009
1771 tmp->attacktype = tmp->spell->attacktype; 2010 tmp->attacktype = tmp->spell->attacktype;
1772 2011
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
1774 if ( ! tailor_god_spell (tmp, op)) 2014 if (!tailor_god_spell (tmp, op))
1775 return 1; 2015 return 1;
1776 } 2016 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 2017 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 2018 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 2020
1781 tmp->direction=dir; 2021 tmp->direction = dir;
1782 tmp->invisible=1; 2022 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 2023 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 2024 return 1;
1785} 2025}
1786 2026
1787 2027
1788/* See the spells documentation file for why this is its own 2028/* See the spells documentation file for why this is its own
1789 * function. 2029 * function.
1790 */ 2030 */
2031int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2032cast_light (object *op, object *caster, object *spell, int dir)
2033{
1792 object *target=NULL,*tmp=NULL; 2034 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2035 sint16 x, y;
1794 int dam, mflags; 2036 int dam, mflags;
1795 mapstruct *m; 2037 mapstruct *m;
1796 2038
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2040
1799 if(!dir) { 2041 if (!dir)
2042 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2043 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2044 return 0;
1802 } 2045 }
1803 2046
1804 x=op->x+freearr_x[dir]; 2047 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2048 y = op->y + freearr_y[dir];
1806 m = op->map; 2049 m = op->map;
1807 2050
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2051 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2052
1810 if (mflags & P_OUT_OF_MAP) { 2053 if (mflags & P_OUT_OF_MAP)
2054 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2055 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2056 return 0;
1813 } 2057 }
1814 2058
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2059 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 {
1816 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)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2062 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2064 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2065 if (target->head)
2066 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2067 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2068 return 1; /* one success only! */
2069 }
1822 } 2070 }
1823 }
1824 2071
1825 /* no live target, perhaps a wall is in the way? */ 2072 /* no live target, perhaps a wall is in the way? */
1826 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 {
1827 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.");
1828 return 0; 2076 return 0;
1829 } 2077 }
1830 2078
1831 /* 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 */
1832 tmp=arch_to_object(spell->other_arch); 2080 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2081 if (!tmp)
2082 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2083 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2084 return 0;
1836 } 2085 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2086 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2087 if (tmp->glow_radius)
2088 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2090 if (tmp->glow_radius > MAX_LIGHT_RADII)
2091 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2092 }
1842 tmp->x=x; 2093 tmp->x = x;
1843 tmp->y=y; 2094 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2095 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2096 return 1;
1846} 2097}
1847 2098
1848 2099
1849 2100
1850 2101
1853 * 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
1854 * 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
1855 * perhaps this should actually be in disease.c? 2106 * perhaps this should actually be in disease.c?
1856 */ 2107 */
1857 2108
2109int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2110cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{
1859 sint16 x,y; 2112 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2113 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2114 object *walk;
1862 mapstruct *m; 2115 mapstruct *m;
1863 2116
1864 x = op->x; 2117 x = op->x;
1865 y = op->y; 2118 y = op->y;
1866 2119
1867 /* 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
1868 * direction the player is pointing. 2121 * direction the player is pointing.
1869 */ 2122 */
2123 if (!dir)
1870 if (!dir) dir=op->facing; 2124 dir = op->facing;
2125 if (!dir)
1871 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 */
1872 2127
1873 /* Calculate these once here */ 2128 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2129 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2130 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2131 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2132
1878 /* search in a line for a victim */ 2133 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2134 for (i = 1; i < range; i++)
2135 {
1880 x = op->x + i * freearr_x[dir]; 2136 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2137 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2138 m = op->map;
1883 2139
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2140 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2141
1886 if (mflags & P_OUT_OF_MAP) return 0; 2142 if (mflags & P_OUT_OF_MAP)
2143 return 0;
1887 2144
1888 /* don't go through walls - presume diseases are airborne */ 2145 /* don't go through walls - presume diseases are airborne */
1889 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;
1890 2148
1891 /* 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 */
1892 if (mflags & P_IS_ALIVE) { 2150 if (mflags & P_IS_ALIVE)
2151 {
1893 /* search this square for a victim */ 2152 /* search this square for a victim */
1894 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)
1895 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 */
1896 object *disease = arch_to_object(spell->other_arch); 2156 object *disease = arch_to_object (spell->other_arch);
1897 2157
1898 set_owner(disease,op); 2158 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2159 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2160 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2161 disease->level = caster_level (caster, spell);
1902 2162
1903 /* do level adjustments */ 2163 /* do level adjustments */
1904 if(disease->stats.wc) 2164 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2165 disease->stats.wc += dur_mod / 2;
1906 2166
1907 if(disease->magic> 0) 2167 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2168 disease->magic += dur_mod / 4;
1909 2169
1910 if(disease->stats.maxhp>0) 2170 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2171 disease->stats.maxhp += dur_mod;
1912 2172
1913 if(disease->stats.maxgrace>0) 2173 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2174 disease->stats.maxgrace += dur_mod;
1915 2175
1916 if(disease->stats.dam) { 2176 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2177 {
1918 disease->stats.dam += dam_mod; 2178 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2179 disease->stats.dam += dam_mod;
1920 } 2180 else
2181 disease->stats.dam -= dam_mod;
2182 }
1921 2183
1922 if(disease->last_sp) { 2184 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2185 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2186 disease->last_sp -= 2 * dam_mod;
1925 } 2187 if (disease->last_sp < 1)
2188 disease->last_sp = 1;
2189 }
1926 2190
1927 if(disease->stats.maxsp) { 2191 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2192 {
1929 disease->stats.maxsp += dam_mod; 2193 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2194 disease->stats.maxsp += dam_mod;
1931 } 2195 else
1932 2196 disease->stats.maxsp -= dam_mod;
2197 }
2198
1933 if(disease->stats.ac) 2199 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2200 disease->stats.ac += dam_mod;
1935 2201
1936 if(disease->last_eat) 2202 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2203 disease->last_eat -= dam_mod;
1938 2204
1939 if(disease->stats.hp) 2205 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2206 disease->stats.hp -= dam_mod;
1941 2207
1942 if(disease->stats.sp) 2208 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2209 disease->stats.sp -= dam_mod;
1944 2210
1945 if(infect_object(walk,disease,1)) { 2211 if (infect_object (walk, disease, 1))
2212 {
1946 object *flash; /* visual effect for inflicting disease */ 2213 object *flash; /* visual effect for inflicting disease */
1947 2214
1948 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);
1949 2216
1950 free_object(disease); /* don't need this one anymore */ 2217 free_object (disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2218 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2219 flash->x = x;
1953 flash->y = y; 2220 flash->y = y;
1954 flash->map = walk->map; 2221 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2222 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2223 return 1;
1957 } 2224 }
1958 free_object(disease); 2225 free_object (disease);
1959 } 2226 }
1960 } /* if living creature */ 2227 } /* if living creature */
1961 } /* for range of spaces */ 2228 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2230 return 1;
1964} 2231}

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