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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 mapstruct *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
144 147
145 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
151 new_bolt->duration++; 154 new_bolt->duration++;
152 new_bolt->x=sx; 155 new_bolt->x = sx;
153 new_bolt->y=sy; 156 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 160 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
160} 163}
161 164
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
164 */ 167 */
165 168
169void
166void move_bolt(object *op) { 170move_bolt (object *op)
171{
167 object *tmp; 172 object *tmp;
168 int mflags; 173 int mflags;
169 sint16 x, y; 174 sint16 x, y;
170 mapstruct *m; 175 mapstruct *m;
171 176
172 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
177 hit_map(op,0,op->attacktype,1); 184 hit_map (op, 0, op->attacktype, 1);
178 185
179 if(!op->direction) 186 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 187 return;
240 } 188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
241 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 255 tmp = get_object ();
243 copy_object(op,tmp); 256 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 261 tmp->duration++;
249 262
250 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 264 * going off in other directions.
252 */ 265 */
253 266
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 268 { /* stats.Dex % of forking */
256 } 269 forklightning (op, tmp);
270 }
257 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
259 */ 273 */
260 op->range = 0; 274 op->range = 0;
261 } /* copy object and move it along */ 275 } /* copy object and move it along */
262 } /* if move bolt along */ 276 } /* if move bolt along */
263} 277}
264 278
265/* fire_bolt 279/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
269 * spob->attacktype. 283 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
271 * pointers. 285 * pointers.
272 */ 286 */
273 287
288int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
275 object *tmp=NULL; 291 object *tmp = NULL;
276 int mflags; 292 int mflags;
277 293
278 if (!spob->other_arch) 294 if (!spob->other_arch)
279 return 0; 295 return 0;
280 296
281 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 298 if (tmp == NULL)
283 return 0; 299 return 0;
284 300
285 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
293 310
294 tmp->direction=dir; 311 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
297 314
298 set_owner(tmp,op); 315 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
300 317
301 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 320 tmp->map = op->map;
304 321
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
307 free_object(tmp); 325 free_object (tmp);
308 return 0; 326 return 0;
309 } 327 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
312 free_object(tmp); 332 free_object (tmp);
313 return 0; 333 return 0;
314 } 334 }
315 tmp->x=op->x; 335 tmp->x = op->x;
316 tmp->y=op->y; 336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 341 move_bolt (tmp);
322 return 1; 342 return 1;
323} 343}
324 344
325 345
326 346
327/*************************************************************************** 347/***************************************************************************
332 352
333/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 355 * At least that is what I think this does.
336 */ 356 */
357void
337void explosion(object *op) { 358explosion (object *op)
359{
338 object *tmp; 360 object *tmp;
339 mapstruct *m=op->map; 361 mapstruct *m = op->map;
340 int i; 362 int i;
341 363
342 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
347 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
348 371
349 if(op->range>0) { 372 if (op->range > 0)
350 for(i=1;i<9;i++) { 373 {
374 for (i = 1; i < 9; i++)
375 {
351 sint16 dx,dy; 376 sint16 dx, dy;
352 377
353 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 381 * out of map, etc.
357 */ 382 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 384 {
360 copy_object(op,tmp); 385 tmp = get_object ();
361 tmp->state=0; 386 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 387 tmp->state = 0;
363 tmp->range--; 388 tmp->speed_left = -0.21;
364 tmp->value=0; 389 tmp->range--;
365 tmp->x=dx; 390 tmp->value = 0;
366 tmp->y=dy; 391 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 392 tmp->y = dy;
368 } 393 insert_ob_in_map (tmp, m, op, 0);
369 } 394 }
395 }
370 } 396 }
371} 397}
372 398
373 399
374/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
376 * explode. 402 * explode.
377 */ 403 */
404void
378void explode_bullet(object *op) 405explode_bullet (object *op)
379{ 406{
380 tag_t op_tag = op->count; 407 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 remove_ob (op);
386 free_object (op); 414 free_object (op);
387 return; 415 return;
388 } 416 }
389 417
390 if (op->env) { 418 if (op->env)
419 {
391 object *env; 420 object *env;
392 421
393 env = object_get_env_recursive(op); 422 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 423 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 425 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op);
427 free_object (op);
428 return;
429 }
396 remove_ob (op); 430 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 431 op->x = env->x;
402 op->y = env->y; 432 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 435 else if (out_of_map (op->map, op->x, op->y))
436 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 437 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 438 remove_ob (op);
407 free_object (op); 439 free_object (op);
408 return; 440 return;
441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
409 } 447 {
448 remove_ob (op);
449 free_object (op);
450 return;
451 }
410 452
411 if (op->attacktype) { 453 if (op->attacktype)
454 {
412 hit_map (op, 0, op->attacktype, 1); 455 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag)) 456 if (was_destroyed (op, op_tag))
414 return; 457 return;
415 } 458 }
416 459
417 /* other_arch contains what this explodes into */ 460 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch); 461 tmp = arch_to_object (op->other_arch);
419 462
420 copy_owner (tmp, op); 463 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 464 tmp->skill = op->skill;
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423 465
424 owner = get_owner(op); 466 owner = get_owner (op);
467
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
426 !tailor_god_spell(tmp, owner)) { 469 {
427 remove_ob (op); 470 remove_ob (op);
428 free_object (op); 471 free_object (op);
429 return; 472 return;
430 } 473 }
474
431 tmp->x = op->x; 475 tmp->x = op->x;
432 tmp->y = op->y; 476 tmp->y = op->y;
433 477
434 /* special for bombs - it actually has sane values for these */ 478 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
436 tmp->attacktype = op->attacktype; 481 tmp->attacktype = op->attacktype;
437 tmp->range = op->range; 482 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam; 483 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration; 484 tmp->duration = op->duration;
440 } else { 485 }
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
442 /* Spell doc describes what is going on here */ 490 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier; 491 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp; 492 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp; 493 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell - 494 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine. 495 * the count of the parent should work fine.
448 */ 496 */
449 tmp->stats.maxhp = op->count; 497 tmp->stats.maxhp = op->count;
450 } 498 }
451 499
452 /* Set direction of cone explosion */ 500 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction; 502 tmp->stats.sp = op->direction;
455 503
456 /* Prevent recursion */ 504 /* Prevent recursion */
457 op->move_on = 0; 505 op->move_on = 0;
458 506
459 insert_ob_in_map(tmp, op->map, op, 0); 507 insert_ob_in_map (tmp, op->map, op, 0);
460 /* remove the firebullet */ 508 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) { 509 if (!was_destroyed (op, op_tag))
510 {
462 remove_ob (op); 511 remove_ob (op);
463 free_object (op); 512 free_object (op);
464 } 513 }
465} 514}
466 515
467 516
468 517
469/* checks to see what op should do, given the space it is on 518/* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc) 519 * (eg, explode, damage player, etc)
471 */ 520 */
472 521
522void
473void check_bullet(object *op) 523check_bullet (object *op)
474{ 524{
475 tag_t op_tag = op->count, tmp_tag; 525 tag_t op_tag = op->count, tmp_tag;
476 object *tmp; 526 object *tmp;
477 int dam, mflags; 527 int dam, mflags;
478 mapstruct *m; 528 mapstruct *m;
479 sint16 sx, sy; 529 sint16 sx, sy;
480 530
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
482 532
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
484 return; 534 return;
485 535
486 if (op->other_arch) { 536 if (op->other_arch)
537 {
487 /* explode object will also remove op */ 538 /* explode object will also remove op */
488 explode_bullet (op); 539 explode_bullet (op);
489 return; 540 return;
490 } 541 }
491 542
492 /* If nothing alive on this space, no reason to do anything further */ 543 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return; 544 if (!(mflags & P_IS_ALIVE))
545 return;
494 546
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
496 { 548 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
498 tmp_tag = tmp->count; 551 tmp_tag = tmp->count;
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
501 || (op->stats.dam -= dam) < 0)
502 { 554 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 555 if (!QUERY_FLAG (op, FLAG_REMOVED))
504 remove_ob (op); 556 {
505 free_object(op); 557 remove_ob (op);
506 return; 558 free_object (op);
507 } 559 return;
560 }
508 } 561 }
509 } 562 }
510 } 563 }
511} 564}
512 565
515 * call check_bullet. 568 * call check_bullet.
516 * This function is only applicable to bullets, but not to all 569 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts). 570 * fired arches (eg, bolts).
518 */ 571 */
519 572
573void
520void move_bullet(object *op) 574move_bullet (object *op)
521{ 575{
522 sint16 new_x, new_y; 576 sint16 new_x, new_y;
523 int mflags; 577 int mflags;
524 mapstruct *m; 578 mapstruct *m;
525 579
526#if 0 580#if 0
527 /* We need a better general purpose way to do this */ 581 /* We need a better general purpose way to do this */
528 582
529 /* peterm: added to make comet leave a trail of burnouts 583 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */ 584 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) { 585 if (op->stats.sp == SP_METEOR)
586 {
532 replace_insert_ob_in_map("fire_trail",op); 587 replace_insert_ob_in_map ("fire_trail", op);
533 if (was_destroyed (op, op_tag)) 588 if (was_destroyed (op, op_tag))
534 return; 589 return;
535 } /* end addition. */ 590 } /* end addition. */
536#endif 591#endif
537 592
538 /* Reached the end of its life - remove it */ 593 /* Reached the end of its life - remove it */
539 if (--op->range <=0) { 594 if (--op->range <= 0)
595 {
540 if (op->other_arch) { 596 if (op->other_arch)
597 {
541 explode_bullet (op); 598 explode_bullet (op);
542 } else { 599 }
600 else
601 {
543 remove_ob (op); 602 remove_ob (op);
544 free_object (op); 603 free_object (op);
545 } 604 }
546 return; 605 return;
547 } 606 }
548 607
549 new_x = op->x + DIRX(op); 608 new_x = op->x + DIRX (op);
550 new_y = op->y + DIRY(op); 609 new_y = op->y + DIRY (op);
551 m = op->map; 610 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
553 612
554 if (mflags & P_OUT_OF_MAP) { 613 if (mflags & P_OUT_OF_MAP)
614 {
555 remove_ob (op); 615 remove_ob (op);
556 free_object (op); 616 free_object (op);
557 return; 617 return;
558 } 618 }
559 619
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 {
561 if (op->other_arch) { 622 if (op->other_arch)
623 {
562 explode_bullet (op); 624 explode_bullet (op);
625 }
563 } else { 626 else
627 {
564 remove_ob (op); 628 remove_ob (op);
565 free_object (op); 629 free_object (op);
566 } 630 }
567 return; 631 return;
568 } 632 }
569 633
570 remove_ob (op); 634 remove_ob (op);
571 op->x = new_x; 635 op->x = new_x;
572 op->y = new_y; 636 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
574 return; 638 return;
575 639
576 if (reflwall (op->map, op->x, op->y, op)) { 640 if (reflwall (op->map, op->x, op->y, op))
641 {
577 op->direction = absdir (op->direction + 4); 642 op->direction = absdir (op->direction + 4);
578 update_turn_face (op); 643 update_turn_face (op);
579 } else { 644 }
645 else
646 {
580 check_bullet (op); 647 check_bullet (op);
581 } 648 }
582} 649}
583 650
584 651
585 652
591 * spob->attacktype. 658 * spob->attacktype.
592 * This function sets up the appropriate owner and skill 659 * This function sets up the appropriate owner and skill
593 * pointers. 660 * pointers.
594 */ 661 */
595 662
663int
596int fire_bullet(object *op,object *caster,int dir,object *spob) { 664fire_bullet (object *op, object *caster, int dir, object *spob)
665{
597 object *tmp=NULL; 666 object *tmp = NULL;
598 int mflags; 667 int mflags;
599 668
600 if (!spob->other_arch) 669 if (!spob->other_arch)
601 return 0; 670 return 0;
602 671
603 tmp=arch_to_object(spob->other_arch); 672 tmp = arch_to_object (spob->other_arch);
604 if(tmp==NULL) 673 if (tmp == NULL)
605 return 0; 674 return 0;
606 675
607 /* peterm: level dependency for bolts */ 676 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
609 tmp->attacktype = spob->attacktype; 678 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 679 if (spob->slaying)
680 tmp->slaying = spob->slaying;
611 681
612 tmp->range = 50; 682 tmp->range = 50;
613 683
614 /* Need to store duration/range for the ball to use */ 684 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 687 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
618 688
619 tmp->direction=dir; 689 tmp->direction = dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir); 691 SET_ANIMATION (tmp, dir);
622 692
623 set_owner(tmp,op); 693 set_owner (tmp, op);
624 set_spell_skill(op, caster, spob, tmp); 694 set_spell_skill (op, caster, spob, tmp);
625 695
626 tmp->x=op->x + freearr_x[dir]; 696 tmp->x = op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir]; 697 tmp->y = op->y + freearr_y[dir];
628 tmp->map = op->map; 698 tmp->map = op->map;
629 699
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) { 701 if (mflags & P_OUT_OF_MAP)
702 {
632 free_object(tmp); 703 free_object (tmp);
633 return 0; 704 return 0;
634 } 705 }
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
637 free_object(tmp); 710 free_object (tmp);
638 return 0; 711 return 0;
639 } 712 }
640 tmp->x=op->x; 713 tmp->x = op->x;
641 tmp->y=op->y; 714 tmp->y = op->y;
642 tmp->direction=absdir(tmp->direction+4); 715 tmp->direction = absdir (tmp->direction + 4);
643 tmp->map = op->map; 716 tmp->map = op->map;
644 } 717 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
719 {
646 check_bullet (tmp); 720 check_bullet (tmp);
647 } 721 }
648 return 1; 722 return 1;
649} 723}
650 724
651 725
652 726
653 727
657 * 731 *
658 *****************************************************************************/ 732 *****************************************************************************/
659 733
660 734
661/* drops an object based on what is in the cone's "other_arch" */ 735/* drops an object based on what is in the cone's "other_arch" */
736void
662void cone_drop(object *op) { 737cone_drop (object *op)
738{
663 object *new_ob = arch_to_object(op->other_arch); 739 object *new_ob = arch_to_object (op->other_arch);
664 740
665 new_ob->x = op->x; 741 new_ob->x = op->x;
666 new_ob->y = op->y; 742 new_ob->y = op->y;
667 new_ob->level = op->level; 743 new_ob->level = op->level;
668 set_owner(new_ob,op->owner); 744 set_owner (new_ob, op->owner);
669 745
670 /* preserve skill ownership */ 746 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) { 747 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 } 748 {
749 new_ob->skill = op->skill;
750 }
675 insert_ob_in_map(new_ob,op->map,op,0); 751 insert_ob_in_map (new_ob, op->map, op, 0);
676 752
677} 753}
678 754
679/* move_cone: causes cone object 'op' to move a space/hit creatures */ 755/* move_cone: causes cone object 'op' to move a space/hit creatures */
680 756
757void
681void move_cone(object *op) { 758move_cone (object *op)
759{
682 int i; 760 int i;
683 tag_t tag; 761 tag_t tag;
684 762
685 /* if no map then hit_map will crash so just ignore object */ 763 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) { 764 if (!op->map)
687 LOG(llevError,"Tried to move_cone object %s without a map.\n", 765 {
688 op->name ? op->name : "unknown"); 766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
689 op->speed = 0; 767 op->speed = 0;
690 update_ob_speed (op); 768 update_ob_speed (op);
691 return; 769 return;
692 } 770 }
693 771
694 /* lava saves it's life, but not yours :) */ 772 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
696 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
697 return; 776 return;
698 } 777 }
699 778
700#if 0 779#if 0
701 /* Disable this - enabling it makes monsters easier, as 780 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die. 781 * when their cone dies when they die.
703 */ 782 */
704 /* If no owner left, the spell dies out. */ 783 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) { 784 if (get_owner (op) == NULL)
785 {
706 remove_ob(op); 786 remove_ob (op);
707 free_object(op); 787 free_object (op);
708 return; 788 return;
709 } 789 }
710#endif 790#endif
711 791
712 tag = op->count; 792 tag = op->count;
713 hit_map(op,0,op->attacktype,0); 793 hit_map (op, 0, op->attacktype, 0);
714 794
715 /* Check to see if we should push anything. 795 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some 796 * Spell objects with weight push whatever they encounter to some
717 * degree. 797 * degree.
718 */ 798 */
799 if (op->weight)
719 if(op->weight) check_spell_knockback(op); 800 check_spell_knockback (op);
720 801
721 if (was_destroyed (op, tag)) 802 if (was_destroyed (op, tag))
803 return;
804
805 if ((op->duration--) < 0)
806 {
807 remove_ob (op);
808 free_object (op);
722 return; 809 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 } 810 }
729 /* Object has hit maximum range, so don't have it move 811 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires, 812 * any further. When the duration above expires,
731 * then the object will get removed. 813 * then the object will get removed.
732 */ 814 */
733 if (--op->range < 0) { 815 if (--op->range < 0)
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 } 816 {
817 op->range = 0; /* just so it doesn't wrap */
818 return;
819 }
737 820
738 for(i= -1;i<2;i++) { 821 for (i = -1; i < 2; i++)
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 822 {
740 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
741 824
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 825 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 {
743 object *tmp=get_object(); 827 object *tmp = get_object ();
828
744 copy_object(op, tmp); 829 copy_object (op, tmp);
745 tmp->x=x; 830 tmp->x = x;
746 tmp->y=y; 831 tmp->y = y;
747 832
748 tmp->duration = op->duration + 1; 833 tmp->duration = op->duration + 1;
749 834
750 /* Use for spell tracking - see ok_to_put_more() */ 835 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp; 836 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0); 837 insert_ob_in_map (tmp, op->map, op, 0);
753 if (tmp->other_arch) cone_drop(tmp); 838 if (tmp->other_arch)
754 } 839 cone_drop (tmp);
840 }
755 } 841 }
756} 842}
757 843
758/* cast_cone: casts a cone spell. 844/* cast_cone: casts a cone spell.
759 * op: person firing the object. 845 * op: person firing the object.
761 * dir: direction to fire in. 847 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype 848 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire. 849 * to fire.
764 * returns 0 on failure, 1 on success. 850 * returns 0 on failure, 1 on success.
765 */ 851 */
852int
766int cast_cone(object *op, object *caster,int dir, object *spell) 853cast_cone (object *op, object *caster, int dir, object *spell)
767{ 854{
768 object *tmp; 855 object *tmp;
769 int i,success=0,range_min= -1,range_max=1; 856 int i, success = 0, range_min = -1, range_max = 1;
770 mapstruct *m; 857 mapstruct *m;
771 sint16 sx, sy; 858 sint16 sx, sy;
772 MoveType movetype; 859 MoveType movetype;
773 860
774 if (!spell->other_arch) return 0; 861 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; 862 return 0;
863
864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
781 } 865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
867 return 0;
868 }
782 869
783 if(!dir) { 870 if (!dir)
784 range_min= 0;
785 range_max=8;
786 } 871 {
872 range_min = 0;
873 range_max = 8;
874 }
787 875
788 /* Need to know what the movetype of the object we are about 876 /* 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 877 * to create is, so we can know if the space we are about to
790 * insert it into is blocked. 878 * insert it into is blocked.
791 */ 879 */
792 movetype = spell->other_arch->clone.move_type; 880 movetype = spell->other_arch->clone.move_type;
793 881
794 for(i=range_min;i<=range_max;i++) { 882 for (i = range_min; i <= range_max; i++)
883 {
795 sint16 x,y, d; 884 sint16 x, y, d;
796 885
797 /* We can't use absdir here, because it never returns 886 /* 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 887 * 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 888 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person. 889 * to hit that person.
801 */ 890 */
802 d = dir + i; 891 d = dir + i;
803 while (d < 0) d+=8; 892 while (d < 0)
804 while (d > 8) d-=8; 893 d += 8;
894 while (d > 8)
895 d -= 8;
805 896
806 /* If it's not a rune, we don't want to blast the caster. 897 /* 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, 898 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all 899 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage 900 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary 901 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code. 902 * for the rune code.
812 */ 903 */
813 if (caster->type != RUNE && d==0) { 904 if (caster->type != RUNE && d == 0)
814 if (dir!=0) d=8; 905 {
815 else continue; 906 if (dir != 0)
816 } 907 d = 8;
908 else
909 continue;
910 }
817 911
818 x = op->x+freearr_x[d]; 912 x = op->x + freearr_x[d];
819 y = op->y+freearr_y[d]; 913 y = op->y + freearr_y[d];
820 914
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 915 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
822 continue; 916 continue;
823 917
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
825 continue; 919 continue;
826 920
827 success=1; 921 success = 1;
828 tmp=arch_to_object(spell->other_arch); 922 tmp = arch_to_object (spell->other_arch);
829 set_owner(tmp,op); 923 set_owner (tmp, op);
830 set_spell_skill(op, caster, spell, tmp); 924 set_spell_skill (op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell); 925 tmp->level = caster_level (caster, spell);
832 tmp->x = sx; 926 tmp->x = sx;
833 tmp->y = sy; 927 tmp->y = sy;
834 tmp->attacktype=spell->attacktype; 928 tmp->attacktype = spell->attacktype;
835 929
836 /* holy word stuff */ 930 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
838 if(!tailor_god_spell(tmp,op)) return 0; 932 if (!tailor_god_spell (tmp, op))
839 } 933 return 0;
840 934
841 if(dir) 935 if (dir)
842 tmp->stats.sp=dir; 936 tmp->stats.sp = dir;
843 else 937 else
844 tmp->stats.sp=i; 938 tmp->stats.sp = i;
845 939
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
847 941
848 /* If casting it in all directions, it doesn't go as far */ 942 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) { 943 if (dir == 0)
944 {
850 tmp->range /= 4; 945 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 946 if (tmp->range < 2 && spell->range >= 2)
852 } 947 tmp->range = 2;
948 }
949
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 950 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
855 952
856 /* Special bonus for fear attacks */ 953 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) { 954 if (tmp->attacktype & AT_FEAR)
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 955 {
859 else 956 if (caster->type == PLAYER)
957 tmp->duration += fear_bonus[caster->stats.Cha];
958 else
860 tmp->duration += caster->level/3; 959 tmp->duration += caster->level / 3;
861 } 960 }
961
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 963 {
864 else 964 if (caster->type == PLAYER)
965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
966 else
865 tmp->duration += caster->level/3; 967 tmp->duration += caster->level / 3;
866 } 968 }
867 969
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW)) 970 if (!(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
871 spell->other_arch->name);
872 972
873 if (!tmp->move_on && tmp->stats.dam) { 973 if (!tmp->move_on && tmp->stats.dam)
874 LOG (llevDebug, 974 {
875 "cast_cone(): arch %s doesn't have move_on set\n", 975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
876 spell->other_arch->name); 976 }
877 } 977
878 insert_ob_in_map(tmp,m,op,0); 978 insert_ob_in_map (tmp, m, op, 0);
879 979
880 /* This is used for tracking spells so that one effect doesn't hit 980 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times. 981 * a single space too many times.
882 */ 982 */
883 tmp->stats.maxhp = tmp->count; 983 tmp->stats.maxhp = tmp->count;
884 984
885 if(tmp->other_arch) cone_drop(tmp); 985 if (tmp->other_arch)
986 cone_drop (tmp);
886 } 987 }
988
887 return success; 989 return success;
888} 990}
889 991
890/**************************************************************************** 992/****************************************************************************
891 * 993 *
892 * BOMB related code 994 * BOMB related code
895 997
896 998
897/* This handles an exploding bomb. 999/* This handles an exploding bomb.
898 * op is the original bomb object. 1000 * op is the original bomb object.
899 */ 1001 */
1002void
900void animate_bomb(object *op) { 1003animate_bomb (object *op)
1004{
901 int i; 1005 int i;
902 object *env, *tmp; 1006 object *env, *tmp;
903 archetype *at; 1007 archetype *at;
904 1008
905 if(op->state!=NUM_ANIMATIONS(op)-1) 1009 if (op->state != NUM_ANIMATIONS (op) - 1)
906 return; 1010 return;
907 1011
908 env = object_get_env_recursive(op); 1012 env = object_get_env_recursive (op);
909 1013
910 if (op->env) { 1014 if (op->env)
1015 {
911 if (env->map == NULL) 1016 if (env->map == NULL)
912 return; 1017 return;
913 1018
914 if (env->type == PLAYER) 1019 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count); 1020 esrv_del_item (env->contr, op->count);
916 1021
917 remove_ob(op); 1022 remove_ob (op);
918 op->x = env->x; 1023 op->x = env->x;
919 op->y = env->y; 1024 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return;
1027 }
1028
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 {
1034 remove_ob (op);
1035 free_object (op);
921 return; 1036 return;
922 } 1037 }
923 1038
924 /* This copies a lot of the code from the fire bullet, 1039 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible, 1040 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values. 1041 * so just set up the appropriate values.
927 */ 1042 */
928 at = find_archetype(SPLINT); 1043 at = archetype::find (SPLINT);
929 if (at) { 1044 if (at)
930 for(i=1;i<9;i++) { 1045 {
1046 for (i = 1; i < 9; i++)
1047 {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue; 1049 continue;
933 tmp = arch_to_object(at); 1050 tmp = arch_to_object (at);
934 tmp->direction = i; 1051 tmp->direction = i;
935 tmp->range = op->range; 1052 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam; 1053 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration; 1054 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype; 1055 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op); 1056 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) { 1057 if (op->skill && op->skill != tmp->skill)
941 if (tmp->skill) free_string(tmp->skill); 1058 {
942 tmp->skill = add_refcount(op->skill); 1059 tmp->skill = op->skill;
943 } 1060 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i); 1062 SET_ANIMATION (tmp, i);
946 tmp->x = op->x + freearr_x[i]; 1063 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i]; 1064 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0); 1065 insert_ob_in_map (tmp, op->map, op, 0);
949 move_bullet(tmp); 1066 move_bullet (tmp);
950 } 1067 }
951 } 1068 }
952 1069
953 explode_bullet(op); 1070 explode_bullet (op);
954} 1071}
955 1072
1073int
956int create_bomb(object *op,object *caster,int dir, object *spell) { 1074create_bomb (object *op, object *caster, int dir, object *spell)
1075{
957 1076
958 object *tmp; 1077 object *tmp;
959 int mflags; 1078 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
961 mapstruct *m; 1080 mapstruct *m;
962 1081
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1082 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)) { 1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
966 return 0; 1086 return 0;
967 } 1087 }
968 tmp=arch_to_object(spell->other_arch); 1088 tmp = arch_to_object (spell->other_arch);
969 1089
970 /* level dependencies for bomb */ 1090 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
974 tmp->attacktype = spell->attacktype; 1094 tmp->attacktype = spell->attacktype;
975 1095
976 set_owner(tmp,op); 1096 set_owner (tmp, op);
977 set_spell_skill(op, caster, spell, tmp); 1097 set_spell_skill (op, caster, spell, tmp);
978 tmp->x=dx; 1098 tmp->x = dx;
979 tmp->y=dy; 1099 tmp->y = dy;
980 insert_ob_in_map(tmp,m,op,0); 1100 insert_ob_in_map (tmp, m, op, 0);
981 return 1; 1101 return 1;
982} 1102}
983 1103
984/**************************************************************************** 1104/****************************************************************************
985 * 1105 *
986 * smite related spell code. 1106 * smite related spell code.
994 * dir is the direction to look in. 1114 * dir is the direction to look in.
995 * range is how far out to look. 1115 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces. 1117 * this info is used for blocked magic/unholy spaces.
998 */ 1118 */
999 1119
1120object *
1000object *get_pointed_target(object *op, int dir, int range, int type) { 1121get_pointed_target (object *op, int dir, int range, int type)
1122{
1001 object *target; 1123 object *target;
1002 sint16 x,y; 1124 sint16 x, y;
1003 int dist, mflags; 1125 int dist, mflags;
1004 mapstruct *mp; 1126 mapstruct *mp;
1005 1127
1006 if (dir==0) return NULL; 1128 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; 1129 return NULL;
1130
1131 for (dist = 1; dist < range; dist++)
1132 {
1133 x = op->x + freearr_x[dir] * dist;
1134 y = op->y + freearr_y[dir] * dist;
1135 mp = op->map;
1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1137
1138 if (mflags & P_OUT_OF_MAP)
1139 return NULL;
1140 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1141 return NULL;
1142 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1143 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL;
1146
1147 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above)
1150 {
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target;
1154 }
1155 }
1156 }
1157 }
1158 return NULL;
1028} 1159}
1029 1160
1030 1161
1031/* cast_smite_arch() - the priest points to a creature and causes 1162/* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend. 1163 * a 'godly curse' to decend.
1035 * caster = object casting the spell. 1166 * caster = object casting the spell.
1036 * dir = direction being cast 1167 * dir = direction being cast
1037 * spell = spell object 1168 * spell = spell object
1038 */ 1169 */
1039 1170
1171int
1040int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1172cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{
1041 object *effect, *target; 1174 object *effect, *target;
1042 object *god = find_god(determine_god(op)); 1175 object *god = find_god (determine_god (op));
1043 int range; 1176 int range;
1044 1177
1045 range = spell->range + SP_level_range_adjust(caster,spell); 1178 range = spell->range + SP_level_range_adjust (caster, spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1179 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1047 1180
1048 /* Bunch of conditions for casting this spell. Note that only 1181 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace). 1182 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used 1183 * 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 1184 * by wizards also, which is good, because I think this is a very
1052 * interesting spell. 1185 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature 1186 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god. 1187 * can't be friendly to your god.
1055 */ 1188 */
1056 1189
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace) 1191 || (!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name)) 1192 || (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))) { 1193 {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1062 return 0; 1195 return 0;
1063 } 1196 }
1064 1197
1065 if (spell->other_arch) 1198 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch); 1199 effect = arch_to_object (spell->other_arch);
1067 else 1200 else
1068 return 0; 1201 return 0;
1069 1202
1070 /* tailor the effect by priest level and worshipped God */ 1203 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell); 1204 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype; 1205 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1074 if(tailor_god_spell(effect,op)) 1208 if (tailor_god_spell (effect, op))
1075 new_draw_info_format(NDI_UNIQUE,0,op, 1209 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 { 1210 else
1211 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1079 return 0; 1213 return 0;
1080 } 1214 }
1081 } 1215 }
1082 1216
1083 /* size of the area of destruction */ 1217 /* size of the area of destruction */
1084 effect->range=spell->range + 1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1085 SP_level_range_adjust(caster,spell); 1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088 1220
1089 if (effect->attacktype & AT_DEATH) { 1221 if (effect->attacktype & AT_DEATH)
1090 effect->level=spell->stats.dam + 1222 {
1091 SP_level_dam_adjust(caster,spell); 1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1092 1224
1093 /* casting death spells at undead isn't a good thing */ 1225 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) { 1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD)
1228 {
1095 if(random_roll(0, 2, op, PREFER_LOW)) { 1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1097 effect->x=op->x; 1232 effect->x = op->x;
1098 effect->y=op->y; 1233 effect->y = op->y;
1099 } else { 1234 }
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1235 else
1101 query_name(target)); 1236 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1102 target->stats.hp = target->stats.maxhp*2; 1238 target->stats.hp = target->stats.maxhp * 2;
1103 free_object(effect); 1239 free_object (effect);
1104 return 0; 1240 return 0;
1241 }
1242 }
1105 } 1243 }
1106 } 1244 else
1107 } else { 1245 {
1108 /* how much woe to inflict :) */ 1246 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam + 1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1110 SP_level_dam_adjust(caster,spell);
1111 } 1248 }
1112 1249
1113 set_owner(effect,op); 1250 set_owner (effect, op);
1114 set_spell_skill(op, caster, spell, effect); 1251 set_spell_skill (op, caster, spell, effect);
1115 1252
1116 /* ok, tell it where to be, and insert! */ 1253 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x; 1254 effect->x = target->x;
1118 effect->y=target->y; 1255 effect->y = target->y;
1119 insert_ob_in_map(effect,target->map,op,0); 1256 insert_ob_in_map (effect, target->map, op, 0);
1120 1257
1121 return 1; 1258 return 1;
1122} 1259}
1123 1260
1124 1261
1125/**************************************************************************** 1262/****************************************************************************
1126 * 1263 *
1128 * note that the fire_bullet is used to fire the missile. The 1265 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile. 1266 * code here is just to move the missile.
1130 ****************************************************************************/ 1267 ****************************************************************************/
1131 1268
1132/* op is a missile that needs to be moved */ 1269/* op is a missile that needs to be moved */
1270void
1133void move_missile(object *op) { 1271move_missile (object *op)
1272{
1134 int i, mflags; 1273 int i, mflags;
1135 object *owner; 1274 object *owner;
1136 sint16 new_x, new_y; 1275 sint16 new_x, new_y;
1137 mapstruct *m; 1276 mapstruct *m;
1138 1277
1139 if (op->range-- <=0) { 1278 if (op->range-- <= 0)
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 } 1279 {
1280 remove_ob (op);
1281 free_object (op);
1282 return;
1283 }
1144 1284
1145 owner = get_owner(op); 1285 owner = get_owner (op);
1146#if 0 1286#if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by 1287 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive 1288 * monster that are then killed would continue to survive
1149 */ 1289 */
1150 if (owner == NULL) { 1290 if (owner == NULL)
1291 {
1151 remove_ob(op); 1292 remove_ob (op);
1152 free_object(op); 1293 free_object (op);
1153 return; 1294 return;
1154 } 1295 }
1155#endif 1296#endif
1156 1297
1157 new_x = op->x + DIRX(op); 1298 new_x = op->x + DIRX (op);
1158 new_y = op->y + DIRY(op); 1299 new_y = op->y + DIRY (op);
1159 1300
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1161 1302
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)))) { 1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 {
1164 tag_t tag = op->count; 1305 tag_t tag = op->count;
1306
1165 hit_map (op, op->direction, AT_MAGIC, 1); 1307 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away. 1308 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so. 1309 * we need to remove it if someone hasn't already done so.
1168 */ 1310 */
1169 if ( ! was_destroyed (op, tag)) { 1311 if (!was_destroyed (op, tag))
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318
1170 remove_ob (op); 1319 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)) { 1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1178 free_object(op);
1179 return;
1180 } 1321 {
1322 free_object (op);
1323 return;
1324 }
1181 op->x = new_x; 1325 op->x = new_x;
1182 op->y = new_y; 1326 op->y = new_y;
1183 op->map = m; 1327 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1185 if(i > 0 && i != op->direction){ 1329 if (i > 0 && i != op->direction)
1330 {
1186 op->direction=i; 1331 op->direction = i;
1187 SET_ANIMATION(op, op->direction); 1332 SET_ANIMATION (op, op->direction);
1188 } 1333 }
1189 insert_ob_in_map(op,op->map,op,0); 1334 insert_ob_in_map (op, op->map, op, 0);
1190} 1335}
1191 1336
1192/**************************************************************************** 1337/****************************************************************************
1193 * Destruction 1338 * Destruction
1194 ****************************************************************************/ 1339 ****************************************************************************/
1340
1195/* make_object_glow() - currently only makes living objects glow. 1341/* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the 1342 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely 1343 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to 1344 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t. 1345 * give them the capability to have an inventory. b.t.
1200 */ 1346 */
1201 1347
1348int
1202int make_object_glow(object *op, int radius, int time) { 1349make_object_glow (object *op, int radius, int time)
1350{
1203 object *tmp; 1351 object *tmp;
1204 1352
1205 /* some things are unaffected... */ 1353 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT) 1354 if (op->path_denied & PATH_LIGHT)
1207 return 0; 1355 return 0;
1208 1356
1209 tmp=get_archetype(FORCE_NAME); 1357 tmp = get_archetype (FORCE_NAME);
1210 tmp->speed = 0.01; 1358 tmp->speed = 0.01;
1211 tmp->stats.food = time; 1359 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP); 1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius; 1361 tmp->glow_radius = radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII) 1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII; 1363 tmp->glow_radius = MAX_LIGHT_RADII;
1216 1364
1217 tmp->x=op->x; 1365 tmp->x = op->x;
1218 tmp->y=op->y; 1366 tmp->y = op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op); 1369 tmp = insert_ob_in_ob (tmp, op);
1221 if (tmp->glow_radius > op->glow_radius) 1370 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius; 1371 op->glow_radius = tmp->glow_radius;
1223 1372
1224 if(!tmp->env||op!=tmp->env) { 1373 if (!tmp->env || op != tmp->env)
1374 {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1226 op->name); 1376 return 0;
1227 return 0;
1228 } 1377 }
1229 return 1; 1378 return 1;
1230} 1379}
1231 1380
1232 1381
1233
1234 1382
1383
1384int
1235int cast_destruction(object *op, object *caster, object *spell_ob) { 1385cast_destruction (object *op, object *caster, object *spell_ob)
1386{
1236 int i,j, range, mflags, friendly=0, dam, dur; 1387 int i, j, range, mflags, friendly = 0, dam, dur;
1237 sint16 sx,sy; 1388 sint16 sx, sy;
1238 mapstruct *m; 1389 mapstruct *m;
1239 object *tmp; 1390 object *tmp;
1240 const char *skill; 1391 const char *skill;
1241 1392
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1246 1398
1247 /* destruction doesn't use another spell object, so we need 1399 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded. 1400 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary 1401 * 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 1402 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route. 1403 * the full share string/free_string route.
1252 */ 1404 */
1253 skill = op->skill; 1405 skill = op->skill;
1406 if (caster == op)
1254 if (caster == op) op->skill = spell_ob->skill; 1407 op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill; 1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1256 else op->skill = NULL; 1411 op->skill = NULL;
1257 1412
1258 change_skill(op, find_skill_by_name(op, op->skill), 1); 1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1259 1414
1260 for(i= -range; i<range; i++) { 1415 for (i = -range; i < range; i++)
1416 {
1261 for(j=-range; j<range ; j++) { 1417 for (j = -range; j < range; j++)
1418 {
1262 m = op->map; 1419 m = op->map;
1263 sx = op->x + i; 1420 sx = op->x + i;
1264 sy = op->y + j; 1421 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue; 1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1267 if (mflags & P_IS_ALIVE) { 1425 if (mflags & P_IS_ALIVE)
1426 {
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1270 } 1430 break;
1271 if (tmp) { 1431 }
1272 if (tmp->head) tmp=tmp->head; 1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1273 1436
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1276 if (spell_ob->subtype == SP_DESTRUCTION) { 1439 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1278 if (spell_ob->other_arch) { 1443 if (spell_ob->other_arch)
1279 tmp = arch_to_object(spell_ob->other_arch); 1444 {
1280 tmp->x = sx; 1445 tmp = arch_to_object (spell_ob->other_arch);
1281 tmp->y = sy; 1446 tmp->x = sx;
1282 insert_ob_in_map(tmp, m, op, 0); 1447 tmp->y = sy;
1283 } 1448 insert_ob_in_map (tmp, m, op, 0);
1284 } 1449 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE && 1450 }
1286 tmp->resist[ATNR_MAGIC]!=100) { 1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1288 object *effect = arch_to_object(spell_ob->other_arch); 1455 object *effect = arch_to_object (spell_ob->other_arch);
1289 effect->x = sx; 1456
1290 effect->y = sy; 1457 effect->x = sx;
1291 insert_ob_in_map(effect, m, op, 0); 1458 effect->y = sy;
1292 } 1459 insert_ob_in_map (effect, m, op, 0);
1293 } 1460 }
1294 } 1461 }
1295 } 1462 }
1463 }
1464 }
1465 }
1296 } 1466 }
1297 }
1298 }
1299 op->skill = skill; 1467 op->skill = skill;
1300 return 1; 1468 return 1;
1301} 1469}
1302 1470
1303/*************************************************************************** 1471/***************************************************************************
1304 * 1472 *
1305 * CURSE 1473 * CURSE
1306 * 1474 *
1307 ***************************************************************************/ 1475 ***************************************************************************/
1308 1476
1477int
1309int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1478cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{
1310 object *god = find_god(determine_god(op)); 1480 object *god = find_god (determine_god (op));
1311 object *tmp, *force; 1481 object *tmp, *force;
1312 1482
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1483 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) { 1484 if (!tmp)
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 } 1485 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0;
1488 }
1320 1489
1321 /* If we've already got a force of this type, don't add a new one. */ 1490 /* 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) { 1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1324 if (force->name == spell_ob->name) { 1495 if (force->name == spell_ob->name)
1325 break; 1496 {
1326 } 1497 break;
1498 }
1327 else if (spell_ob->race && spell_ob->race == force->name) { 1499 else if (spell_ob->race && spell_ob->race == force->name)
1328 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1329 "You can not cast %s while %s is in effect", 1501 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); 1502 return 0;
1331 return 0; 1503 }
1504 }
1332 } 1505 }
1333 }
1334 }
1335 1506
1336 if(force==NULL) { 1507 if (force == NULL)
1508 {
1337 force=get_archetype(FORCE_NAME); 1509 force = get_archetype (FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY; 1510 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race) 1511 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race); 1512 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 { 1513 else
1514 force->name = spell_ob->name;
1515
1516 force->name_pl = spell_ob->name;
1517
1518 }
1519 else
1520 {
1348 int duration; 1521 int duration;
1349 1522
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1523 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 if (duration > force->duration) { 1524 if (duration > force->duration)
1525 {
1352 force->duration = duration; 1526 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else { 1528 }
1529 else
1530 {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 } 1532 }
1357 return 1; 1533 return 1;
1358 } 1534 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 force->speed = 1.0; 1536 force->speed = 1.0;
1361 force->speed_left = -1.0; 1537 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED); 1538 SET_FLAG (force, FLAG_APPLIED);
1363 1539
1364 if(god) { 1540 if (god)
1541 {
1365 if (spell_ob->last_grace) 1542 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled; 1543 force->path_repelled = god->path_repelled;
1367 if (spell_ob->last_grace) 1544 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied; 1545 force->path_denied = god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1546 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); 1547 }
1371 } else 1548 else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1373 1550
1374 1551
1375 if(tmp!=op && op->type==PLAYER) 1552 if (tmp != op && op->type == PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1377 1554
1378 force->stats.ac = spell_ob->stats.ac; 1555 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc; 1556 force->stats.wc = spell_ob->stats.wc;
1380 1557
1381 change_abil(tmp,force); /* Mostly to display any messages */ 1558 change_abil (tmp, force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp); 1559 insert_ob_in_ob (force, tmp);
1383 fix_player(tmp); 1560 fix_player (tmp);
1384 return 1; 1561 return 1;
1385 1562
1386} 1563}
1387 1564
1388 1565
1389/********************************************************************** 1566/**********************************************************************
1393 ***********************************************************************/ 1570 ***********************************************************************/
1394 1571
1395/* This covers the various spells that change the moods of monsters - 1572/* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc. 1573 * makes them angry, peacful, friendly, etc.
1397 */ 1574 */
1575int
1398int mood_change(object *op, object *caster, object *spell) { 1576mood_change (object *op, object *caster, object *spell)
1577{
1399 object *tmp, *god, *head; 1578 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at; 1579 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny; 1580 sint16 x, y, nx, ny;
1402 mapstruct *m; 1581 mapstruct *m;
1403 const char *race; 1582 const char *race;
1404 1583
1405 /* We precompute some values here so that we don't have to keep 1584 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again. 1585 * doing it over and over again.
1407 */ 1586 */
1408 god=find_god(determine_god(op)); 1587 god = find_god (determine_god (op));
1409 level=caster_level(caster, spell); 1588 level = caster_level (caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell); 1589 range = spell->range + SP_level_range_adjust (caster, spell);
1411 1590
1412 /* On the bright side, no monster should ever have a race of GOD_... 1591 /* 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 1592 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything. 1593 * won't ever match anything.
1415 */ 1594 */
1416 if (!spell->race) race=NULL; 1595 if (!spell->race)
1596 race = NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1599 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race;
1601 else
1419 else race = spell->race; 1602 race = spell->race;
1420
1421 1603
1604
1422 for (x = op->x - range; x <= op->x + range; x++) 1605 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) { 1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1424 1608
1425 done_one=0; 1609 done_one = 0;
1426 m = op->map; 1610 m = op->map;
1427 nx = x; 1611 nx = x;
1428 ny = y; 1612 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue; 1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1431 1616
1432 /* If there is nothing living on this space, no need to go further */ 1617 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue; 1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1434 1620
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1437 1624
1438 /* There can be living objects that are not monsters */ 1625 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue; 1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1440 1628
1441 /* Only the head has meaningful data, so resolve to that */ 1629 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head; 1630 if (tmp->head)
1443 else head=tmp; 1631 head = tmp->head;
1632 else
1633 head = tmp;
1444 1634
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1635 /* 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; 1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue;
1448 1640
1449 /* Now do a bunch of stuff related to saving throws */ 1641 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1; 1642 best_at = -1;
1451 if (spell->attacktype) { 1643 if (spell->attacktype)
1644 {
1452 for (at=0; at < NROFATTACKS; at++) 1645 for (at = 0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at)) 1646 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1647 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1648 best_at = at;
1455 1649
1456 if (best_at == -1) at=0; 1650 if (best_at == -1)
1651 at = 0;
1457 else { 1652 else
1653 {
1458 if (head->resist[best_at] == 100) continue; 1654 if (head->resist[best_at] == 100)
1459 else at = head->resist[best_at] / 5; 1655 continue;
1460 } 1656 else
1657 at = head->resist[best_at] / 5;
1658 }
1461 at -= level / 5; 1659 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue; 1660 if (did_make_save (head, head->level, at))
1463 } 1661 continue;
1662 }
1464 else /* spell->attacktype */ 1663 else /* spell->attacktype */
1465 /* 1664 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving: 1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go 1666 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469 1668
1470 The chance will then be in the range [20-70] percent, not too bad. 1669 The chance will then be in the range [20-70] percent, not too bad.
1471 1670
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can 1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster... 1672 charm a level 125 monster...
1474 1673
1475 Ryo, august 14th 1674 Ryo, august 14th
1476 */ 1675 */
1477 { 1676 {
1478 if ( head->level > level ) continue; 1677 if (head->level > level)
1678 continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1480 /* Failed, no effect */ 1680 /* Failed, no effect */
1481 continue; 1681 continue;
1482 } 1682 }
1483 1683
1484 /* Done with saving throw. Now start effecting the monster */ 1684 /* Done with saving throw. Now start effecting the monster */
1485 1685
1486 /* aggravation */ 1686 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1488 CLEAR_FLAG(head, FLAG_SLEEP); 1689 CLEAR_FLAG (head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1490 remove_friendly_object(head); 1691 remove_friendly_object (head);
1491 1692
1492 done_one = 1; 1693 done_one = 1;
1493 head->enemy = op; 1694 head->enemy = op;
1494 } 1695 }
1495 1696
1496 /* calm monsters */ 1697 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL; 1701 head->enemy = NULL;
1500 done_one = 1; 1702 done_one = 1;
1501 } 1703 }
1502 1704
1503 /* berserk monsters */ 1705 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1505 SET_FLAG(head, FLAG_BERSERK); 1708 SET_FLAG (head, FLAG_BERSERK);
1506 done_one = 1; 1709 done_one = 1;
1507 } 1710 }
1508 /* charm */ 1711 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 {
1510 SET_FLAG(head, FLAG_FRIENDLY); 1714 SET_FLAG (head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters. 1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile. 1716 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. */ 1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR); 1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1515 set_owner(head, op); 1719 set_owner (head, op);
1516 set_spell_skill(op, caster, spell, head); 1720 set_spell_skill (op, caster, spell, head);
1517 add_friendly_object(head); 1721 add_friendly_object (head);
1518 head->attack_movement = PETMOVE; 1722 head->attack_movement = PETMOVE;
1519 done_one = 1; 1723 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0; 1725 head->stats.exp = 0;
1522 } 1726 }
1523 1727
1524 /* If a monster was effected, put an effect in */ 1728 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) { 1729 if (done_one && spell->other_arch)
1730 {
1526 tmp = arch_to_object(spell->other_arch); 1731 tmp = arch_to_object (spell->other_arch);
1527 tmp->x = nx; 1732 tmp->x = nx;
1528 tmp->y = ny; 1733 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0); 1734 insert_ob_in_map (tmp, m, op, 0);
1530 } 1735 }
1531 } /* for y */ 1736 } /* for y */
1532 1737
1533 return 1; 1738 return 1;
1534} 1739}
1535 1740
1536 1741
1537/* Move_ball_spell: This handles ball type spells that just sort of wander 1742/* 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 1743 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed. 1744 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect. 1745 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c 1746 * note that duration is handled by process_object() in time.c
1542 */ 1747 */
1543 1748
1749void
1544void move_ball_spell(object *op) { 1750move_ball_spell (object *op)
1751{
1545 int i,j,dam_save,dir, mflags; 1752 int i, j, dam_save, dir, mflags;
1546 sint16 nx,ny, hx, hy; 1753 sint16 nx, ny, hx, hy;
1547 object *owner; 1754 object *owner;
1548 mapstruct *m; 1755 mapstruct *m;
1549 1756
1550 owner = get_owner(op); 1757 owner = get_owner (op);
1551 1758
1552 /* the following logic makes sure that the ball doesn't move into a wall, 1759 /* 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 1760 * 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 1761 * 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 1762 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations. 1763 * deviations.
1557 */ 1764 */
1558 1765
1559 dir = 0; 1766 dir = 0;
1560 if(!(rndm(0, 3))) 1767 if (!(rndm (0, 3)))
1561 j = rndm(0, 1); 1768 j = rndm (0, 1);
1562 else j=0; 1769 else
1770 j = 0;
1563 1771
1564 for(i = 1; i < 9; i++) { 1772 for (i = 1; i < 9; i++)
1773 {
1565 /* i bit 0: alters sign of offset 1774 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset 1775 * other bits (i / 2): absolute value of offset
1567 */ 1776 */
1568 1777
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1570 int tmpdir = absdir (op->direction + offset); 1779 int tmpdir = absdir (op->direction + offset);
1571 1780
1572 nx = op->x + freearr_x[tmpdir]; 1781 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir]; 1782 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1783 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)))) { 1784 {
1576 dir = tmpdir; 1785 dir = tmpdir;
1577 break; 1786 break;
1578 } 1787 }
1579 } 1788 }
1580 if (dir == 0) { 1789 if (dir == 0)
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 } 1790 {
1791 nx = op->x;
1792 ny = op->y;
1793 m = op->map;
1794 }
1585 1795
1586 remove_ob(op); 1796 remove_ob (op);
1587 op->y=ny; 1797 op->y = ny;
1588 op->x=nx; 1798 op->x = nx;
1589 insert_ob_in_map(op,m,op,0); 1799 insert_ob_in_map (op, m, op, 0);
1590 1800
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */ 1802 surrounding squares */
1593 1803
1594 /* loop over current square and neighbors to hit. 1804 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in 1805 * if this has an other_arch field, we insert that in
1596 * the surround spaces. 1806 * the surround spaces.
1597 */ 1807 */
1598 for(j=0;j<9;j++) { 1808 for (j = 0; j < 9; j++)
1809 {
1599 object *new_ob; 1810 object *new_ob;
1600 1811
1601 hx = nx+freearr_x[j]; 1812 hx = nx + freearr_x[j];
1602 hy = ny+freearr_y[j]; 1813 hy = ny + freearr_y[j];
1603 1814
1604 m = op->map; 1815 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1606 1817
1607 if (mflags & P_OUT_OF_MAP) continue; 1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1608 1820
1609 /* first, don't ever, ever hit the owner. Don't hit out 1821 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either. 1822 * of the map either.
1611 */ 1823 */
1612 1824
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1825 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; 1826 {
1827 if (j)
1828 op->stats.dam = dam_save / 2;
1615 hit_map(op,j,op->attacktype,1); 1829 hit_map (op, j, op->attacktype, 1);
1616 1830
1617 } 1831 }
1618 1832
1619 /* insert the other arch */ 1833 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 {
1621 new_ob = arch_to_object(op->other_arch); 1836 new_ob = arch_to_object (op->other_arch);
1622 new_ob->x = hx; 1837 new_ob->x = hx;
1623 new_ob->y = hy; 1838 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0); 1839 insert_ob_in_map (new_ob, m, op, 0);
1625 } 1840 }
1626 } 1841 }
1627 1842
1628 /* restore to the center location and damage*/ 1843 /* restore to the center location and damage */
1629 op->stats.dam = dam_save; 1844 op->stats.dam = dam_save;
1630 1845
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1632 1847
1633 if(i>=0) { /* we have a preferred direction! */ 1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */ 1850 /* 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 || 1851 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))) { 1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1638 } 1855 }
1639 op->direction=i; 1856 op->direction = i;
1640 } 1857 }
1641} 1858}
1642 1859
1643 1860
1644/* move_swarm_spell: peterm 1861/* move_swarm_spell: peterm
1647 * is a special type of object that casts swarms of other types 1864 * 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 1865 * 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. 1866 * from a set of squares surrounding the caster, in a given direction.
1650 */ 1867 */
1651 1868
1869void
1652void move_swarm_spell(object *op) 1870move_swarm_spell (object *op)
1653{ 1871{
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 1872#if 0
1676 // this is bogus: it causes wrong places to be checked below 1873 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 1874 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 1875 sint16 target_x, target_y, origin_x, origin_y;
1679 // space. 1876 int adjustdir;
1680 // should be fixed later, but correctness before featurs... 1877 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 1878#endif
1879 int basedir;
1880 object *owner;
1723 1881
1882 owner = get_owner (op);
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 }
1889 op->duration--;
1890
1891 basedir = op->direction;
1892 if (basedir == 0)
1893 {
1894 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8);
1896 }
1897
1898#if 0
1899 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space.
1903 // should be fixed later, but correctness before featurs...
1904 // (schmorp)
1905
1906 /* new offset calculation to make swarm element distribution
1907 * more uniform
1908 */
1909 if (op->duration)
1910 {
1911 if (basedir & 1)
1912 {
1913 adjustdir = cardinal_adjust[rndm (0, 8)];
1914 }
1915 else
1916 {
1917 adjustdir = diagonal_adjust[rndm (0, 9)];
1918 }
1919 }
1920 else
1921 {
1922 adjustdir = 0; /* fire the last one from forward. */
1923 }
1924
1925 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1926 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1927
1928 /* back up one space so we can hit point-blank targets, but this
1929 * necessitates extra out_of_map check below
1930 */
1931 origin_x = target_x - freearr_x[basedir];
1932 origin_y = target_y - freearr_y[basedir];
1933
1934
1724 /* spell pointer is set up for the spell this casts. Since this 1935 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory, 1936 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However, 1937 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways. 1938 * do some sanity checking anyways.
1728 */ 1939 */
1940
1941 if (op->spell && op->spell->type == SPELL &&
1942 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1943 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1729 1944 {
1945
1946 /* Bullet spells have a bunch more customization that needs to be done */
1947 if (op->spell->subtype == SP_BULLET)
1948 fire_bullet (owner, op, basedir, op->spell);
1949 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1950 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1951 }
1952#endif
1953
1954 /* spell pointer is set up for the spell this casts. Since this
1955 * should just be a pointer to the spell in some inventory,
1956 * it is unlikely to disappear by the time we need it. However,
1957 * do some sanity checking anyways.
1958 */
1959
1730 if (op->spell && op->spell->type == SPELL) 1960 if (op->spell && op->spell->type == SPELL)
1731 { 1961 {
1732 /* Bullet spells have a bunch more customization that needs to be done */ 1962 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET) 1963 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell); 1964 fire_bullet (owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1965 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1966 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 } 1967 }
1738} 1968}
1739 1969
1740 1970
1741 1971
1742 1972
1750 * dir: the direction everything will be fired in 1980 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell. 1981 * spell - the spell that is this spell.
1752 * n: the number to be fired. 1982 * n: the number to be fired.
1753 */ 1983 */
1754 1984
1985int
1755int fire_swarm (object *op, object *caster, object *spell, int dir) 1986fire_swarm (object *op, object *caster, object *spell, int dir)
1756{ 1987{
1757 object *tmp; 1988 object *tmp;
1758 int i; 1989 int i;
1759 1990
1760 if (!spell->other_arch) return 0; 1991 if (!spell->other_arch)
1992 return 0;
1761 1993
1762 tmp=get_archetype(SWARM_SPELL); 1994 tmp = get_archetype (SWARM_SPELL);
1763 tmp->x=op->x; 1995 tmp->x = op->x;
1764 tmp->y=op->y; 1996 tmp->y = op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1766 set_spell_skill(op, caster, spell, tmp); 1998 set_spell_skill (op, caster, spell, tmp);
1767 1999
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1769 tmp->spell = arch_to_object(spell->other_arch); 2001 tmp->spell = arch_to_object (spell->other_arch);
1770 2002
1771 tmp->attacktype = tmp->spell->attacktype; 2003 tmp->attacktype = tmp->spell->attacktype;
1772 2004
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
1774 if ( ! tailor_god_spell (tmp, op)) 2007 if (!tailor_god_spell (tmp, op))
1775 return 1; 2008 return 1;
1776 } 2009 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell); 2010 tmp->duration = SP_level_duration_adjust (caster, spell);
1778 for (i=0; i< spell->duration; i++) 2011 for (i = 0; i < spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1780 2013
1781 tmp->direction=dir; 2014 tmp->direction = dir;
1782 tmp->invisible=1; 2015 tmp->invisible = 1;
1783 insert_ob_in_map(tmp,op->map,op,0); 2016 insert_ob_in_map (tmp, op->map, op, 0);
1784 return 1; 2017 return 1;
1785} 2018}
1786 2019
1787 2020
1788/* See the spells documentation file for why this is its own 2021/* See the spells documentation file for why this is its own
1789 * function. 2022 * function.
1790 */ 2023 */
2024int
1791int cast_light(object *op,object *caster,object *spell, int dir) { 2025cast_light (object *op, object *caster, object *spell, int dir)
2026{
1792 object *target=NULL,*tmp=NULL; 2027 object *target = NULL, *tmp = NULL;
1793 sint16 x,y; 2028 sint16 x, y;
1794 int dam, mflags; 2029 int dam, mflags;
1795 mapstruct *m; 2030 mapstruct *m;
1796 2031
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 2033
1799 if(!dir) { 2034 if (!dir)
2035 {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1801 return 0; 2037 return 0;
1802 } 2038 }
1803 2039
1804 x=op->x+freearr_x[dir]; 2040 x = op->x + freearr_x[dir];
1805 y=op->y+freearr_y[dir]; 2041 y = op->y + freearr_y[dir];
1806 m = op->map; 2042 m = op->map;
1807 2043
1808 mflags = get_map_flags(m, &m, x, y, &x, &y); 2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
1809 2045
1810 if (mflags & P_OUT_OF_MAP) { 2046 if (mflags & P_OUT_OF_MAP)
2047 {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1812 return 0; 2049 return 0;
1813 } 2050 }
1814 2051
1815 if (mflags & P_IS_ALIVE && spell->attacktype) { 2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
1816 for(target=get_map_ob(m,x,y);target;target=target->above) 2054 for (target = get_map_ob (m, x, y); target; target = target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
1818 /* oky doky. got a target monster. Lets make a blinding attack */ 2057 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head; 2058 if (target->head)
2059 target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1); 2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
1821 return 1; /* one success only! */ 2061 return 1; /* one success only! */
2062 }
1822 } 2063 }
1823 }
1824 2064
1825 /* no live target, perhaps a wall is in the way? */ 2065 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2066 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2067 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2068 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1828 return 0; 2069 return 0;
1829 } 2070 }
1830 2071
1831 /* ok, looks groovy to just insert a new light on the map */ 2072 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch); 2073 tmp = arch_to_object (spell->other_arch);
1833 if(!tmp) { 2074 if (!tmp)
2075 {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1835 return 0; 2077 return 0;
1836 } 2078 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1838 if (tmp->glow_radius) { 2080 if (tmp->glow_radius)
2081 {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2082 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; 2083 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII;
1841 } 2085 }
1842 tmp->x=x; 2086 tmp->x = x;
1843 tmp->y=y; 2087 tmp->y = y;
1844 insert_ob_in_map(tmp,m,op,0); 2088 insert_ob_in_map (tmp, m, op, 0);
1845 return 1; 2089 return 1;
1846} 2090}
1847 2091
1848 2092
1849 2093
1850 2094
1853 * op is the player/monster, caster is the object, dir is the direction 2097 * 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 2098 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c? 2099 * perhaps this should actually be in disease.c?
1856 */ 2100 */
1857 2101
2102int
1858int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2103cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{
1859 sint16 x,y; 2105 sint16 x, y;
1860 int i, mflags, range, dam_mod, dur_mod; 2106 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk; 2107 object *walk;
1862 mapstruct *m; 2108 mapstruct *m;
1863 2109
1864 x = op->x; 2110 x = op->x;
1865 y = op->y; 2111 y = op->y;
1866 2112
1867 /* If casting from a scroll, no direction will be available, so refer to the 2113 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing. 2114 * direction the player is pointing.
1869 */ 2115 */
2116 if (!dir)
1870 if (!dir) dir=op->facing; 2117 dir = op->facing;
2118 if (!dir)
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2119 return 0; /* won't find anything if casting on ourself, so just return */
1872 2120
1873 /* Calculate these once here */ 2121 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell); 2122 range = spell->range + SP_level_range_adjust (caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell); 2123 dam_mod = SP_level_dam_adjust (caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell); 2124 dur_mod = SP_level_duration_adjust (caster, spell);
1877 2125
1878 /* search in a line for a victim */ 2126 /* search in a line for a victim */
1879 for(i=1; i<range; i++) { 2127 for (i = 1; i < range; i++)
2128 {
1880 x = op->x + i * freearr_x[dir]; 2129 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir]; 2130 y = op->y + i * freearr_y[dir];
1882 m = op->map; 2131 m = op->map;
1883 2132
1884 mflags = get_map_flags(m, &m, x, y, &x, &y); 2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 2134
1886 if (mflags & P_OUT_OF_MAP) return 0; 2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
1887 2137
1888 /* don't go through walls - presume diseases are airborne */ 2138 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2139 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2140 return 0;
1890 2141
1891 /* Only bother looking on this space if there is something living here */ 2142 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) { 2143 if (mflags & P_IS_ALIVE)
2144 {
1893 /* search this square for a victim */ 2145 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2146 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 */ 2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch); 2149 object *disease = arch_to_object (spell->other_arch);
1897 2150
1898 set_owner(disease,op); 2151 set_owner (disease, op);
1899 set_spell_skill(op, caster, spell, disease); 2152 set_spell_skill (op, caster, spell, disease);
1900 disease->stats.exp = 0; 2153 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell); 2154 disease->level = caster_level (caster, spell);
1902 2155
1903 /* do level adjustments */ 2156 /* do level adjustments */
1904 if(disease->stats.wc) 2157 if (disease->stats.wc)
1905 disease->stats.wc += dur_mod/2; 2158 disease->stats.wc += dur_mod / 2;
1906 2159
1907 if(disease->magic> 0) 2160 if (disease->magic > 0)
1908 disease->magic += dur_mod/4; 2161 disease->magic += dur_mod / 4;
1909 2162
1910 if(disease->stats.maxhp>0) 2163 if (disease->stats.maxhp > 0)
1911 disease->stats.maxhp += dur_mod; 2164 disease->stats.maxhp += dur_mod;
1912 2165
1913 if(disease->stats.maxgrace>0) 2166 if (disease->stats.maxgrace > 0)
1914 disease->stats.maxgrace += dur_mod; 2167 disease->stats.maxgrace += dur_mod;
1915 2168
1916 if(disease->stats.dam) { 2169 if (disease->stats.dam)
1917 if(disease->stats.dam > 0) 2170 {
1918 disease->stats.dam += dam_mod; 2171 if (disease->stats.dam > 0)
1919 else disease->stats.dam -= dam_mod; 2172 disease->stats.dam += dam_mod;
1920 } 2173 else
2174 disease->stats.dam -= dam_mod;
2175 }
1921 2176
1922 if(disease->last_sp) { 2177 if (disease->last_sp)
1923 disease->last_sp -= 2*dam_mod; 2178 {
1924 if(disease->last_sp <1) disease->last_sp = 1; 2179 disease->last_sp -= 2 * dam_mod;
1925 } 2180 if (disease->last_sp < 1)
2181 disease->last_sp = 1;
2182 }
1926 2183
1927 if(disease->stats.maxsp) { 2184 if (disease->stats.maxsp)
1928 if(disease->stats.maxsp > 0) 2185 {
1929 disease->stats.maxsp += dam_mod; 2186 if (disease->stats.maxsp > 0)
1930 else disease->stats.maxsp -= dam_mod; 2187 disease->stats.maxsp += dam_mod;
1931 } 2188 else
1932 2189 disease->stats.maxsp -= dam_mod;
2190 }
2191
1933 if(disease->stats.ac) 2192 if (disease->stats.ac)
1934 disease->stats.ac += dam_mod; 2193 disease->stats.ac += dam_mod;
1935 2194
1936 if(disease->last_eat) 2195 if (disease->last_eat)
1937 disease->last_eat -= dam_mod; 2196 disease->last_eat -= dam_mod;
1938 2197
1939 if(disease->stats.hp) 2198 if (disease->stats.hp)
1940 disease->stats.hp -= dam_mod; 2199 disease->stats.hp -= dam_mod;
1941 2200
1942 if(disease->stats.sp) 2201 if (disease->stats.sp)
1943 disease->stats.sp -= dam_mod; 2202 disease->stats.sp -= dam_mod;
1944 2203
1945 if(infect_object(walk,disease,1)) { 2204 if (infect_object (walk, disease, 1))
2205 {
1946 object *flash; /* visual effect for inflicting disease */ 2206 object *flash; /* visual effect for inflicting disease */
1947 2207
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1949 2209
1950 free_object(disease); /* don't need this one anymore */ 2210 free_object (disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC); 2211 flash = get_archetype (ARCH_DETECT_MAGIC);
1952 flash->x = x; 2212 flash->x = x;
1953 flash->y = y; 2213 flash->y = y;
1954 flash->map = walk->map; 2214 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0); 2215 insert_ob_in_map (flash, walk->map, op, 0);
1956 return 1; 2216 return 1;
1957 } 2217 }
1958 free_object(disease); 2218 free_object (disease);
1959 } 2219 }
1960 } /* if living creature */ 2220 } /* if living creature */
1961 } /* for range of spaces */ 2221 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1963 return 1; 2223 return 1;
1964} 2224}

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