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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 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");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
412 {
413 remove_ob (op); 426 remove_ob (op);
414 free_object (op); 427 free_object (op);
428 return;
429 }
430 remove_ob (op);
431 op->x = env->x;
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 }
435 else if (out_of_map (op->map, op->x, op->y))
436 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op);
439 free_object (op);
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)
447 {
448 remove_ob (op);
449 free_object (op);
450 return;
451 }
452
453 if (op->attacktype)
454 {
455 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag))
415 return; 457 return;
416 } 458 }
417 459
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 460 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 461 tmp = arch_to_object (op->other_arch);
426 462
427 copy_owner (tmp, op); 463 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 464 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 465
431 owner = get_owner(op); 466 owner = get_owner (op);
467
432 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))
433 !tailor_god_spell(tmp, owner)) { 469 {
434 remove_ob (op); 470 remove_ob (op);
435 free_object (op); 471 free_object (op);
436 return; 472 return;
437 } 473 }
474
438 tmp->x = op->x; 475 tmp->x = op->x;
439 tmp->y = op->y; 476 tmp->y = op->y;
440 477
441 /* special for bombs - it actually has sane values for these */ 478 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
443 tmp->attacktype = op->attacktype; 481 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 482 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 483 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 484 tmp->duration = op->duration;
447 } else { 485 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
449 /* Spell doc describes what is going on here */ 490 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 491 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 492 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 493 tmp->duration = op->stats.hp;
453 /* 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 -
454 * the count of the parent should work fine. 495 * the count of the parent should work fine.
455 */ 496 */
456 tmp->stats.maxhp = op->count; 497 tmp->stats.maxhp = op->count;
457 } 498 }
458 499
459 /* Set direction of cone explosion */ 500 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 502 tmp->stats.sp = op->direction;
462 503
463 /* Prevent recursion */ 504 /* Prevent recursion */
464 op->move_on = 0; 505 op->move_on = 0;
465 506
466 insert_ob_in_map(tmp, op->map, op, 0); 507 insert_ob_in_map (tmp, op->map, op, 0);
467 /* remove the firebullet */ 508 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 509 if (!was_destroyed (op, op_tag))
510 {
469 remove_ob (op); 511 remove_ob (op);
470 free_object (op); 512 free_object (op);
471 } 513 }
472} 514}
473 515
474 516
475 517
476/* 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
477 * (eg, explode, damage player, etc) 519 * (eg, explode, damage player, etc)
478 */ 520 */
479 521
522void
480void check_bullet(object *op) 523check_bullet (object *op)
481{ 524{
482 tag_t op_tag = op->count, tmp_tag; 525 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 526 object *tmp;
484 int dam, mflags; 527 int dam, mflags;
485 mapstruct *m; 528 mapstruct *m;
486 sint16 sx, sy; 529 sint16 sx, sy;
487 530
488 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);
489 532
490 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)))
491 return; 534 return;
492 535
493 if (op->other_arch) { 536 if (op->other_arch)
537 {
494 /* explode object will also remove op */ 538 /* explode object will also remove op */
495 explode_bullet (op); 539 explode_bullet (op);
496 return; 540 return;
497 } 541 }
498 542
499 /* 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 */
500 if (!(mflags & P_IS_ALIVE)) return; 544 if (!(mflags & P_IS_ALIVE))
545 return;
501 546
502 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)
503 { 548 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
505 tmp_tag = tmp->count; 551 tmp_tag = tmp->count;
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 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)
508 || (op->stats.dam -= dam) < 0)
509 { 554 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 555 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 556 {
512 free_object(op); 557 remove_ob (op);
513 return; 558 free_object (op);
514 } 559 return;
560 }
515 } 561 }
516 } 562 }
517 } 563 }
518} 564}
519 565
522 * call check_bullet. 568 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 569 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 570 * fired arches (eg, bolts).
525 */ 571 */
526 572
573void
527void move_bullet(object *op) 574move_bullet (object *op)
528{ 575{
529 sint16 new_x, new_y; 576 sint16 new_x, new_y;
530 int mflags; 577 int mflags;
531 mapstruct *m; 578 mapstruct *m;
532 579
533#if 0 580#if 0
534 /* We need a better general purpose way to do this */ 581 /* We need a better general purpose way to do this */
535 582
536 /* peterm: added to make comet leave a trail of burnouts 583 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 584 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 585 if (op->stats.sp == SP_METEOR)
586 {
539 replace_insert_ob_in_map("fire_trail",op); 587 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 588 if (was_destroyed (op, op_tag))
541 return; 589 return;
542 } /* end addition. */ 590 } /* end addition. */
543#endif 591#endif
544 592
545 /* Reached the end of its life - remove it */ 593 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 594 if (--op->range <= 0)
595 {
547 if (op->other_arch) { 596 if (op->other_arch)
597 {
548 explode_bullet (op); 598 explode_bullet (op);
549 } else { 599 }
600 else
601 {
550 remove_ob (op); 602 remove_ob (op);
551 free_object (op); 603 free_object (op);
552 } 604 }
553 return; 605 return;
554 } 606 }
555 607
556 new_x = op->x + DIRX(op); 608 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 609 new_y = op->y + DIRY (op);
558 m = op->map; 610 m = op->map;
559 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);
560 612
561 if (mflags & P_OUT_OF_MAP) { 613 if (mflags & P_OUT_OF_MAP)
614 {
562 remove_ob (op); 615 remove_ob (op);
563 free_object (op); 616 free_object (op);
564 return; 617 return;
565 } 618 }
566 619
567 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 {
568 if (op->other_arch) { 622 if (op->other_arch)
623 {
569 explode_bullet (op); 624 explode_bullet (op);
625 }
570 } else { 626 else
627 {
571 remove_ob (op); 628 remove_ob (op);
572 free_object (op); 629 free_object (op);
573 } 630 }
574 return; 631 return;
575 } 632 }
576 633
577 remove_ob (op); 634 remove_ob (op);
578 op->x = new_x; 635 op->x = new_x;
579 op->y = new_y; 636 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
581 return; 638 return;
582 639
583 if (reflwall (op->map, op->x, op->y, op)) { 640 if (reflwall (op->map, op->x, op->y, op))
641 {
584 op->direction = absdir (op->direction + 4); 642 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 643 update_turn_face (op);
586 } else { 644 }
645 else
646 {
587 check_bullet (op); 647 check_bullet (op);
588 } 648 }
589} 649}
590 650
591 651
592 652
598 * spob->attacktype. 658 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 659 * This function sets up the appropriate owner and skill
600 * pointers. 660 * pointers.
601 */ 661 */
602 662
663int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 664fire_bullet (object *op, object *caster, int dir, object *spob)
665{
604 object *tmp=NULL; 666 object *tmp = NULL;
605 int mflags; 667 int mflags;
606 668
607 if (!spob->other_arch) 669 if (!spob->other_arch)
608 return 0; 670 return 0;
609 671
610 tmp=arch_to_object(spob->other_arch); 672 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 673 if (tmp == NULL)
612 return 0; 674 return 0;
613 675
614 /* peterm: level dependency for bolts */ 676 /* peterm: level dependency for bolts */
615 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);
616 tmp->attacktype = spob->attacktype; 678 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 679 if (spob->slaying)
680 tmp->slaying = spob->slaying;
618 681
619 tmp->range = 50; 682 tmp->range = 50;
620 683
621 /* Need to store duration/range for the ball to use */ 684 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 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);
625 688
626 tmp->direction=dir; 689 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 691 SET_ANIMATION (tmp, dir);
629 692
630 set_owner(tmp,op); 693 set_owner (tmp, op);
631 set_spell_skill(op, caster, spob, tmp); 694 set_spell_skill (op, caster, spob, tmp);
632 695
633 tmp->x=op->x + freearr_x[dir]; 696 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 697 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 698 tmp->map = op->map;
636 699
637 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);
638 if (mflags & P_OUT_OF_MAP) { 701 if (mflags & P_OUT_OF_MAP)
702 {
639 free_object(tmp); 703 free_object (tmp);
640 return 0; 704 return 0;
641 } 705 }
642 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 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
644 free_object(tmp); 710 free_object (tmp);
645 return 0; 711 return 0;
646 } 712 }
647 tmp->x=op->x; 713 tmp->x = op->x;
648 tmp->y=op->y; 714 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 715 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 716 tmp->map = op->map;
651 } 717 }
652 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 {
653 check_bullet (tmp); 720 check_bullet (tmp);
654 } 721 }
655 return 1; 722 return 1;
656} 723}
657 724
658 725
659 726
660 727
664 * 731 *
665 *****************************************************************************/ 732 *****************************************************************************/
666 733
667 734
668/* 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
669void cone_drop(object *op) { 737cone_drop (object *op)
738{
670 object *new_ob = arch_to_object(op->other_arch); 739 object *new_ob = arch_to_object (op->other_arch);
671 740
672 new_ob->x = op->x; 741 new_ob->x = op->x;
673 new_ob->y = op->y; 742 new_ob->y = op->y;
674 new_ob->level = op->level; 743 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 744 set_owner (new_ob, op->owner);
676 745
677 /* preserve skill ownership */ 746 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 747 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 } 748 {
749 new_ob->skill = op->skill;
750 }
682 insert_ob_in_map(new_ob,op->map,op,0); 751 insert_ob_in_map (new_ob, op->map, op, 0);
683 752
684} 753}
685 754
686/* 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 */
687 756
757void
688void move_cone(object *op) { 758move_cone (object *op)
759{
689 int i; 760 int i;
690 tag_t tag; 761 tag_t tag;
691 762
692 /* 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 */
693 if (! op->map) { 764 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 765 {
695 op->name ? op->name : "unknown"); 766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
696 op->speed = 0; 767 op->speed = 0;
697 update_ob_speed (op); 768 update_ob_speed (op);
698 return; 769 return;
699 } 770 }
700 771
701 /* lava saves it's life, but not yours :) */ 772 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
703 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
704 return; 776 return;
705 } 777 }
706 778
707#if 0 779#if 0
708 /* Disable this - enabling it makes monsters easier, as 780 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 781 * when their cone dies when they die.
710 */ 782 */
711 /* If no owner left, the spell dies out. */ 783 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 784 if (get_owner (op) == NULL)
785 {
713 remove_ob(op); 786 remove_ob (op);
714 free_object(op); 787 free_object (op);
715 return; 788 return;
716 } 789 }
717#endif 790#endif
718 791
719 tag = op->count; 792 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 793 hit_map (op, 0, op->attacktype, 0);
721 794
722 /* Check to see if we should push anything. 795 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 796 * Spell objects with weight push whatever they encounter to some
724 * degree. 797 * degree.
725 */ 798 */
799 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 800 check_spell_knockback (op);
727 801
728 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);
729 return; 809 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 810 }
736 /* Object has hit maximum range, so don't have it move 811 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 812 * any further. When the duration above expires,
738 * then the object will get removed. 813 * then the object will get removed.
739 */ 814 */
740 if (--op->range < 0) { 815 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 816 {
817 op->range = 0; /* just so it doesn't wrap */
818 return;
819 }
744 820
745 for(i= -1;i<2;i++) { 821 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 822 {
747 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)];
748 824
749 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 {
750 object *tmp=get_object(); 827 object *tmp = get_object ();
828
751 copy_object(op, tmp); 829 copy_object (op, tmp);
752 tmp->x=x; 830 tmp->x = x;
753 tmp->y=y; 831 tmp->y = y;
754 832
755 tmp->duration = op->duration + 1; 833 tmp->duration = op->duration + 1;
756 834
757 /* Use for spell tracking - see ok_to_put_more() */ 835 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 836 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 837 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 838 if (tmp->other_arch)
761 } 839 cone_drop (tmp);
840 }
762 } 841 }
763} 842}
764 843
765/* cast_cone: casts a cone spell. 844/* cast_cone: casts a cone spell.
766 * op: person firing the object. 845 * op: person firing the object.
768 * dir: direction to fire in. 847 * dir: direction to fire in.
769 * 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
770 * to fire. 849 * to fire.
771 * returns 0 on failure, 1 on success. 850 * returns 0 on failure, 1 on success.
772 */ 851 */
852int
773int cast_cone(object *op, object *caster,int dir, object *spell) 853cast_cone (object *op, object *caster, int dir, object *spell)
774{ 854{
775 object *tmp; 855 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 856 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 857 mapstruct *m;
778 sint16 sx, sy; 858 sint16 sx, sy;
779 MoveType movetype; 859 MoveType movetype;
780 860
781 if (!spell->other_arch) return 0; 861 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 862 return 0;
863
864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
867 return 0;
868 }
789 869
790 if(!dir) { 870 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 871 {
872 range_min = 0;
873 range_max = 8;
874 }
794 875
795 /* 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
796 * 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
797 * insert it into is blocked. 878 * insert it into is blocked.
798 */ 879 */
799 movetype = spell->other_arch->clone.move_type; 880 movetype = spell->other_arch->clone.move_type;
800 881
801 for(i=range_min;i<=range_max;i++) { 882 for (i = range_min; i <= range_max; i++)
883 {
802 sint16 x,y, d; 884 sint16 x, y, d;
803 885
804 /* We can't use absdir here, because it never returns 886 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 887 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 888 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 889 * to hit that person.
808 */ 890 */
809 d = dir + i; 891 d = dir + i;
810 while (d < 0) d+=8; 892 while (d < 0)
811 while (d > 8) d-=8; 893 d += 8;
894 while (d > 8)
895 d -= 8;
812 896
813 /* 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.
814 * In that case, we have to see - if dir is specified, 898 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 899 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 900 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 901 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 902 * for the rune code.
819 */ 903 */
820 if (caster->type != RUNE && d==0) { 904 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 905 {
822 else continue; 906 if (dir != 0)
823 } 907 d = 8;
908 else
909 continue;
910 }
824 911
825 x = op->x+freearr_x[d]; 912 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 913 y = op->y + freearr_y[d];
827 914
828 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)
829 continue; 916 continue;
830 917
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 919 continue;
833 920
834 success=1; 921 success = 1;
835 tmp=arch_to_object(spell->other_arch); 922 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 923 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 924 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 925 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 926 tmp->x = sx;
840 tmp->y = sy; 927 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 928 tmp->attacktype = spell->attacktype;
842 929
843 /* holy word stuff */ 930 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 932 if (!tailor_god_spell (tmp, op))
846 } 933 return 0;
847 934
848 if(dir) 935 if (dir)
849 tmp->stats.sp=dir; 936 tmp->stats.sp = dir;
850 else 937 else
851 tmp->stats.sp=i; 938 tmp->stats.sp = i;
852 939
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 941
855 /* 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 */
856 if (dir == 0) { 943 if (dir == 0)
944 {
857 tmp->range /= 4; 945 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 946 if (tmp->range < 2 && spell->range >= 2)
859 } 947 tmp->range = 2;
948 }
949
860 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);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 952
863 /* Special bonus for fear attacks */ 953 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 954 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 955 {
866 else 956 if (caster->type == PLAYER)
957 tmp->duration += fear_bonus[caster->stats.Cha];
958 else
867 tmp->duration += caster->level/3; 959 tmp->duration += caster->level / 3;
868 } 960 }
961
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 963 {
871 else 964 if (caster->type == PLAYER)
965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
966 else
872 tmp->duration += caster->level/3; 967 tmp->duration += caster->level / 3;
873 } 968 }
874 969
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 970 if (!(tmp->move_type & MOVE_FLY_LOW))
877 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);
878 spell->other_arch->name);
879 972
880 if (!tmp->move_on && tmp->stats.dam) { 973 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 974 {
882 "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);
883 spell->other_arch->name); 976 }
884 } 977
885 insert_ob_in_map(tmp,m,op,0); 978 insert_ob_in_map (tmp, m, op, 0);
886 979
887 /* 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
888 * a single space too many times. 981 * a single space too many times.
889 */ 982 */
890 tmp->stats.maxhp = tmp->count; 983 tmp->stats.maxhp = tmp->count;
891 984
892 if(tmp->other_arch) cone_drop(tmp); 985 if (tmp->other_arch)
986 cone_drop (tmp);
893 } 987 }
988
894 return success; 989 return success;
895} 990}
896 991
897/**************************************************************************** 992/****************************************************************************
898 * 993 *
899 * BOMB related code 994 * BOMB related code
902 997
903 998
904/* This handles an exploding bomb. 999/* This handles an exploding bomb.
905 * op is the original bomb object. 1000 * op is the original bomb object.
906 */ 1001 */
1002void
907void animate_bomb(object *op) { 1003animate_bomb (object *op)
1004{
908 int i; 1005 int i;
909 object *env, *tmp; 1006 object *env, *tmp;
910 archetype *at; 1007 archetype *at;
911 1008
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1009 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 1010 return;
914 1011
915 env = object_get_env_recursive(op); 1012 env = object_get_env_recursive (op);
916 1013
917 if (op->env) { 1014 if (op->env)
1015 {
918 if (env->map == NULL) 1016 if (env->map == NULL)
919 return; 1017 return;
920 1018
921 if (env->type == PLAYER) 1019 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 1020 esrv_del_item (env->contr, op->count);
923 1021
924 remove_ob(op); 1022 remove_ob (op);
925 op->x = env->x; 1023 op->x = env->x;
926 op->y = env->y; 1024 op->y = env->y;
927 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);
928 return; 1036 return;
929 } 1037 }
930 1038
931 /* This copies a lot of the code from the fire bullet, 1039 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 1040 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 1041 * so just set up the appropriate values.
934 */ 1042 */
935 at = find_archetype(SPLINT); 1043 at = archetype::find (SPLINT);
936 if (at) { 1044 if (at)
937 for(i=1;i<9;i++) { 1045 {
1046 for (i = 1; i < 9; i++)
1047 {
938 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]))
939 continue; 1049 continue;
940 tmp = arch_to_object(at); 1050 tmp = arch_to_object (at);
941 tmp->direction = i; 1051 tmp->direction = i;
942 tmp->range = op->range; 1052 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 1053 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 1054 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 1055 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 1056 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) { 1057 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 1058 {
949 tmp->skill = add_refcount(op->skill); 1059 tmp->skill = op->skill;
950 } 1060 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i); 1062 SET_ANIMATION (tmp, i);
953 tmp->x = op->x + freearr_x[i]; 1063 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i]; 1064 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0); 1065 insert_ob_in_map (tmp, op->map, op, 0);
956 move_bullet(tmp); 1066 move_bullet (tmp);
957 } 1067 }
958 } 1068 }
959 1069
960 explode_bullet(op); 1070 explode_bullet (op);
961} 1071}
962 1072
1073int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1074create_bomb (object *op, object *caster, int dir, object *spell)
1075{
964 1076
965 object *tmp; 1077 object *tmp;
966 int mflags; 1078 int mflags;
967 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];
968 mapstruct *m; 1080 mapstruct *m;
969 1081
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 {
972 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.");
973 return 0; 1086 return 0;
974 } 1087 }
975 tmp=arch_to_object(spell->other_arch); 1088 tmp = arch_to_object (spell->other_arch);
976 1089
977 /* level dependencies for bomb */ 1090 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 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);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1094 tmp->attacktype = spell->attacktype;
982 1095
983 set_owner(tmp,op); 1096 set_owner (tmp, op);
984 set_spell_skill(op, caster, spell, tmp); 1097 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1098 tmp->x = dx;
986 tmp->y=dy; 1099 tmp->y = dy;
987 insert_ob_in_map(tmp,m,op,0); 1100 insert_ob_in_map (tmp, m, op, 0);
988 return 1; 1101 return 1;
989} 1102}
990 1103
991/**************************************************************************** 1104/****************************************************************************
992 * 1105 *
993 * smite related spell code. 1106 * smite related spell code.
1001 * dir is the direction to look in. 1114 * dir is the direction to look in.
1002 * range is how far out to look. 1115 * range is how far out to look.
1003 * 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.
1004 * this info is used for blocked magic/unholy spaces. 1117 * this info is used for blocked magic/unholy spaces.
1005 */ 1118 */
1006 1119
1120object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1121get_pointed_target (object *op, int dir, int range, int type)
1122{
1008 object *target; 1123 object *target;
1009 sint16 x,y; 1124 sint16 x, y;
1010 int dist, mflags; 1125 int dist, mflags;
1011 mapstruct *mp; 1126 mapstruct *mp;
1012 1127
1013 if (dir==0) return NULL; 1128 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 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;
1035} 1159}
1036 1160
1037 1161
1038/* cast_smite_arch() - the priest points to a creature and causes 1162/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1163 * a 'godly curse' to decend.
1042 * caster = object casting the spell. 1166 * caster = object casting the spell.
1043 * dir = direction being cast 1167 * dir = direction being cast
1044 * spell = spell object 1168 * spell = spell object
1045 */ 1169 */
1046 1170
1171int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1172cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{
1048 object *effect, *target; 1174 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1175 object *god = find_god (determine_god (op));
1050 int range; 1176 int range;
1051 1177
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1178 range = spell->range + SP_level_range_adjust (caster, spell);
1053 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);
1054 1180
1055 /* Bunch of conditions for casting this spell. Note that only 1181 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1182 * require a god if this is a cleric spell (requires grace).
1057 * 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
1058 * 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
1059 * interesting spell. 1185 * interesting spell.
1060 * 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
1061 * can't be friendly to your god. 1187 * can't be friendly to your god.
1062 */ 1188 */
1063 1189
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1191 || (!god && spell->stats.grace)
1066 ||(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)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1193 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1195 return 0;
1070 } 1196 }
1071 1197
1072 if (spell->other_arch) 1198 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1199 effect = arch_to_object (spell->other_arch);
1074 else 1200 else
1075 return 0; 1201 return 0;
1076 1202
1077 /* tailor the effect by priest level and worshipped God */ 1203 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1204 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1205 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1081 if(tailor_god_spell(effect,op)) 1208 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1210 else
1211 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1213 return 0;
1087 } 1214 }
1088 } 1215 }
1089 1216
1090 /* size of the area of destruction */ 1217 /* size of the area of destruction */
1091 effect->range=spell->range + 1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1220
1096 if (effect->attacktype & AT_DEATH) { 1221 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1222 {
1098 SP_level_dam_adjust(caster,spell); 1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1224
1100 /* casting death spells at undead isn't a good thing */ 1225 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD)
1228 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1232 effect->x = op->x;
1105 effect->y=op->y; 1233 effect->y = op->y;
1106 } else { 1234 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1235 else
1108 query_name(target)); 1236 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1238 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1239 free_object (effect);
1111 return 0; 1240 return 0;
1241 }
1242 }
1112 } 1243 }
1113 } 1244 else
1114 } else { 1245 {
1115 /* how much woe to inflict :) */ 1246 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1248 }
1119 1249
1120 set_owner(effect,op); 1250 set_owner (effect, op);
1121 set_spell_skill(op, caster, spell, effect); 1251 set_spell_skill (op, caster, spell, effect);
1122 1252
1123 /* ok, tell it where to be, and insert! */ 1253 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1254 effect->x = target->x;
1125 effect->y=target->y; 1255 effect->y = target->y;
1126 insert_ob_in_map(effect,target->map,op,0); 1256 insert_ob_in_map (effect, target->map, op, 0);
1127 1257
1128 return 1; 1258 return 1;
1129} 1259}
1130 1260
1131 1261
1132/**************************************************************************** 1262/****************************************************************************
1133 * 1263 *
1135 * 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
1136 * code here is just to move the missile. 1266 * code here is just to move the missile.
1137 ****************************************************************************/ 1267 ****************************************************************************/
1138 1268
1139/* op is a missile that needs to be moved */ 1269/* op is a missile that needs to be moved */
1270void
1140void move_missile(object *op) { 1271move_missile (object *op)
1272{
1141 int i, mflags; 1273 int i, mflags;
1142 object *owner; 1274 object *owner;
1143 sint16 new_x, new_y; 1275 sint16 new_x, new_y;
1144 mapstruct *m; 1276 mapstruct *m;
1145 1277
1146 if (op->range-- <=0) { 1278 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1279 {
1280 remove_ob (op);
1281 free_object (op);
1282 return;
1283 }
1151 1284
1152 owner = get_owner(op); 1285 owner = get_owner (op);
1153#if 0 1286#if 0
1154 /* 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
1155 * monster that are then killed would continue to survive 1288 * monster that are then killed would continue to survive
1156 */ 1289 */
1157 if (owner == NULL) { 1290 if (owner == NULL)
1291 {
1158 remove_ob(op); 1292 remove_ob (op);
1159 free_object(op); 1293 free_object (op);
1160 return; 1294 return;
1161 } 1295 }
1162#endif 1296#endif
1163 1297
1164 new_x = op->x + DIRX(op); 1298 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1299 new_y = op->y + DIRY (op);
1166 1300
1167 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);
1168 1302
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 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 {
1171 tag_t tag = op->count; 1305 tag_t tag = op->count;
1306
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1307 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1308 /* Basically, missile only hits one thing then goes away.
1174 * 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.
1175 */ 1310 */
1176 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
1177 remove_ob (op); 1319 remove_ob (op);
1178 free_object(op);
1179 }
1180 return;
1181 }
1182
1183 remove_ob(op);
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1321 {
1322 free_object (op);
1323 return;
1324 }
1188 op->x = new_x; 1325 op->x = new_x;
1189 op->y = new_y; 1326 op->y = new_y;
1190 op->map = m; 1327 op->map = m;
1191 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));
1192 if(i > 0 && i != op->direction){ 1329 if (i > 0 && i != op->direction)
1330 {
1193 op->direction=i; 1331 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1332 SET_ANIMATION (op, op->direction);
1195 } 1333 }
1196 insert_ob_in_map(op,op->map,op,0); 1334 insert_ob_in_map (op, op->map, op, 0);
1197} 1335}
1198 1336
1199/**************************************************************************** 1337/****************************************************************************
1200 * Destruction 1338 * Destruction
1201 ****************************************************************************/ 1339 ****************************************************************************/
1340
1202/* make_object_glow() - currently only makes living objects glow. 1341/* make_object_glow() - currently only makes living objects glow.
1203 * 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
1204 * object. if time is 0, the object glows permanently. To truely 1343 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1344 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1345 * give them the capability to have an inventory. b.t.
1207 */ 1346 */
1208 1347
1348int
1209int make_object_glow(object *op, int radius, int time) { 1349make_object_glow (object *op, int radius, int time)
1350{
1210 object *tmp; 1351 object *tmp;
1211 1352
1212 /* some things are unaffected... */ 1353 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1354 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1355 return 0;
1215 1356
1216 tmp=get_archetype(FORCE_NAME); 1357 tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1358 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1359 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1361 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1363 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1364
1224 tmp->x=op->x; 1365 tmp->x = op->x;
1225 tmp->y=op->y; 1366 tmp->y = op->y;
1226 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 */
1227 tmp=insert_ob_in_ob(tmp,op); 1369 tmp = insert_ob_in_ob (tmp, op);
1228 if (tmp->glow_radius > op->glow_radius) 1370 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1371 op->glow_radius = tmp->glow_radius;
1230 1372
1231 if(!tmp->env||op!=tmp->env) { 1373 if (!tmp->env || op != tmp->env)
1374 {
1232 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);
1233 op->name); 1376 return 0;
1234 return 0;
1235 } 1377 }
1236 return 1; 1378 return 1;
1237} 1379}
1238 1380
1239 1381
1240
1241 1382
1383
1384int
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1385cast_destruction (object *op, object *caster, object *spell_ob)
1386{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1387 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1388 sint16 sx, sy;
1245 mapstruct *m; 1389 mapstruct *m;
1246 object *tmp; 1390 object *tmp;
1247 const char *skill; 1391 const char *skill;
1248 1392
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 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);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1253 1398
1254 /* destruction doesn't use another spell object, so we need 1399 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1400 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1401 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1402 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1403 * the full share string/free_string route.
1259 */ 1404 */
1260 skill = op->skill; 1405 skill = op->skill;
1406 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1407 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1263 else op->skill = NULL; 1411 op->skill = NULL;
1264 1412
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1266 1414
1267 for(i= -range; i<range; i++) { 1415 for (i = -range; i < range; i++)
1416 {
1268 for(j=-range; j<range ; j++) { 1417 for (j = -range; j < range; j++)
1418 {
1269 m = op->map; 1419 m = op->map;
1270 sx = op->x + i; 1420 sx = op->x + i;
1271 sy = op->y + j; 1421 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1274 if (mflags & P_IS_ALIVE) { 1425 if (mflags & P_IS_ALIVE)
1426 {
1275 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 {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1430 break;
1278 if (tmp) { 1431 }
1279 if (tmp->head) tmp=tmp->head; 1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1280 1436
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1439 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1443 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1444 {
1287 tmp->x = sx; 1445 tmp = arch_to_object (spell_ob->other_arch);
1288 tmp->y = sy; 1446 tmp->x = sx;
1289 insert_ob_in_map(tmp, m, op, 0); 1447 tmp->y = sy;
1290 } 1448 insert_ob_in_map (tmp, m, op, 0);
1291 } 1449 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE && 1450 }
1293 tmp->resist[ATNR_MAGIC]!=100) { 1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1295 object *effect = arch_to_object(spell_ob->other_arch); 1455 object *effect = arch_to_object (spell_ob->other_arch);
1296 effect->x = sx; 1456
1297 effect->y = sy; 1457 effect->x = sx;
1298 insert_ob_in_map(effect, m, op, 0); 1458 effect->y = sy;
1299 } 1459 insert_ob_in_map (effect, m, op, 0);
1300 } 1460 }
1301 } 1461 }
1302 } 1462 }
1463 }
1464 }
1465 }
1303 } 1466 }
1304 }
1305 }
1306 op->skill = skill; 1467 op->skill = skill;
1307 return 1; 1468 return 1;
1308} 1469}
1309 1470
1310/*************************************************************************** 1471/***************************************************************************
1311 * 1472 *
1312 * CURSE 1473 * CURSE
1313 * 1474 *
1314 ***************************************************************************/ 1475 ***************************************************************************/
1315 1476
1477int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1478cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{
1317 object *god = find_god(determine_god(op)); 1480 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1481 object *tmp, *force;
1319 1482
1320 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);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1484 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1485 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0;
1488 }
1327 1489
1328 /* 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. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1331 if (force->name == spell_ob->name) { 1495 if (force->name == spell_ob->name)
1332 break; 1496 {
1333 } 1497 break;
1498 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1499 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1336 "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);
1337 spell_ob->name, force->name_pl); 1502 return 0;
1338 return 0; 1503 }
1504 }
1339 } 1505 }
1340 }
1341 }
1342 1506
1343 if(force==NULL) { 1507 if (force == NULL)
1508 {
1344 force=get_archetype(FORCE_NAME); 1509 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1510 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race) 1511 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1512 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1513 else
1514 force->name = spell_ob->name;
1515
1516 force->name_pl = spell_ob->name;
1517
1518 }
1519 else
1520 {
1355 int duration; 1521 int duration;
1356 1522
1357 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;
1358 if (duration > force->duration) { 1524 if (duration > force->duration)
1525 {
1359 force->duration = duration; 1526 force->duration = duration;
1360 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.");
1361 } else { 1528 }
1529 else
1530 {
1362 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.");
1363 } 1532 }
1364 return 1; 1533 return 1;
1365 } 1534 }
1366 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;
1367 force->speed = 1.0; 1536 force->speed = 1.0;
1368 force->speed_left = -1.0; 1537 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED); 1538 SET_FLAG (force, FLAG_APPLIED);
1370 1539
1371 if(god) { 1540 if (god)
1541 {
1372 if (spell_ob->last_grace) 1542 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1543 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1544 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1545 force->path_denied = god->path_denied;
1376 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);
1377 "You are a victim of %s's curse!",god->name); 1547 }
1378 } else 1548 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1550
1381 1551
1382 if(tmp!=op && op->type==PLAYER) 1552 if (tmp != op && op->type == PLAYER)
1383 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);
1384 1554
1385 force->stats.ac = spell_ob->stats.ac; 1555 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1556 force->stats.wc = spell_ob->stats.wc;
1387 1557
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1558 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1559 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1560 fix_player (tmp);
1391 return 1; 1561 return 1;
1392 1562
1393} 1563}
1394 1564
1395 1565
1396/********************************************************************** 1566/**********************************************************************
1400 ***********************************************************************/ 1570 ***********************************************************************/
1401 1571
1402/* This covers the various spells that change the moods of monsters - 1572/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1573 * makes them angry, peacful, friendly, etc.
1404 */ 1574 */
1575int
1405int mood_change(object *op, object *caster, object *spell) { 1576mood_change (object *op, object *caster, object *spell)
1577{
1406 object *tmp, *god, *head; 1578 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1579 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1580 sint16 x, y, nx, ny;
1409 mapstruct *m; 1581 mapstruct *m;
1410 const char *race; 1582 const char *race;
1411 1583
1412 /* 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
1413 * doing it over and over again. 1585 * doing it over and over again.
1414 */ 1586 */
1415 god=find_god(determine_god(op)); 1587 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1588 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1589 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1590
1419 /* 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_...
1420 * 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
1421 * won't ever match anything. 1593 * won't ever match anything.
1422 */ 1594 */
1423 if (!spell->race) race=NULL; 1595 if (!spell->race)
1596 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1425 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
1426 else race = spell->race; 1602 race = spell->race;
1427
1428 1603
1604
1429 for (x = op->x - range; x <= op->x + range; x++) 1605 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1431 1608
1432 done_one=0; 1609 done_one = 0;
1433 m = op->map; 1610 m = op->map;
1434 nx = x; 1611 nx = x;
1435 ny = y; 1612 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1438 1616
1439 /* 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 */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1441 1620
1442 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)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1444 1624
1445 /* There can be living objects that are not monsters */ 1625 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1447 1628
1448 /* Only the head has meaningful data, so resolve to that */ 1629 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1630 if (tmp->head)
1450 else head=tmp; 1631 head = tmp->head;
1632 else
1633 head = tmp;
1451 1634
1452 /* 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 */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1454 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;
1455 1640
1456 /* Now do a bunch of stuff related to saving throws */ 1641 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1642 best_at = -1;
1458 if (spell->attacktype) { 1643 if (spell->attacktype)
1644 {
1459 for (at=0; at < NROFATTACKS; at++) 1645 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1646 if (spell->attacktype & (1 << at))
1461 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;
1462 1649
1463 if (best_at == -1) at=0; 1650 if (best_at == -1)
1651 at = 0;
1464 else { 1652 else
1653 {
1465 if (head->resist[best_at] == 100) continue; 1654 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1655 continue;
1467 } 1656 else
1657 at = head->resist[best_at] / 5;
1658 }
1468 at -= level / 5; 1659 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1660 if (did_make_save (head, head->level, at))
1470 } 1661 continue;
1662 }
1471 else /* spell->attacktype */ 1663 else /* spell->attacktype */
1472 /* 1664 /*
1473 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:
1474 * if spell level < monster level, no go 1666 * if spell level < monster level, no go
1475 * 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 ) )
1476 1668
1477 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.
1478 1670
1479 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
1480 charm a level 125 monster... 1672 charm a level 125 monster...
1481 1673
1482 Ryo, august 14th 1674 Ryo, august 14th
1483 */ 1675 */
1484 { 1676 {
1485 if ( head->level > level ) continue; 1677 if (head->level > level)
1678 continue;
1486 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))))
1487 /* Failed, no effect */ 1680 /* Failed, no effect */
1488 continue; 1681 continue;
1489 } 1682 }
1490 1683
1491 /* Done with saving throw. Now start effecting the monster */ 1684 /* Done with saving throw. Now start effecting the monster */
1492 1685
1493 /* aggravation */ 1686 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1689 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1691 remove_friendly_object (head);
1498 1692
1499 done_one = 1; 1693 done_one = 1;
1500 head->enemy = op; 1694 head->enemy = op;
1501 } 1695 }
1502 1696
1503 /* calm monsters */ 1697 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1701 head->enemy = NULL;
1507 done_one = 1; 1702 done_one = 1;
1508 } 1703 }
1509 1704
1510 /* berserk monsters */ 1705 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1512 SET_FLAG(head, FLAG_BERSERK); 1708 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1709 done_one = 1;
1514 } 1710 }
1515 /* charm */ 1711 /* charm */
1516 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 {
1517 SET_FLAG(head, FLAG_FRIENDLY); 1714 SET_FLAG (head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 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.
1520 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. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1719 set_owner (head, op);
1523 set_spell_skill(op, caster, spell, head); 1720 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1721 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1722 head->attack_movement = PETMOVE;
1526 done_one = 1; 1723 done_one = 1;
1527 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);
1528 head->stats.exp = 0; 1725 head->stats.exp = 0;
1529 } 1726 }
1530 1727
1531 /* If a monster was effected, put an effect in */ 1728 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1729 if (done_one && spell->other_arch)
1730 {
1533 tmp = arch_to_object(spell->other_arch); 1731 tmp = arch_to_object (spell->other_arch);
1534 tmp->x = nx; 1732 tmp->x = nx;
1535 tmp->y = ny; 1733 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0); 1734 insert_ob_in_map (tmp, m, op, 0);
1537 } 1735 }
1538 } /* for y */ 1736 } /* for y */
1539 1737
1540 return 1; 1738 return 1;
1541} 1739}
1542 1740
1543 1741
1544/* 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
1545 * 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
1546 * lightning spell used it, that seemed misnamed. 1744 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1745 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1746 * note that duration is handled by process_object() in time.c
1549 */ 1747 */
1550 1748
1749void
1551void move_ball_spell(object *op) { 1750move_ball_spell (object *op)
1751{
1552 int i,j,dam_save,dir, mflags; 1752 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1753 sint16 nx, ny, hx, hy;
1554 object *owner; 1754 object *owner;
1555 mapstruct *m; 1755 mapstruct *m;
1556 1756
1557 owner = get_owner(op); 1757 owner = get_owner (op);
1558 1758
1559 /* 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,
1560 * 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
1561 * victim. The block immediately below more or less chooses a random 1761 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1762 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1763 * deviations.
1564 */ 1764 */
1565 1765
1566 dir = 0; 1766 dir = 0;
1567 if(!(rndm(0, 3))) 1767 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1768 j = rndm (0, 1);
1569 else j=0; 1769 else
1770 j = 0;
1570 1771
1571 for(i = 1; i < 9; i++) { 1772 for (i = 1; i < 9; i++)
1773 {
1572 /* i bit 0: alters sign of offset 1774 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1775 * other bits (i / 2): absolute value of offset
1574 */ 1776 */
1575 1777
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1779 int tmpdir = absdir (op->direction + offset);
1578 1780
1579 nx = op->x + freearr_x[tmpdir]; 1781 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1782 ny = op->y + freearr_y[tmpdir];
1581 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))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1784 {
1583 dir = tmpdir; 1785 dir = tmpdir;
1584 break; 1786 break;
1585 } 1787 }
1586 } 1788 }
1587 if (dir == 0) { 1789 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1790 {
1791 nx = op->x;
1792 ny = op->y;
1793 m = op->map;
1794 }
1592 1795
1593 remove_ob(op); 1796 remove_ob (op);
1594 op->y=ny; 1797 op->y = ny;
1595 op->x=nx; 1798 op->x = nx;
1596 insert_ob_in_map(op,m,op,0); 1799 insert_ob_in_map (op, m, op, 0);
1597 1800
1598 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
1599 surrounding squares */ 1802 surrounding squares */
1600 1803
1601 /* loop over current square and neighbors to hit. 1804 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1805 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1806 * the surround spaces.
1604 */ 1807 */
1605 for(j=0;j<9;j++) { 1808 for (j = 0; j < 9; j++)
1809 {
1606 object *new_ob; 1810 object *new_ob;
1607 1811
1608 hx = nx+freearr_x[j]; 1812 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1813 hy = ny + freearr_y[j];
1610 1814
1611 m = op->map; 1815 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1817
1614 if (mflags & P_OUT_OF_MAP) continue; 1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1615 1820
1616 /* 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
1617 * of the map either. 1822 * of the map either.
1618 */ 1823 */
1619 1824
1620 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)))
1621 if(j) op->stats.dam = dam_save/2; 1826 {
1827 if (j)
1828 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1829 hit_map (op, j, op->attacktype, 1);
1623 1830
1624 } 1831 }
1625 1832
1626 /* insert the other arch */ 1833 /* insert the other arch */
1627 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 {
1628 new_ob = arch_to_object(op->other_arch); 1836 new_ob = arch_to_object (op->other_arch);
1629 new_ob->x = hx; 1837 new_ob->x = hx;
1630 new_ob->y = hy; 1838 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0); 1839 insert_ob_in_map (new_ob, m, op, 0);
1632 } 1840 }
1633 } 1841 }
1634 1842
1635 /* restore to the center location and damage*/ 1843 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1844 op->stats.dam = dam_save;
1637 1845
1638 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));
1639 1847
1640 if(i>=0) { /* we have a preferred direction! */ 1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1850 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1851 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1855 }
1646 op->direction=i; 1856 op->direction = i;
1647 } 1857 }
1648} 1858}
1649 1859
1650 1860
1651/* move_swarm_spell: peterm 1861/* move_swarm_spell: peterm
1654 * 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
1655 * 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
1656 * 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.
1657 */ 1867 */
1658 1868
1869void
1659void move_swarm_spell(object *op) 1870move_swarm_spell (object *op)
1660{ 1871{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1872#if 0
1683 // 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 };
1684 // (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 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1875 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1876 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1877 mapstruct *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1878#endif
1879 int basedir;
1880 object *owner;
1730 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
1731 /* 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
1732 * should just be a pointer to the spell in some inventory, 1936 * should just be a pointer to the spell in some inventory,
1733 * 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,
1734 * do some sanity checking anyways. 1938 * do some sanity checking anyways.
1735 */ 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))))
1736 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
1737 if (op->spell && op->spell->type == SPELL) 1960 if (op->spell && op->spell->type == SPELL)
1738 { 1961 {
1739 /* 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 */
1740 if (op->spell->subtype == SP_BULLET) 1963 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1964 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1965 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 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);
1744 } 1967 }
1745} 1968}
1746 1969
1747 1970
1748 1971
1749 1972
1757 * dir: the direction everything will be fired in 1980 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1981 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1982 * n: the number to be fired.
1760 */ 1983 */
1761 1984
1985int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1986fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1987{
1764 object *tmp; 1988 object *tmp;
1765 int i; 1989 int i;
1766 1990
1767 if (!spell->other_arch) return 0; 1991 if (!spell->other_arch)
1992 return 0;
1768 1993
1769 tmp=get_archetype(SWARM_SPELL); 1994 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x; 1995 tmp->x = op->x;
1771 tmp->y=op->y; 1996 tmp->y = op->y;
1772 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. */
1773 set_spell_skill(op, caster, spell, tmp); 1998 set_spell_skill (op, caster, spell, tmp);
1774 1999
1775 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. */
1776 tmp->spell = arch_to_object(spell->other_arch); 2001 tmp->spell = arch_to_object (spell->other_arch);
1777 2002
1778 tmp->attacktype = tmp->spell->attacktype; 2003 tmp->attacktype = tmp->spell->attacktype;
1779 2004
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
1781 if ( ! tailor_god_spell (tmp, op)) 2007 if (!tailor_god_spell (tmp, op))
1782 return 1; 2008 return 1;
1783 } 2009 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 2010 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 2011 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 2013
1788 tmp->direction=dir; 2014 tmp->direction = dir;
1789 tmp->invisible=1; 2015 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 2016 insert_ob_in_map (tmp, op->map, op, 0);
1791 return 1; 2017 return 1;
1792} 2018}
1793 2019
1794 2020
1795/* See the spells documentation file for why this is its own 2021/* See the spells documentation file for why this is its own
1796 * function. 2022 * function.
1797 */ 2023 */
2024int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 2025cast_light (object *op, object *caster, object *spell, int dir)
2026{
1799 object *target=NULL,*tmp=NULL; 2027 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 2028 sint16 x, y;
1801 int dam, mflags; 2029 int dam, mflags;
1802 mapstruct *m; 2030 mapstruct *m;
1803 2031
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 2033
1806 if(!dir) { 2034 if (!dir)
2035 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 2037 return 0;
1809 } 2038 }
1810 2039
1811 x=op->x+freearr_x[dir]; 2040 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 2041 y = op->y + freearr_y[dir];
1813 m = op->map; 2042 m = op->map;
1814 2043
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 2045
1817 if (mflags & P_OUT_OF_MAP) { 2046 if (mflags & P_OUT_OF_MAP)
2047 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 2049 return 0;
1820 } 2050 }
1821 2051
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
1823 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)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 2057 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 2058 if (target->head)
2059 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 2061 return 1; /* one success only! */
2062 }
1829 } 2063 }
1830 }
1831 2064
1832 /* no live target, perhaps a wall is in the way? */ 2065 /* no live target, perhaps a wall is in the way? */
1833 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 {
1834 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.");
1835 return 0; 2069 return 0;
1836 } 2070 }
1837 2071
1838 /* 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 */
1839 tmp=arch_to_object(spell->other_arch); 2073 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 2074 if (!tmp)
2075 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 2077 return 0;
1843 } 2078 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 2080 if (tmp->glow_radius)
2081 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2083 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 2085 }
1849 tmp->x=x; 2086 tmp->x = x;
1850 tmp->y=y; 2087 tmp->y = y;
1851 insert_ob_in_map(tmp,m,op,0); 2088 insert_ob_in_map (tmp, m, op, 0);
1852 return 1; 2089 return 1;
1853} 2090}
1854 2091
1855 2092
1856 2093
1857 2094
1860 * 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
1861 * 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
1862 * perhaps this should actually be in disease.c? 2099 * perhaps this should actually be in disease.c?
1863 */ 2100 */
1864 2101
2102int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2103cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{
1866 sint16 x,y; 2105 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 2106 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 2107 object *walk;
1869 mapstruct *m; 2108 mapstruct *m;
1870 2109
1871 x = op->x; 2110 x = op->x;
1872 y = op->y; 2111 y = op->y;
1873 2112
1874 /* 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
1875 * direction the player is pointing. 2114 * direction the player is pointing.
1876 */ 2115 */
2116 if (!dir)
1877 if (!dir) dir=op->facing; 2117 dir = op->facing;
2118 if (!dir)
1878 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 */
1879 2120
1880 /* Calculate these once here */ 2121 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 2122 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 2123 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 2124 dur_mod = SP_level_duration_adjust (caster, spell);
1884 2125
1885 /* search in a line for a victim */ 2126 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 2127 for (i = 1; i < range; i++)
2128 {
1887 x = op->x + i * freearr_x[dir]; 2129 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 2130 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2131 m = op->map;
1890 2132
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2134
1893 if (mflags & P_OUT_OF_MAP) return 0; 2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
1894 2137
1895 /* don't go through walls - presume diseases are airborne */ 2138 /* don't go through walls - presume diseases are airborne */
1896 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;
1897 2141
1898 /* 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 */
1899 if (mflags & P_IS_ALIVE) { 2143 if (mflags & P_IS_ALIVE)
2144 {
1900 /* search this square for a victim */ 2145 /* search this square for a victim */
1901 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)
1902 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 */
1903 object *disease = arch_to_object(spell->other_arch); 2149 object *disease = arch_to_object (spell->other_arch);
1904 2150
1905 set_owner(disease,op); 2151 set_owner (disease, op);
1906 set_spell_skill(op, caster, spell, disease); 2152 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2153 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2154 disease->level = caster_level (caster, spell);
1909 2155
1910 /* do level adjustments */ 2156 /* do level adjustments */
1911 if(disease->stats.wc) 2157 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2158 disease->stats.wc += dur_mod / 2;
1913 2159
1914 if(disease->magic> 0) 2160 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2161 disease->magic += dur_mod / 4;
1916 2162
1917 if(disease->stats.maxhp>0) 2163 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2164 disease->stats.maxhp += dur_mod;
1919 2165
1920 if(disease->stats.maxgrace>0) 2166 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2167 disease->stats.maxgrace += dur_mod;
1922 2168
1923 if(disease->stats.dam) { 2169 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2170 {
1925 disease->stats.dam += dam_mod; 2171 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2172 disease->stats.dam += dam_mod;
1927 } 2173 else
2174 disease->stats.dam -= dam_mod;
2175 }
1928 2176
1929 if(disease->last_sp) { 2177 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2178 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2179 disease->last_sp -= 2 * dam_mod;
1932 } 2180 if (disease->last_sp < 1)
2181 disease->last_sp = 1;
2182 }
1933 2183
1934 if(disease->stats.maxsp) { 2184 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2185 {
1936 disease->stats.maxsp += dam_mod; 2186 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2187 disease->stats.maxsp += dam_mod;
1938 } 2188 else
1939 2189 disease->stats.maxsp -= dam_mod;
2190 }
2191
1940 if(disease->stats.ac) 2192 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2193 disease->stats.ac += dam_mod;
1942 2194
1943 if(disease->last_eat) 2195 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2196 disease->last_eat -= dam_mod;
1945 2197
1946 if(disease->stats.hp) 2198 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2199 disease->stats.hp -= dam_mod;
1948 2200
1949 if(disease->stats.sp) 2201 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2202 disease->stats.sp -= dam_mod;
1951 2203
1952 if(infect_object(walk,disease,1)) { 2204 if (infect_object (walk, disease, 1))
2205 {
1953 object *flash; /* visual effect for inflicting disease */ 2206 object *flash; /* visual effect for inflicting disease */
1954 2207
1955 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);
1956 2209
1957 free_object(disease); /* don't need this one anymore */ 2210 free_object (disease); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2211 flash = get_archetype (ARCH_DETECT_MAGIC);
1959 flash->x = x; 2212 flash->x = x;
1960 flash->y = y; 2213 flash->y = y;
1961 flash->map = walk->map; 2214 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0); 2215 insert_ob_in_map (flash, walk->map, op, 0);
1963 return 1; 2216 return 1;
1964 } 2217 }
1965 free_object(disease); 2218 free_object (disease);
1966 } 2219 }
1967 } /* if living creature */ 2220 } /* if living creature */
1968 } /* for range of spaces */ 2221 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2223 return 1;
1971} 2224}

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