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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 1.6 by root, Tue Aug 29 08:01:38 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 1.6 2006/08/29 08:01:38 root 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
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)
135 return; 139 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 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
143 147
144 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
150 new_bolt->duration++; 154 new_bolt->duration++;
151 new_bolt->x=sx; 155 new_bolt->x = sx;
152 new_bolt->y=sy; 156 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 160 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
159} 163}
160 164
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
163 */ 167 */
164 168
169void
165void move_bolt(object *op) { 170move_bolt (object *op)
171{
166 object *tmp; 172 object *tmp;
167 int mflags; 173 int mflags;
168 sint16 x, y; 174 sint16 x, y;
169 mapstruct *m; 175 mapstruct *m;
170 176
171 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
178 {
172 remove_ob(op); 179 remove_ob (op);
173 free_object(op); 180 free_object (op);
181 return;
182 }
183
184 hit_map (op, 0, op->attacktype, 1);
185
186 if (!op->direction)
187 return;
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)
174 return; 201 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 202
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 203 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 204 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 205 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 206 * will be useful.
195 */ 207 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 209 {
198 210
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 212 return;
201 213
202 /* Since walls don't run diagonal, if the bolt is in 214 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 215 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 216 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 217 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 218 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 219 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 220 * to the southwest.
209 */ 221 */
210 if(op->direction&1) 222 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 223 op->direction = absdir (op->direction + 4);
212 else { 224 else
225 {
213 int left, right; 226 int left, right;
214 int mflags; 227 int mflags;
215 228
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 230 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 231 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 232 * op->direction-1 or op->direction+1 does not exist.
220 */ 233 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 236
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 238
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 242
230 if(left==right) 243 if (left == right)
231 op->direction=absdir(op->direction+4); 244 op->direction = absdir (op->direction + 4);
232 else if(left) 245 else if (left)
233 op->direction=absdir(op->direction+2); 246 op->direction = absdir (op->direction + 2);
234 else if(right) 247 else if (right)
235 op->direction=absdir(op->direction-2); 248 op->direction = absdir (op->direction - 2);
236 } 249 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 251 return;
239 } 252 }
253 else
240 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 255 tmp = get_object ();
242 copy_object(op,tmp); 256 copy_object (op, tmp);
243 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* 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 */
247 tmp->duration++; 261 tmp->duration++;
248 262
249 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 264 * going off in other directions.
251 */ 265 */
252 266
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 269 forklightning (op, tmp);
255 } 270 }
256 /* 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
257 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
258 */ 273 */
259 op->range = 0; 274 op->range = 0;
260 } /* copy object and move it along */ 275 } /* copy object and move it along */
261 } /* if move bolt along */ 276 } /* if move bolt along */
262} 277}
263 278
264/* fire_bolt 279/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
268 * spob->attacktype. 283 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
270 * pointers. 285 * pointers.
271 */ 286 */
272 287
288int
273int 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{
274 object *tmp=NULL; 291 object *tmp = NULL;
275 int mflags; 292 int mflags;
276 293
277 if (!spob->other_arch) 294 if (!spob->other_arch)
278 return 0; 295 return 0;
279 296
280 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 298 if (tmp == NULL)
282 return 0; 299 return 0;
283 300
284 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
292 310
293 tmp->direction=dir; 311 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
296 314
297 set_owner(tmp,op); 315 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
299 317
300 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 320 tmp->map = op->map;
303 321
304 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);
305 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
306 free_object(tmp); 325 free_object (tmp);
307 return 0; 326 return 0;
308 } 327 }
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
311 free_object(tmp); 332 free_object (tmp);
312 return 0; 333 return 0;
313 } 334 }
314 tmp->x=op->x; 335 tmp->x = op->x;
315 tmp->y=op->y; 336 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 338 tmp->map = op->map;
318 } 339 }
319 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)
320 move_bolt (tmp); 341 move_bolt (tmp);
321 return 1; 342 return 1;
322} 343}
323 344
324 345
325 346
326/*************************************************************************** 347/***************************************************************************
331 352
332/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 355 * At least that is what I think this does.
335 */ 356 */
357void
336void explosion(object *op) { 358explosion (object *op)
359{
337 object *tmp; 360 object *tmp;
338 mapstruct *m=op->map; 361 mapstruct *m = op->map;
339 int i; 362 int i;
340 363
341 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
365 {
342 remove_ob(op); 366 remove_ob (op);
343 free_object(op); 367 free_object (op);
344 return; 368 return;
345 } 369 }
346 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
347 371
348 if(op->range>0) { 372 if (op->range > 0)
373 {
349 for(i=1;i<9;i++) { 374 for (i = 1; i < 9; i++)
375 {
350 sint16 dx,dy; 376 sint16 dx, dy;
351 377
352 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 381 * out of map, etc.
356 */ 382 */
357 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))
384 {
358 tmp=get_object(); 385 tmp = get_object ();
359 copy_object(op,tmp); 386 copy_object (op, tmp);
360 tmp->state=0; 387 tmp->state = 0;
361 tmp->speed_left= -0.21; 388 tmp->speed_left = -0.21;
362 tmp->range--; 389 tmp->range--;
363 tmp->value=0; 390 tmp->value = 0;
364 tmp->x=dx; 391 tmp->x = dx;
365 tmp->y=dy; 392 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 393 insert_ob_in_map (tmp, m, op, 0);
367 } 394 }
368 } 395 }
369 } 396 }
370} 397}
371 398
372 399
373/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
375 * explode. 402 * explode.
376 */ 403 */
404void
377void explode_bullet(object *op) 405explode_bullet (object *op)
378{ 406{
379 tag_t op_tag = op->count; 407 tag_t op_tag = op->count;
380 object *tmp, *owner; 408 object *tmp, *owner;
381 409
382 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op);
414 free_object (op);
415 return;
416 }
417
418 if (op->env)
419 {
420 object *env;
421
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
384 remove_ob (op); 426 remove_ob (op);
385 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))
386 return; 457 return;
387 } 458 }
388 459
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 460 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 461 tmp = arch_to_object (op->other_arch);
428 462
429 copy_owner (tmp, op); 463 copy_owner (tmp, op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 464 tmp->skill = op->skill;
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432 465
433 owner = get_owner(op); 466 owner = get_owner (op);
467
434 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))
435 !tailor_god_spell(tmp, owner)) { 469 {
436 remove_ob (op); 470 remove_ob (op);
437 free_object (op); 471 free_object (op);
438 return; 472 return;
439 } 473 }
474
440 tmp->x = op->x; 475 tmp->x = op->x;
441 tmp->y = op->y; 476 tmp->y = op->y;
442 477
443 /* special for bombs - it actually has sane values for these */ 478 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
445 tmp->attacktype = op->attacktype; 481 tmp->attacktype = op->attacktype;
446 tmp->range = op->range; 482 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam; 483 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration; 484 tmp->duration = op->duration;
449 } else { 485 }
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
451 /* Spell doc describes what is going on here */ 490 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier; 491 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp; 492 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp; 493 tmp->duration = op->stats.hp;
455 /* 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 -
456 * the count of the parent should work fine. 495 * the count of the parent should work fine.
457 */ 496 */
458 tmp->stats.maxhp = op->count; 497 tmp->stats.maxhp = op->count;
459 } 498 }
460 499
461 /* Set direction of cone explosion */ 500 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction; 502 tmp->stats.sp = op->direction;
464 503
465 /* Prevent recursion */ 504 /* Prevent recursion */
466 op->move_on = 0; 505 op->move_on = 0;
467 506
468 insert_ob_in_map(tmp, op->map, op, 0); 507 insert_ob_in_map (tmp, op->map, op, 0);
469 /* remove the firebullet */ 508 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) { 509 if (!was_destroyed (op, op_tag))
510 {
471 remove_ob (op); 511 remove_ob (op);
472 free_object (op); 512 free_object (op);
473 } 513 }
474} 514}
475 515
476 516
477 517
478/* 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
479 * (eg, explode, damage player, etc) 519 * (eg, explode, damage player, etc)
480 */ 520 */
481 521
522void
482void check_bullet(object *op) 523check_bullet (object *op)
483{ 524{
484 tag_t op_tag = op->count, tmp_tag; 525 tag_t op_tag = op->count, tmp_tag;
485 object *tmp; 526 object *tmp;
486 int dam, mflags; 527 int dam, mflags;
487 mapstruct *m; 528 mapstruct *m;
488 sint16 sx, sy; 529 sint16 sx, sy;
489 530
490 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);
491 532
492 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)))
493 return; 534 return;
494 535
495 if (op->other_arch) { 536 if (op->other_arch)
537 {
496 /* explode object will also remove op */ 538 /* explode object will also remove op */
497 explode_bullet (op); 539 explode_bullet (op);
498 return; 540 return;
499 } 541 }
500 542
501 /* 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 */
502 if (!(mflags & P_IS_ALIVE)) return; 544 if (!(mflags & P_IS_ALIVE))
545 return;
503 546
504 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)
505 { 548 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
507 tmp_tag = tmp->count; 551 tmp_tag = tmp->count;
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 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)
510 || (op->stats.dam -= dam) < 0)
511 { 554 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 555 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 {
513 remove_ob (op); 557 remove_ob (op);
514 free_object(op); 558 free_object (op);
515 return; 559 return;
516 } 560 }
517 } 561 }
518 } 562 }
519 } 563 }
520} 564}
524 * call check_bullet. 568 * call check_bullet.
525 * This function is only applicable to bullets, but not to all 569 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts). 570 * fired arches (eg, bolts).
527 */ 571 */
528 572
573void
529void move_bullet(object *op) 574move_bullet (object *op)
530{ 575{
531 sint16 new_x, new_y; 576 sint16 new_x, new_y;
532 int mflags; 577 int mflags;
533 mapstruct *m; 578 mapstruct *m;
534 579
535#if 0 580#if 0
536 /* We need a better general purpose way to do this */ 581 /* We need a better general purpose way to do this */
537 582
538 /* peterm: added to make comet leave a trail of burnouts 583 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */ 584 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) { 585 if (op->stats.sp == SP_METEOR)
586 {
541 replace_insert_ob_in_map("fire_trail",op); 587 replace_insert_ob_in_map ("fire_trail", op);
542 if (was_destroyed (op, op_tag)) 588 if (was_destroyed (op, op_tag))
543 return; 589 return;
544 } /* end addition. */ 590 } /* end addition. */
545#endif 591#endif
546 592
547 /* Reached the end of its life - remove it */ 593 /* Reached the end of its life - remove it */
548 if (--op->range <=0) { 594 if (--op->range <= 0)
595 {
549 if (op->other_arch) { 596 if (op->other_arch)
597 {
550 explode_bullet (op); 598 explode_bullet (op);
599 }
551 } else { 600 else
601 {
552 remove_ob (op); 602 remove_ob (op);
553 free_object (op); 603 free_object (op);
554 } 604 }
555 return; 605 return;
556 } 606 }
557 607
558 new_x = op->x + DIRX(op); 608 new_x = op->x + DIRX (op);
559 new_y = op->y + DIRY(op); 609 new_y = op->y + DIRY (op);
560 m = op->map; 610 m = op->map;
561 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);
562 612
563 if (mflags & P_OUT_OF_MAP) { 613 if (mflags & P_OUT_OF_MAP)
614 {
564 remove_ob (op); 615 remove_ob (op);
565 free_object (op); 616 free_object (op);
566 return; 617 return;
567 } 618 }
568 619
569 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 {
570 if (op->other_arch) { 622 if (op->other_arch)
623 {
571 explode_bullet (op); 624 explode_bullet (op);
625 }
572 } else { 626 else
627 {
573 remove_ob (op); 628 remove_ob (op);
574 free_object (op); 629 free_object (op);
575 } 630 }
576 return; 631 return;
577 } 632 }
578 633
579 remove_ob (op); 634 remove_ob (op);
580 op->x = new_x; 635 op->x = new_x;
581 op->y = new_y; 636 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
583 return; 638 return;
584 639
585 if (reflwall (op->map, op->x, op->y, op)) { 640 if (reflwall (op->map, op->x, op->y, op))
641 {
586 op->direction = absdir (op->direction + 4); 642 op->direction = absdir (op->direction + 4);
587 update_turn_face (op); 643 update_turn_face (op);
588 } else { 644 }
645 else
646 {
589 check_bullet (op); 647 check_bullet (op);
590 } 648 }
591} 649}
592 650
593 651
594 652
600 * spob->attacktype. 658 * spob->attacktype.
601 * This function sets up the appropriate owner and skill 659 * This function sets up the appropriate owner and skill
602 * pointers. 660 * pointers.
603 */ 661 */
604 662
663int
605int fire_bullet(object *op,object *caster,int dir,object *spob) { 664fire_bullet (object *op, object *caster, int dir, object *spob)
665{
606 object *tmp=NULL; 666 object *tmp = NULL;
607 int mflags; 667 int mflags;
608 668
609 if (!spob->other_arch) 669 if (!spob->other_arch)
610 return 0; 670 return 0;
611 671
612 tmp=arch_to_object(spob->other_arch); 672 tmp = arch_to_object (spob->other_arch);
613 if(tmp==NULL) 673 if (tmp == NULL)
614 return 0; 674 return 0;
615 675
616 /* peterm: level dependency for bolts */ 676 /* peterm: level dependency for bolts */
617 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);
618 tmp->attacktype = spob->attacktype; 678 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 679 if (spob->slaying)
680 tmp->slaying = spob->slaying;
620 681
621 tmp->range = 50; 682 tmp->range = 50;
622 683
623 /* Need to store duration/range for the ball to use */ 684 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
626 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);
627 688
628 tmp->direction=dir; 689 tmp->direction = dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir); 691 SET_ANIMATION (tmp, dir);
631 692
632 set_owner(tmp,op); 693 set_owner (tmp, op);
633 set_spell_skill(op, caster, spob, tmp); 694 set_spell_skill (op, caster, spob, tmp);
634 695
635 tmp->x=op->x + freearr_x[dir]; 696 tmp->x = op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir]; 697 tmp->y = op->y + freearr_y[dir];
637 tmp->map = op->map; 698 tmp->map = op->map;
638 699
639 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);
640 if (mflags & P_OUT_OF_MAP) { 701 if (mflags & P_OUT_OF_MAP)
702 {
641 free_object(tmp); 703 free_object (tmp);
642 return 0; 704 return 0;
643 } 705 }
644 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 {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
646 free_object(tmp); 710 free_object (tmp);
647 return 0; 711 return 0;
648 } 712 }
649 tmp->x=op->x; 713 tmp->x = op->x;
650 tmp->y=op->y; 714 tmp->y = op->y;
651 tmp->direction=absdir(tmp->direction+4); 715 tmp->direction = absdir (tmp->direction + 4);
652 tmp->map = op->map; 716 tmp->map = op->map;
653 } 717 }
654 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 {
655 check_bullet (tmp); 720 check_bullet (tmp);
656 } 721 }
657 return 1; 722 return 1;
658} 723}
659 724
660 725
661 726
662 727
666 * 731 *
667 *****************************************************************************/ 732 *****************************************************************************/
668 733
669 734
670/* 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
671void cone_drop(object *op) { 737cone_drop (object *op)
738{
672 object *new_ob = arch_to_object(op->other_arch); 739 object *new_ob = arch_to_object (op->other_arch);
673 740
674 new_ob->x = op->x; 741 new_ob->x = op->x;
675 new_ob->y = op->y; 742 new_ob->y = op->y;
676 new_ob->level = op->level; 743 new_ob->level = op->level;
677 set_owner(new_ob,op->owner); 744 set_owner (new_ob, op->owner);
678 745
679 /* preserve skill ownership */ 746 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) { 747 if (op->skill && op->skill != new_ob->skill)
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 } 748 {
749 new_ob->skill = op->skill;
750 }
684 insert_ob_in_map(new_ob,op->map,op,0); 751 insert_ob_in_map (new_ob, op->map, op, 0);
685 752
686} 753}
687 754
688/* 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 */
689 756
757void
690void move_cone(object *op) { 758move_cone (object *op)
759{
691 int i; 760 int i;
692 tag_t tag; 761 tag_t tag;
693 762
694 /* 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 */
695 if (! op->map) { 764 if (!op->map)
765 {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n", 766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
697 op->name ? op->name : "unknown");
698 op->speed = 0; 767 op->speed = 0;
699 update_ob_speed (op); 768 update_ob_speed (op);
700 return; 769 return;
701 } 770 }
702 771
703 /* lava saves it's life, but not yours :) */ 772 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
705 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
706 return; 776 return;
707 } 777 }
708 778
709#if 0 779#if 0
710 /* Disable this - enabling it makes monsters easier, as 780 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die. 781 * when their cone dies when they die.
712 */ 782 */
713 /* If no owner left, the spell dies out. */ 783 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) { 784 if (get_owner (op) == NULL)
785 {
715 remove_ob(op); 786 remove_ob (op);
716 free_object(op); 787 free_object (op);
717 return; 788 return;
718 } 789 }
719#endif 790#endif
720 791
721 tag = op->count; 792 tag = op->count;
722 hit_map(op,0,op->attacktype,0); 793 hit_map (op, 0, op->attacktype, 0);
723 794
724 /* Check to see if we should push anything. 795 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some 796 * Spell objects with weight push whatever they encounter to some
726 * degree. 797 * degree.
727 */ 798 */
799 if (op->weight)
728 if(op->weight) check_spell_knockback(op); 800 check_spell_knockback (op);
729 801
730 if (was_destroyed (op, tag)) 802 if (was_destroyed (op, tag))
731 return; 803 return;
732 804
733 if((op->duration--)<0) { 805 if ((op->duration--) < 0)
806 {
734 remove_ob(op); 807 remove_ob (op);
735 free_object(op); 808 free_object (op);
736 return; 809 return;
737 } 810 }
738 /* Object has hit maximum range, so don't have it move 811 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires, 812 * any further. When the duration above expires,
740 * then the object will get removed. 813 * then the object will get removed.
741 */ 814 */
742 if (--op->range < 0) { 815 if (--op->range < 0)
816 {
743 op->range=0; /* just so it doesn't wrap */ 817 op->range = 0; /* just so it doesn't wrap */
744 return; 818 return;
745 } 819 }
746 820
747 for(i= -1;i<2;i++) { 821 for (i = -1; i < 2; i++)
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 822 {
749 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)];
750 824
751 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 {
752 object *tmp=get_object(); 827 object *tmp = get_object ();
828
753 copy_object(op, tmp); 829 copy_object (op, tmp);
754 tmp->x=x; 830 tmp->x = x;
755 tmp->y=y; 831 tmp->y = y;
756 832
757 tmp->duration = op->duration + 1; 833 tmp->duration = op->duration + 1;
758 834
759 /* Use for spell tracking - see ok_to_put_more() */ 835 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp; 836 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0); 837 insert_ob_in_map (tmp, op->map, op, 0);
762 if (tmp->other_arch) cone_drop(tmp); 838 if (tmp->other_arch)
839 cone_drop (tmp);
763 } 840 }
764 } 841 }
765} 842}
766 843
767/* cast_cone: casts a cone spell. 844/* cast_cone: casts a cone spell.
770 * dir: direction to fire in. 847 * dir: direction to fire in.
771 * 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
772 * to fire. 849 * to fire.
773 * returns 0 on failure, 1 on success. 850 * returns 0 on failure, 1 on success.
774 */ 851 */
852int
775int cast_cone(object *op, object *caster,int dir, object *spell) 853cast_cone (object *op, object *caster, int dir, object *spell)
776{ 854{
777 object *tmp; 855 object *tmp;
778 int i,success=0,range_min= -1,range_max=1; 856 int i, success = 0, range_min = -1, range_max = 1;
779 mapstruct *m; 857 mapstruct *m;
780 sint16 sx, sy; 858 sint16 sx, sy;
781 MoveType movetype; 859 MoveType movetype;
782 860
783 if (!spell->other_arch) return 0; 861 if (!spell->other_arch)
862 return 0;
784 863
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
786 op->attacktype & AT_TURN_UNDEAD) { 865 {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!"); 866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
789 return 0; 867 return 0;
790 } 868 }
791 869
792 if(!dir) { 870 if (!dir)
871 {
793 range_min= 0; 872 range_min = 0;
794 range_max=8; 873 range_max = 8;
795 } 874 }
796 875
797 /* 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
798 * 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
799 * insert it into is blocked. 878 * insert it into is blocked.
800 */ 879 */
801 movetype = spell->other_arch->clone.move_type; 880 movetype = spell->other_arch->clone.move_type;
802 881
803 for(i=range_min;i<=range_max;i++) { 882 for (i = range_min; i <= range_max; i++)
883 {
804 sint16 x,y, d; 884 sint16 x, y, d;
805 885
806 /* We can't use absdir here, because it never returns 886 /* We can't use absdir here, because it never returns
807 * 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
808 * 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
809 * to hit that person. 889 * to hit that person.
810 */ 890 */
811 d = dir + i; 891 d = dir + i;
812 while (d < 0) d+=8; 892 while (d < 0)
893 d += 8;
813 while (d > 8) d-=8; 894 while (d > 8)
895 d -= 8;
814 896
815 /* 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.
816 * In that case, we have to see - if dir is specified, 898 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all 899 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage 900 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary 901 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code. 902 * for the rune code.
821 */ 903 */
822 if (caster->type != RUNE && d==0) { 904 if (caster->type != RUNE && d == 0)
823 if (dir!=0) d=8;
824 else continue;
825 } 905 {
826 906 if (dir != 0)
827 x = op->x+freearr_x[d]; 907 d = 8;
828 y = op->y+freearr_y[d]; 908 else
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue; 909 continue;
910 }
832 911
912 x = op->x + freearr_x[d];
913 y = op->y + freearr_y[d];
914
915 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
916 continue;
917
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
834 continue; 919 continue;
835 920
836 success=1; 921 success = 1;
837 tmp=arch_to_object(spell->other_arch); 922 tmp = arch_to_object (spell->other_arch);
838 set_owner(tmp,op); 923 set_owner (tmp, op);
839 set_spell_skill(op, caster, spell, tmp); 924 set_spell_skill (op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell); 925 tmp->level = caster_level (caster, spell);
841 tmp->x = sx; 926 tmp->x = sx;
842 tmp->y = sy; 927 tmp->y = sy;
843 tmp->attacktype=spell->attacktype; 928 tmp->attacktype = spell->attacktype;
844 929
845 /* holy word stuff */ 930 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
847 if(!tailor_god_spell(tmp,op)) return 0; 932 if (!tailor_god_spell (tmp, op))
848 } 933 return 0;
849 934
850 if(dir) 935 if (dir)
851 tmp->stats.sp=dir; 936 tmp->stats.sp = dir;
852 else 937 else
853 tmp->stats.sp=i; 938 tmp->stats.sp = i;
854 939
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
856 941
857 /* 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 */
858 if (dir == 0) { 943 if (dir == 0)
944 {
859 tmp->range /= 4; 945 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 946 if (tmp->range < 2 && spell->range >= 2)
947 tmp->range = 2;
861 } 948 }
949
862 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);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
864 952
865 /* Special bonus for fear attacks */ 953 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) { 954 if (tmp->attacktype & AT_FEAR)
955 {
956 if (caster->type == PLAYER)
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 957 tmp->duration += fear_bonus[caster->stats.Cha];
868 else 958 else
869 tmp->duration += caster->level/3; 959 tmp->duration += caster->level / 3;
870 } 960 }
961
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
963 {
964 if (caster->type == PLAYER)
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
873 else 966 else
874 tmp->duration += caster->level/3; 967 tmp->duration += caster->level / 3;
875 } 968 }
876 969
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW)) 970 if (!(tmp->move_type & MOVE_FLY_LOW))
879 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);
880 spell->other_arch->name);
881 972
882 if (!tmp->move_on && tmp->stats.dam) { 973 if (!tmp->move_on && tmp->stats.dam)
883 LOG (llevDebug,
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 } 974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
976 }
977
887 insert_ob_in_map(tmp,m,op,0); 978 insert_ob_in_map (tmp, m, op, 0);
888 979
889 /* 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
890 * a single space too many times. 981 * a single space too many times.
891 */ 982 */
892 tmp->stats.maxhp = tmp->count; 983 tmp->stats.maxhp = tmp->count;
893 984
894 if(tmp->other_arch) cone_drop(tmp); 985 if (tmp->other_arch)
986 cone_drop (tmp);
895 } 987 }
988
896 return success; 989 return success;
897} 990}
898 991
899/**************************************************************************** 992/****************************************************************************
900 * 993 *
901 * BOMB related code 994 * BOMB related code
904 997
905 998
906/* This handles an exploding bomb. 999/* This handles an exploding bomb.
907 * op is the original bomb object. 1000 * op is the original bomb object.
908 */ 1001 */
1002void
909void animate_bomb(object *op) { 1003animate_bomb (object *op)
1004{
910 int i; 1005 int i;
911 object *env, *tmp; 1006 object *env, *tmp;
912 archetype *at; 1007 archetype *at;
913 1008
914 if(op->state!=NUM_ANIMATIONS(op)-1) 1009 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return;
1011
1012 env = object_get_env_recursive (op);
1013
1014 if (op->env)
1015 {
1016 if (env->map == NULL)
915 return; 1017 return;
916 1018
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER) 1019 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count); 1020 esrv_del_item (env->contr, op->count);
926 1021
927 remove_ob(op); 1022 remove_ob (op);
928 op->x = env->x; 1023 op->x = env->x;
929 op->y = env->y; 1024 op->y = env->y;
930 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)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return; 1026 return;
942 } 1027 }
943 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);
1036 return;
1037 }
1038
944 /* This copies a lot of the code from the fire bullet, 1039 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible, 1040 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values. 1041 * so just set up the appropriate values.
947 */ 1042 */
948 at = find_archetype(SPLINT); 1043 at = archetype::find (SPLINT);
949 if (at) { 1044 if (at)
1045 {
950 for(i=1;i<9;i++) { 1046 for (i = 1; i < 9; i++)
1047 {
951 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]))
952 continue; 1049 continue;
953 tmp = arch_to_object(at); 1050 tmp = arch_to_object (at);
954 tmp->direction = i; 1051 tmp->direction = i;
955 tmp->range = op->range; 1052 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam; 1053 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration; 1054 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype; 1055 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op); 1056 copy_owner (tmp, op);
960 if(op->skill && op->skill != tmp->skill) { 1057 if (op->skill && op->skill != tmp->skill)
961 if (tmp->skill) free_string(tmp->skill); 1058 {
962 tmp->skill = add_refcount(op->skill); 1059 tmp->skill = op->skill;
963 } 1060 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i); 1062 SET_ANIMATION (tmp, i);
966 tmp->x = op->x + freearr_x[i]; 1063 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i]; 1064 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0); 1065 insert_ob_in_map (tmp, op->map, op, 0);
969 move_bullet(tmp); 1066 move_bullet (tmp);
970 } 1067 }
971 } 1068 }
972 1069
973 explode_bullet(op); 1070 explode_bullet (op);
974} 1071}
975 1072
1073int
976int create_bomb(object *op,object *caster,int dir, object *spell) { 1074create_bomb (object *op, object *caster, int dir, object *spell)
1075{
977 1076
978 object *tmp; 1077 object *tmp;
979 int mflags; 1078 int mflags;
980 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];
981 mapstruct *m; 1080 mapstruct *m;
982 1081
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
984 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 {
985 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.");
986 return 0; 1086 return 0;
987 } 1087 }
988 tmp=arch_to_object(spell->other_arch); 1088 tmp = arch_to_object (spell->other_arch);
989 1089
990 /* level dependencies for bomb */ 1090 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
992 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);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
994 tmp->attacktype = spell->attacktype; 1094 tmp->attacktype = spell->attacktype;
995 1095
996 set_owner(tmp,op); 1096 set_owner (tmp, op);
997 set_spell_skill(op, caster, spell, tmp); 1097 set_spell_skill (op, caster, spell, tmp);
998 tmp->x=dx; 1098 tmp->x = dx;
999 tmp->y=dy; 1099 tmp->y = dy;
1000 insert_ob_in_map(tmp,m,op,0); 1100 insert_ob_in_map (tmp, m, op, 0);
1001 return 1; 1101 return 1;
1002} 1102}
1003 1103
1004/**************************************************************************** 1104/****************************************************************************
1005 * 1105 *
1006 * smite related spell code. 1106 * smite related spell code.
1014 * dir is the direction to look in. 1114 * dir is the direction to look in.
1015 * range is how far out to look. 1115 * range is how far out to look.
1016 * 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.
1017 * this info is used for blocked magic/unholy spaces. 1117 * this info is used for blocked magic/unholy spaces.
1018 */ 1118 */
1019 1119
1120object *
1020object *get_pointed_target(object *op, int dir, int range, int type) { 1121get_pointed_target (object *op, int dir, int range, int type)
1122{
1021 object *target; 1123 object *target;
1022 sint16 x,y; 1124 sint16 x, y;
1023 int dist, mflags; 1125 int dist, mflags;
1024 mapstruct *mp; 1126 mapstruct *mp;
1025 1127
1026 if (dir==0) return NULL; 1128 if (dir == 0)
1129 return NULL;
1027 1130
1028 for (dist=1; dist<range; dist++) { 1131 for (dist = 1; dist < range; dist++)
1132 {
1029 x = op->x + freearr_x[dir] * dist; 1133 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist; 1134 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map; 1135 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1033 1137
1034 if (mflags & P_OUT_OF_MAP) return NULL; 1138 if (mflags & P_OUT_OF_MAP)
1139 return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1140 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1141 return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1142 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1143 return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL;
1038 1146
1039 if (mflags & P_IS_ALIVE) { 1147 if (mflags & P_IS_ALIVE)
1148 {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1149 for (target = get_map_ob (mp, x, y); target; target = target->above)
1150 {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1042 return target; 1153 return target;
1043 } 1154 }
1044 } 1155 }
1045 } 1156 }
1046 } 1157 }
1047 return NULL; 1158 return NULL;
1048} 1159}
1049 1160
1050 1161
1051/* cast_smite_arch() - the priest points to a creature and causes 1162/* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend. 1163 * a 'godly curse' to decend.
1055 * caster = object casting the spell. 1166 * caster = object casting the spell.
1056 * dir = direction being cast 1167 * dir = direction being cast
1057 * spell = spell object 1168 * spell = spell object
1058 */ 1169 */
1059 1170
1171int
1060int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1172cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{
1061 object *effect, *target; 1174 object *effect, *target;
1062 object *god = find_god(determine_god(op)); 1175 object *god = find_god (determine_god (op));
1063 int range; 1176 int range;
1064 1177
1065 range = spell->range + SP_level_range_adjust(caster,spell); 1178 range = spell->range + SP_level_range_adjust (caster, spell);
1066 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);
1067 1180
1068 /* Bunch of conditions for casting this spell. Note that only 1181 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace). 1182 * require a god if this is a cleric spell (requires grace).
1070 * 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
1071 * 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
1072 * interesting spell. 1185 * interesting spell.
1073 * 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
1074 * can't be friendly to your god. 1187 * can't be friendly to your god.
1075 */ 1188 */
1076 1189
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace) 1191 || (!god && spell->stats.grace)
1079 ||(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)))
1080 ||(target->race && god && strstr(target->race,god->race))) { 1193 {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1082 return 0; 1195 return 0;
1083 } 1196 }
1084 1197
1085 if (spell->other_arch) 1198 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch); 1199 effect = arch_to_object (spell->other_arch);
1087 else 1200 else
1088 return 0; 1201 return 0;
1089 1202
1090 /* tailor the effect by priest level and worshipped God */ 1203 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell); 1204 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype; 1205 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1094 if(tailor_god_spell(effect,op)) 1208 if (tailor_god_spell (effect, op))
1095 new_draw_info_format(NDI_UNIQUE,0,op, 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1096 "%s answers your call!",determine_god(op));
1097 else { 1210 else
1211 {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1099 return 0; 1213 return 0;
1100 } 1214 }
1101 } 1215 }
1102 1216
1103 /* size of the area of destruction */ 1217 /* size of the area of destruction */
1104 effect->range=spell->range + 1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1105 SP_level_range_adjust(caster,spell); 1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108 1220
1109 if (effect->attacktype & AT_DEATH) { 1221 if (effect->attacktype & AT_DEATH)
1110 effect->level=spell->stats.dam + 1222 {
1111 SP_level_dam_adjust(caster,spell); 1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1112 1224
1113 /* casting death spells at undead isn't a good thing */ 1225 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1114 if QUERY_FLAG(target, FLAG_UNDEAD) { 1227 (target, FLAG_UNDEAD)
1228 {
1115 if(random_roll(0, 2, op, PREFER_LOW)) { 1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1117 effect->x=op->x; 1232 effect->x = op->x;
1118 effect->y=op->y; 1233 effect->y = op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 } 1234 }
1235 else
1236 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect);
1240 return 0;
1126 } 1241 }
1127 } else { 1242 }
1243 }
1244 else
1245 {
1128 /* how much woe to inflict :) */ 1246 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam + 1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1130 SP_level_dam_adjust(caster,spell);
1131 } 1248 }
1132 1249
1133 set_owner(effect,op); 1250 set_owner (effect, op);
1134 set_spell_skill(op, caster, spell, effect); 1251 set_spell_skill (op, caster, spell, effect);
1135 1252
1136 /* ok, tell it where to be, and insert! */ 1253 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x; 1254 effect->x = target->x;
1138 effect->y=target->y; 1255 effect->y = target->y;
1139 insert_ob_in_map(effect,target->map,op,0); 1256 insert_ob_in_map (effect, target->map, op, 0);
1140 1257
1141 return 1; 1258 return 1;
1142} 1259}
1143 1260
1144 1261
1145/**************************************************************************** 1262/****************************************************************************
1146 * 1263 *
1148 * 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
1149 * code here is just to move the missile. 1266 * code here is just to move the missile.
1150 ****************************************************************************/ 1267 ****************************************************************************/
1151 1268
1152/* op is a missile that needs to be moved */ 1269/* op is a missile that needs to be moved */
1270void
1153void move_missile(object *op) { 1271move_missile (object *op)
1272{
1154 int i, mflags; 1273 int i, mflags;
1155 object *owner; 1274 object *owner;
1156 sint16 new_x, new_y; 1275 sint16 new_x, new_y;
1157 mapstruct *m; 1276 mapstruct *m;
1158 1277
1159 if (op->range-- <=0) { 1278 if (op->range-- <= 0)
1279 {
1160 remove_ob(op); 1280 remove_ob (op);
1161 free_object(op); 1281 free_object (op);
1162 return; 1282 return;
1163 } 1283 }
1164 1284
1165 owner = get_owner(op); 1285 owner = get_owner (op);
1166#if 0 1286#if 0
1167 /* 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
1168 * monster that are then killed would continue to survive 1288 * monster that are then killed would continue to survive
1169 */ 1289 */
1170 if (owner == NULL) { 1290 if (owner == NULL)
1291 {
1171 remove_ob(op); 1292 remove_ob (op);
1172 free_object(op); 1293 free_object (op);
1173 return; 1294 return;
1174 } 1295 }
1175#endif 1296#endif
1176 1297
1177 new_x = op->x + DIRX(op); 1298 new_x = op->x + DIRX (op);
1178 new_y = op->y + DIRY(op); 1299 new_y = op->y + DIRY (op);
1179 1300
1180 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);
1181 1302
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((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 {
1184 tag_t tag = op->count; 1305 tag_t tag = op->count;
1306
1185 hit_map (op, op->direction, AT_MAGIC, 1); 1307 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away. 1308 /* Basically, missile only hits one thing then goes away.
1187 * 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.
1188 */ 1310 */
1189 if ( ! was_destroyed (op, tag)) { 1311 if (!was_destroyed (op, tag))
1312 {
1190 remove_ob (op); 1313 remove_ob (op);
1191 free_object(op); 1314 free_object (op);
1192 } 1315 }
1193 return; 1316 return;
1194 } 1317 }
1195 1318
1196 remove_ob(op); 1319 remove_ob (op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 {
1198 free_object(op); 1322 free_object (op);
1199 return; 1323 return;
1200 } 1324 }
1201 op->x = new_x; 1325 op->x = new_x;
1202 op->y = new_y; 1326 op->y = new_y;
1203 op->map = m; 1327 op->map = m;
1204 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));
1205 if(i > 0 && i != op->direction){ 1329 if (i > 0 && i != op->direction)
1330 {
1206 op->direction=i; 1331 op->direction = i;
1207 SET_ANIMATION(op, op->direction); 1332 SET_ANIMATION (op, op->direction);
1208 } 1333 }
1209 insert_ob_in_map(op,op->map,op,0); 1334 insert_ob_in_map (op, op->map, op, 0);
1210} 1335}
1211 1336
1212/**************************************************************************** 1337/****************************************************************************
1213 * Destruction 1338 * Destruction
1214 ****************************************************************************/ 1339 ****************************************************************************/
1340
1215/* make_object_glow() - currently only makes living objects glow. 1341/* make_object_glow() - currently only makes living objects glow.
1216 * 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
1217 * object. if time is 0, the object glows permanently. To truely 1343 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to 1344 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t. 1345 * give them the capability to have an inventory. b.t.
1220 */ 1346 */
1221 1347
1348int
1222int make_object_glow(object *op, int radius, int time) { 1349make_object_glow (object *op, int radius, int time)
1350{
1223 object *tmp; 1351 object *tmp;
1224 1352
1225 /* some things are unaffected... */ 1353 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT) 1354 if (op->path_denied & PATH_LIGHT)
1227 return 0; 1355 return 0;
1228 1356
1229 tmp=get_archetype(FORCE_NAME); 1357 tmp = get_archetype (FORCE_NAME);
1230 tmp->speed = 0.01; 1358 tmp->speed = 0.01;
1231 tmp->stats.food = time; 1359 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP); 1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius; 1361 tmp->glow_radius = radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII) 1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII; 1363 tmp->glow_radius = MAX_LIGHT_RADII;
1236 1364
1237 tmp->x=op->x; 1365 tmp->x = op->x;
1238 tmp->y=op->y; 1366 tmp->y = op->y;
1239 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 */
1240 tmp=insert_ob_in_ob(tmp,op); 1369 tmp = insert_ob_in_ob (tmp, op);
1241 if (tmp->glow_radius > op->glow_radius) 1370 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius; 1371 op->glow_radius = tmp->glow_radius;
1243 1372
1244 if(!tmp->env||op!=tmp->env) { 1373 if (!tmp->env || op != tmp->env)
1374 {
1245 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);
1246 op->name);
1247 return 0; 1376 return 0;
1248 } 1377 }
1249 return 1; 1378 return 1;
1250} 1379}
1251 1380
1252 1381
1253
1254 1382
1383
1384int
1255int cast_destruction(object *op, object *caster, object *spell_ob) { 1385cast_destruction (object *op, object *caster, object *spell_ob)
1386{
1256 int i,j, range, mflags, friendly=0, dam, dur; 1387 int i, j, range, mflags, friendly = 0, dam, dur;
1257 sint16 sx,sy; 1388 sint16 sx, sy;
1258 mapstruct *m; 1389 mapstruct *m;
1259 object *tmp; 1390 object *tmp;
1260 const char *skill; 1391 const char *skill;
1261 1392
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1263 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);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1266 1398
1267 /* destruction doesn't use another spell object, so we need 1399 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded. 1400 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary 1401 * We do some shortcuts here - since this is just temporary
1270 * 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
1271 * the full share string/free_string route. 1403 * the full share string/free_string route.
1272 */ 1404 */
1273 skill = op->skill; 1405 skill = op->skill;
1406 if (caster == op)
1274 if (caster == op) op->skill = spell_ob->skill; 1407 op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill; 1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1276 else op->skill = NULL; 1411 op->skill = NULL;
1277 1412
1278 change_skill(op, find_skill_by_name(op, op->skill), 1); 1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1279 1414
1280 for(i= -range; i<range; i++) { 1415 for (i = -range; i < range; i++)
1416 {
1281 for(j=-range; j<range ; j++) { 1417 for (j = -range; j < range; j++)
1418 {
1282 m = op->map; 1419 m = op->map;
1283 sx = op->x + i; 1420 sx = op->x + i;
1284 sy = op->y + j; 1421 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue; 1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1287 if (mflags & P_IS_ALIVE) { 1425 if (mflags & P_IS_ALIVE)
1426 {
1288 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 {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break;
1290 } 1431 }
1291 if (tmp) { 1432 if (tmp)
1433 {
1434 if (tmp->head)
1292 if (tmp->head) tmp=tmp->head; 1435 tmp = tmp->head;
1293 1436
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 {
1296 if (spell_ob->subtype == SP_DESTRUCTION) { 1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1298 if (spell_ob->other_arch) { 1443 if (spell_ob->other_arch)
1444 {
1299 tmp = arch_to_object(spell_ob->other_arch); 1445 tmp = arch_to_object (spell_ob->other_arch);
1300 tmp->x = sx; 1446 tmp->x = sx;
1301 tmp->y = sy; 1447 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0); 1448 insert_ob_in_map (tmp, m, op, 0);
1303 } 1449 }
1304 } 1450 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE && 1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1306 tmp->resist[ATNR_MAGIC]!=100) { 1452 {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1308 object *effect = arch_to_object(spell_ob->other_arch); 1455 object *effect = arch_to_object (spell_ob->other_arch);
1456
1309 effect->x = sx; 1457 effect->x = sx;
1310 effect->y = sy; 1458 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0); 1459 insert_ob_in_map (effect, m, op, 0);
1312 } 1460 }
1313 } 1461 }
1314 } 1462 }
1315 } 1463 }
1316 } 1464 }
1317 } 1465 }
1318 } 1466 }
1319 op->skill = skill; 1467 op->skill = skill;
1320 return 1; 1468 return 1;
1321} 1469}
1322 1470
1323/*************************************************************************** 1471/***************************************************************************
1324 * 1472 *
1325 * CURSE 1473 * CURSE
1326 * 1474 *
1327 ***************************************************************************/ 1475 ***************************************************************************/
1328 1476
1477int
1329int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1478cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{
1330 object *god = find_god(determine_god(op)); 1480 object *god = find_god (determine_god (op));
1331 object *tmp, *force; 1481 object *tmp, *force;
1332 1482
1333 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);
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) { 1484 if (!tmp)
1336 new_draw_info(NDI_UNIQUE, 0, op, 1485 {
1337 "There is no one in that direction to curse."); 1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1338 return 0; 1487 return 0;
1339 } 1488 }
1340 1489
1341 /* 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. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) { 1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1344 if (force->name == spell_ob->name) { 1495 if (force->name == spell_ob->name)
1496 {
1345 break; 1497 break;
1346 } 1498 }
1347 else if (spell_ob->race && spell_ob->race == force->name) { 1499 else if (spell_ob->race && spell_ob->race == force->name)
1348 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1349 "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);
1350 spell_ob->name, force->name_pl);
1351 return 0; 1502 return 0;
1352 } 1503 }
1353 } 1504 }
1354 } 1505 }
1355 1506
1356 if(force==NULL) { 1507 if (force == NULL)
1508 {
1357 force=get_archetype(FORCE_NAME); 1509 force = get_archetype (FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY; 1510 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race) 1511 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race); 1512 force->name = spell_ob->race;
1362 else 1513 else
1363 force->name = add_refcount(spell_ob->name); 1514 force->name = spell_ob->name;
1364 free_string(force->name_pl); 1515
1365 force->name_pl = add_refcount(spell_ob->name); 1516 force->name_pl = spell_ob->name;
1366 1517
1367 } else { 1518 }
1519 else
1520 {
1368 int duration; 1521 int duration;
1369 1522
1370 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;
1371 if (duration > force->duration) { 1524 if (duration > force->duration)
1525 {
1372 force->duration = duration; 1526 force->duration = duration;
1373 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.");
1528 }
1374 } else { 1529 else
1530 {
1375 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.");
1376 } 1532 }
1377 return 1; 1533 return 1;
1378 } 1534 }
1379 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;
1380 force->speed = 1.0; 1536 force->speed = 1.0;
1381 force->speed_left = -1.0; 1537 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED); 1538 SET_FLAG (force, FLAG_APPLIED);
1383 1539
1384 if(god) { 1540 if (god)
1541 {
1385 if (spell_ob->last_grace) 1542 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled; 1543 force->path_repelled = god->path_repelled;
1387 if (spell_ob->last_grace) 1544 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied; 1545 force->path_denied = god->path_denied;
1389 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);
1390 "You are a victim of %s's curse!",god->name); 1547 }
1391 } else 1548 else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1393 1550
1394 1551
1395 if(tmp!=op && op->type==PLAYER) 1552 if (tmp != op && op->type == PLAYER)
1396 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);
1397 1554
1398 force->stats.ac = spell_ob->stats.ac; 1555 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc; 1556 force->stats.wc = spell_ob->stats.wc;
1400 1557
1401 change_abil(tmp,force); /* Mostly to display any messages */ 1558 change_abil (tmp, force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp); 1559 insert_ob_in_ob (force, tmp);
1403 fix_player(tmp); 1560 fix_player (tmp);
1404 return 1; 1561 return 1;
1405 1562
1406} 1563}
1407 1564
1408 1565
1409/********************************************************************** 1566/**********************************************************************
1413 ***********************************************************************/ 1570 ***********************************************************************/
1414 1571
1415/* This covers the various spells that change the moods of monsters - 1572/* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc. 1573 * makes them angry, peacful, friendly, etc.
1417 */ 1574 */
1575int
1418int mood_change(object *op, object *caster, object *spell) { 1576mood_change (object *op, object *caster, object *spell)
1577{
1419 object *tmp, *god, *head; 1578 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at; 1579 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny; 1580 sint16 x, y, nx, ny;
1422 mapstruct *m; 1581 mapstruct *m;
1423 const char *race; 1582 const char *race;
1424 1583
1425 /* 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
1426 * doing it over and over again. 1585 * doing it over and over again.
1427 */ 1586 */
1428 god=find_god(determine_god(op)); 1587 god = find_god (determine_god (op));
1429 level=caster_level(caster, spell); 1588 level = caster_level (caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell); 1589 range = spell->range + SP_level_range_adjust (caster, spell);
1431 1590
1432 /* 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_...
1433 * 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
1434 * won't ever match anything. 1593 * won't ever match anything.
1435 */ 1594 */
1436 if (!spell->race) race=NULL; 1595 if (!spell->race)
1596 race = NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1438 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
1439 else race = spell->race; 1602 race = spell->race;
1440
1441 1603
1604
1442 for (x = op->x - range; x <= op->x + range; x++) 1605 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) { 1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1444 1608
1445 done_one=0; 1609 done_one = 0;
1446 m = op->map; 1610 m = op->map;
1447 nx = x; 1611 nx = x;
1448 ny = y; 1612 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue; 1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1451 1616
1452 /* 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 */
1453 if (!(mflags & P_IS_ALIVE)) continue; 1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1454 1620
1455 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)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1457 1624
1458 /* There can be living objects that are not monsters */ 1625 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue; 1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1460 1628
1461 /* Only the head has meaningful data, so resolve to that */ 1629 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head; 1630 if (tmp->head)
1631 head = tmp->head;
1632 else
1463 else head=tmp; 1633 head = tmp;
1464 1634
1465 /* 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 */
1466 if (race && head->race && !strstr(race, head->race)) continue; 1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1467 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;
1468 1640
1469 /* Now do a bunch of stuff related to saving throws */ 1641 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1; 1642 best_at = -1;
1471 if (spell->attacktype) { 1643 if (spell->attacktype)
1644 {
1472 for (at=0; at < NROFATTACKS; at++) 1645 for (at = 0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at)) 1646 if (spell->attacktype & (1 << at))
1474 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;
1475 1649
1476 if (best_at == -1) at=0; 1650 if (best_at == -1)
1651 at = 0;
1652 else
1653 {
1654 if (head->resist[best_at] == 100)
1655 continue;
1477 else { 1656 else
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5; 1657 at = head->resist[best_at] / 5;
1480 } 1658 }
1481 at -= level / 5; 1659 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue; 1660 if (did_make_save (head, head->level, at))
1661 continue;
1483 } 1662 }
1484 else /* spell->attacktype */ 1663 else /* spell->attacktype */
1485 /* 1664 /*
1486 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:
1487 * if spell level < monster level, no go 1666 * if spell level < monster level, no go
1488 * 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 ) )
1489 1668
1490 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.
1491 1670
1492 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
1493 charm a level 125 monster... 1672 charm a level 125 monster...
1494 1673
1495 Ryo, august 14th 1674 Ryo, august 14th
1496 */ 1675 */
1497 { 1676 {
1498 if ( head->level > level ) continue; 1677 if (head->level > level)
1678 continue;
1499 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))))
1500 /* Failed, no effect */ 1680 /* Failed, no effect */
1501 continue; 1681 continue;
1502 } 1682 }
1503 1683
1504 /* Done with saving throw. Now start effecting the monster */ 1684 /* Done with saving throw. Now start effecting the monster */
1505 1685
1506 /* aggravation */ 1686 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1508 CLEAR_FLAG(head, FLAG_SLEEP); 1689 CLEAR_FLAG (head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1510 remove_friendly_object(head); 1691 remove_friendly_object (head);
1511 1692
1512 done_one = 1; 1693 done_one = 1;
1513 head->enemy = op; 1694 head->enemy = op;
1514 } 1695 }
1515 1696
1516 /* calm monsters */ 1697 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL; 1701 head->enemy = NULL;
1520 done_one = 1; 1702 done_one = 1;
1521 } 1703 }
1522 1704
1523 /* berserk monsters */ 1705 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1525 SET_FLAG(head, FLAG_BERSERK); 1708 SET_FLAG (head, FLAG_BERSERK);
1526 done_one = 1; 1709 done_one = 1;
1527 } 1710 }
1528 /* charm */ 1711 /* charm */
1529 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 {
1530 SET_FLAG(head, FLAG_FRIENDLY); 1714 SET_FLAG (head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters. 1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 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.
1533 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. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR); 1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1535 set_owner(head, op); 1719 set_owner (head, op);
1536 set_spell_skill(op, caster, spell, head); 1720 set_spell_skill (op, caster, spell, head);
1537 add_friendly_object(head); 1721 add_friendly_object (head);
1538 head->attack_movement = PETMOVE; 1722 head->attack_movement = PETMOVE;
1539 done_one = 1; 1723 done_one = 1;
1540 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);
1541 head->stats.exp = 0; 1725 head->stats.exp = 0;
1542 } 1726 }
1543 1727
1544 /* If a monster was effected, put an effect in */ 1728 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) { 1729 if (done_one && spell->other_arch)
1730 {
1546 tmp = arch_to_object(spell->other_arch); 1731 tmp = arch_to_object (spell->other_arch);
1547 tmp->x = nx; 1732 tmp->x = nx;
1548 tmp->y = ny; 1733 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0); 1734 insert_ob_in_map (tmp, m, op, 0);
1550 } 1735 }
1551 } /* for y */ 1736 } /* for y */
1552 1737
1553 return 1; 1738 return 1;
1554} 1739}
1555 1740
1556 1741
1557/* 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
1558 * 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
1559 * lightning spell used it, that seemed misnamed. 1744 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect. 1745 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c 1746 * note that duration is handled by process_object() in time.c
1562 */ 1747 */
1563 1748
1749void
1564void move_ball_spell(object *op) { 1750move_ball_spell (object *op)
1751{
1565 int i,j,dam_save,dir, mflags; 1752 int i, j, dam_save, dir, mflags;
1566 sint16 nx,ny, hx, hy; 1753 sint16 nx, ny, hx, hy;
1567 object *owner; 1754 object *owner;
1568 mapstruct *m; 1755 mapstruct *m;
1569 1756
1570 owner = get_owner(op); 1757 owner = get_owner (op);
1571 1758
1572 /* 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,
1573 * 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
1574 * victim. The block immediately below more or less chooses a random 1761 * victim. The block immediately below more or less chooses a random
1575 * 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
1576 * deviations. 1763 * deviations.
1577 */ 1764 */
1578 1765
1579 dir = 0; 1766 dir = 0;
1580 if(!(rndm(0, 3))) 1767 if (!(rndm (0, 3)))
1581 j = rndm(0, 1); 1768 j = rndm (0, 1);
1582 else j=0; 1769 else
1770 j = 0;
1583 1771
1584 for(i = 1; i < 9; i++) { 1772 for (i = 1; i < 9; i++)
1773 {
1585 /* i bit 0: alters sign of offset 1774 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset 1775 * other bits (i / 2): absolute value of offset
1587 */ 1776 */
1588 1777
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1590 int tmpdir = absdir (op->direction + offset); 1779 int tmpdir = absdir (op->direction + offset);
1591 1780
1592 nx = op->x + freearr_x[tmpdir]; 1781 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir]; 1782 ny = op->y + freearr_y[tmpdir];
1594 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))))
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1784 {
1596 dir = tmpdir; 1785 dir = tmpdir;
1597 break; 1786 break;
1598 } 1787 }
1599 } 1788 }
1600 if (dir == 0) { 1789 if (dir == 0)
1790 {
1601 nx = op->x; 1791 nx = op->x;
1602 ny = op->y; 1792 ny = op->y;
1603 m = op->map; 1793 m = op->map;
1604 } 1794 }
1605 1795
1606 remove_ob(op); 1796 remove_ob (op);
1607 op->y=ny; 1797 op->y = ny;
1608 op->x=nx; 1798 op->x = nx;
1609 insert_ob_in_map(op,m,op,0); 1799 insert_ob_in_map (op, m, op, 0);
1610 1800
1611 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
1612 surrounding squares */ 1802 surrounding squares */
1613 1803
1614 /* loop over current square and neighbors to hit. 1804 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in 1805 * if this has an other_arch field, we insert that in
1616 * the surround spaces. 1806 * the surround spaces.
1617 */ 1807 */
1618 for(j=0;j<9;j++) { 1808 for (j = 0; j < 9; j++)
1809 {
1619 object *new_ob; 1810 object *new_ob;
1620 1811
1621 hx = nx+freearr_x[j]; 1812 hx = nx + freearr_x[j];
1622 hy = ny+freearr_y[j]; 1813 hy = ny + freearr_y[j];
1623 1814
1624 m = op->map; 1815 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1626 1817
1627 if (mflags & P_OUT_OF_MAP) continue; 1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1628 1820
1629 /* 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
1630 * of the map either. 1822 * of the map either.
1631 */ 1823 */
1632 1824
1633 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)))
1826 {
1827 if (j)
1634 if(j) op->stats.dam = dam_save/2; 1828 op->stats.dam = dam_save / 2;
1635 hit_map(op,j,op->attacktype,1); 1829 hit_map (op, j, op->attacktype, 1);
1636 1830
1637 } 1831 }
1638 1832
1639 /* insert the other arch */ 1833 /* insert the other arch */
1640 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 {
1641 new_ob = arch_to_object(op->other_arch); 1836 new_ob = arch_to_object (op->other_arch);
1642 new_ob->x = hx; 1837 new_ob->x = hx;
1643 new_ob->y = hy; 1838 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0); 1839 insert_ob_in_map (new_ob, m, op, 0);
1645 } 1840 }
1646 } 1841 }
1647 1842
1648 /* restore to the center location and damage*/ 1843 /* restore to the center location and damage */
1649 op->stats.dam = dam_save; 1844 op->stats.dam = dam_save;
1650 1845
1651 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));
1652 1847
1653 if(i>=0) { /* we have a preferred direction! */ 1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */ 1850 /* pick another direction if the preferred dir is blocked. */
1655 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 ||
1656 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 {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1658 } 1855 }
1659 op->direction=i; 1856 op->direction = i;
1660 } 1857 }
1661} 1858}
1662 1859
1663 1860
1664/* move_swarm_spell: peterm 1861/* move_swarm_spell: peterm
1667 * 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
1668 * 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
1669 * 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.
1670 */ 1867 */
1671 1868
1869void
1672void move_swarm_spell(object *op) 1870move_swarm_spell (object *op)
1673{ 1871{
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695#if 0 1872#if 0
1696 // 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 };
1697 // (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 };
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1875 sint16 target_x, target_y, origin_x, origin_y;
1699 // space. 1876 int adjustdir;
1700 // should be fixed later, but correctness before featurs... 1877 mapstruct *m;
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742#endif 1878#endif
1879 int basedir;
1880 object *owner;
1743 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
1744 /* 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
1745 * should just be a pointer to the spell in some inventory, 1936 * should just be a pointer to the spell in some inventory,
1746 * 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,
1747 * do some sanity checking anyways. 1938 * do some sanity checking anyways.
1748 */ 1939 */
1749 1940
1750 if (op->spell && op->spell->type == SPELL) 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))))
1751 { 1944 {
1945
1752 /* Bullet spells have a bunch more customization that needs to be done */ 1946 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET) 1947 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell); 1948 fire_bullet (owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE) 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
1960 if (op->spell && op->spell->type == SPELL)
1961 {
1962 /* Bullet spells have a bunch more customization that needs to be done */
1963 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 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);
1757 } 1967 }
1758} 1968}
1759 1969
1760 1970
1761 1971
1762 1972
1770 * dir: the direction everything will be fired in 1980 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell. 1981 * spell - the spell that is this spell.
1772 * n: the number to be fired. 1982 * n: the number to be fired.
1773 */ 1983 */
1774 1984
1985int
1775int fire_swarm (object *op, object *caster, object *spell, int dir) 1986fire_swarm (object *op, object *caster, object *spell, int dir)
1776{ 1987{
1777 object *tmp; 1988 object *tmp;
1778 int i; 1989 int i;
1779 1990
1780 if (!spell->other_arch) return 0; 1991 if (!spell->other_arch)
1992 return 0;
1781 1993
1782 tmp=get_archetype(SWARM_SPELL); 1994 tmp = get_archetype (SWARM_SPELL);
1783 tmp->x=op->x; 1995 tmp->x = op->x;
1784 tmp->y=op->y; 1996 tmp->y = op->y;
1785 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. */
1786 set_spell_skill(op, caster, spell, tmp); 1998 set_spell_skill (op, caster, spell, tmp);
1787 1999
1788 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. */
1789 tmp->spell = arch_to_object(spell->other_arch); 2001 tmp->spell = arch_to_object (spell->other_arch);
1790 2002
1791 tmp->attacktype = tmp->spell->attacktype; 2003 tmp->attacktype = tmp->spell->attacktype;
1792 2004
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
1794 if ( ! tailor_god_spell (tmp, op)) 2007 if (!tailor_god_spell (tmp, op))
1795 return 1; 2008 return 1;
1796 } 2009 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell); 2010 tmp->duration = SP_level_duration_adjust (caster, spell);
1798 for (i=0; i< spell->duration; i++) 2011 for (i = 0; i < spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1800 2013
1801 tmp->direction=dir; 2014 tmp->direction = dir;
1802 tmp->invisible=1; 2015 tmp->invisible = 1;
1803 insert_ob_in_map(tmp,op->map,op,0); 2016 insert_ob_in_map (tmp, op->map, op, 0);
1804 return 1; 2017 return 1;
1805} 2018}
1806 2019
1807 2020
1808/* See the spells documentation file for why this is its own 2021/* See the spells documentation file for why this is its own
1809 * function. 2022 * function.
1810 */ 2023 */
2024int
1811int cast_light(object *op,object *caster,object *spell, int dir) { 2025cast_light (object *op, object *caster, object *spell, int dir)
2026{
1812 object *target=NULL,*tmp=NULL; 2027 object *target = NULL, *tmp = NULL;
1813 sint16 x,y; 2028 sint16 x, y;
1814 int dam, mflags; 2029 int dam, mflags;
1815 mapstruct *m; 2030 mapstruct *m;
1816 2031
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1818 2033
1819 if(!dir) { 2034 if (!dir)
2035 {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1821 return 0; 2037 return 0;
1822 } 2038 }
1823 2039
1824 x=op->x+freearr_x[dir]; 2040 x = op->x + freearr_x[dir];
1825 y=op->y+freearr_y[dir]; 2041 y = op->y + freearr_y[dir];
1826 m = op->map; 2042 m = op->map;
1827 2043
1828 mflags = get_map_flags(m, &m, x, y, &x, &y); 2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
1829 2045
1830 if (mflags & P_OUT_OF_MAP) { 2046 if (mflags & P_OUT_OF_MAP)
2047 {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1832 return 0; 2049 return 0;
1833 } 2050 }
1834 2051
1835 if (mflags & P_IS_ALIVE && spell->attacktype) { 2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
1836 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)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
1838 /* oky doky. got a target monster. Lets make a blinding attack */ 2057 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head)
1839 if(target->head) target = target->head; 2059 target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1); 2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
1841 return 1; /* one success only! */ 2061 return 1; /* one success only! */
1842 } 2062 }
1843 } 2063 }
1844 2064
1845 /* no live target, perhaps a wall is in the way? */ 2065 /* no live target, perhaps a wall is in the way? */
1846 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 {
1847 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.");
1848 return 0; 2069 return 0;
1849 } 2070 }
1850 2071
1851 /* 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 */
1852 tmp=arch_to_object(spell->other_arch); 2073 tmp = arch_to_object (spell->other_arch);
1853 if(!tmp) { 2074 if (!tmp)
2075 {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1855 return 0; 2077 return 0;
1856 } 2078 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1858 if (tmp->glow_radius) { 2080 if (tmp->glow_radius)
2081 {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1860 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;
1861 } 2085 }
1862 tmp->x=x; 2086 tmp->x = x;
1863 tmp->y=y; 2087 tmp->y = y;
1864 insert_ob_in_map(tmp,m,op,0); 2088 insert_ob_in_map (tmp, m, op, 0);
1865 return 1; 2089 return 1;
1866} 2090}
1867 2091
1868 2092
1869 2093
1870 2094
1873 * 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
1874 * 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
1875 * perhaps this should actually be in disease.c? 2099 * perhaps this should actually be in disease.c?
1876 */ 2100 */
1877 2101
2102int
1878int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2103cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{
1879 sint16 x,y; 2105 sint16 x, y;
1880 int i, mflags, range, dam_mod, dur_mod; 2106 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk; 2107 object *walk;
1882 mapstruct *m; 2108 mapstruct *m;
1883 2109
1884 x = op->x; 2110 x = op->x;
1885 y = op->y; 2111 y = op->y;
1886 2112
1887 /* 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
1888 * direction the player is pointing. 2114 * direction the player is pointing.
1889 */ 2115 */
2116 if (!dir)
1890 if (!dir) dir=op->facing; 2117 dir = op->facing;
2118 if (!dir)
1891 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 */
1892 2120
1893 /* Calculate these once here */ 2121 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell); 2122 range = spell->range + SP_level_range_adjust (caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell); 2123 dam_mod = SP_level_dam_adjust (caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell); 2124 dur_mod = SP_level_duration_adjust (caster, spell);
1897 2125
1898 /* search in a line for a victim */ 2126 /* search in a line for a victim */
1899 for(i=1; i<range; i++) { 2127 for (i = 1; i < range; i++)
2128 {
1900 x = op->x + i * freearr_x[dir]; 2129 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir]; 2130 y = op->y + i * freearr_y[dir];
1902 m = op->map; 2131 m = op->map;
1903 2132
1904 mflags = get_map_flags(m, &m, x, y, &x, &y); 2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
1905 2134
1906 if (mflags & P_OUT_OF_MAP) return 0; 2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
1907 2137
1908 /* don't go through walls - presume diseases are airborne */ 2138 /* don't go through walls - presume diseases are airborne */
1909 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;
1910 2141
1911 /* 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 */
1912 if (mflags & P_IS_ALIVE) { 2143 if (mflags & P_IS_ALIVE)
2144 {
1913 /* search this square for a victim */ 2145 /* search this square for a victim */
1914 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)
1915 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 */
1916 object *disease = arch_to_object(spell->other_arch); 2149 object *disease = arch_to_object (spell->other_arch);
1917 2150
1918 set_owner(disease,op); 2151 set_owner (disease, op);
1919 set_spell_skill(op, caster, spell, disease); 2152 set_spell_skill (op, caster, spell, disease);
1920 disease->stats.exp = 0; 2153 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell); 2154 disease->level = caster_level (caster, spell);
1922 2155
1923 /* do level adjustments */ 2156 /* do level adjustments */
1924 if(disease->stats.wc) 2157 if (disease->stats.wc)
1925 disease->stats.wc += dur_mod/2; 2158 disease->stats.wc += dur_mod / 2;
1926 2159
1927 if(disease->magic> 0) 2160 if (disease->magic > 0)
1928 disease->magic += dur_mod/4; 2161 disease->magic += dur_mod / 4;
1929 2162
1930 if(disease->stats.maxhp>0) 2163 if (disease->stats.maxhp > 0)
1931 disease->stats.maxhp += dur_mod; 2164 disease->stats.maxhp += dur_mod;
1932 2165
1933 if(disease->stats.maxgrace>0) 2166 if (disease->stats.maxgrace > 0)
1934 disease->stats.maxgrace += dur_mod; 2167 disease->stats.maxgrace += dur_mod;
1935 2168
1936 if(disease->stats.dam) { 2169 if (disease->stats.dam)
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952 2170 {
1953 if(disease->stats.ac) 2171 if (disease->stats.dam > 0)
1954 disease->stats.ac += dam_mod; 2172 disease->stats.dam += dam_mod;
1955 2173 else
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod; 2174 disease->stats.dam -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 } 2175 }
2176
2177 if (disease->last_sp)
2178 {
2179 disease->last_sp -= 2 * dam_mod;
2180 if (disease->last_sp < 1)
2181 disease->last_sp = 1;
2182 }
2183
2184 if (disease->stats.maxsp)
2185 {
2186 if (disease->stats.maxsp > 0)
2187 disease->stats.maxsp += dam_mod;
2188 else
2189 disease->stats.maxsp -= dam_mod;
2190 }
2191
2192 if (disease->stats.ac)
2193 disease->stats.ac += dam_mod;
2194
2195 if (disease->last_eat)
2196 disease->last_eat -= dam_mod;
2197
2198 if (disease->stats.hp)
2199 disease->stats.hp -= dam_mod;
2200
2201 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod;
2203
2204 if (infect_object (walk, disease, 1))
2205 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209
2210 free_object (disease); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1;
2217 }
1978 free_object(disease); 2218 free_object (disease);
1979 } 2219 }
1980 } /* if living creature */ 2220 } /* if living creature */
1981 } /* for range of spaces */ 2221 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1983 return 1; 2223 return 1;
1984} 2224}

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