ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 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 1.7 2006/09/03 00:18:42 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;
304 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = 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 tmp->skill = op->skill; 464 tmp->skill = op->skill;
431 465
432 owner = get_owner(op); 466 owner = get_owner (op);
467
433 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))
434 !tailor_god_spell(tmp, owner)) { 469 {
435 remove_ob (op); 470 remove_ob (op);
436 free_object (op); 471 free_object (op);
437 return; 472 return;
438 } 473 }
474
439 tmp->x = op->x; 475 tmp->x = op->x;
440 tmp->y = op->y; 476 tmp->y = op->y;
441 477
442 /* special for bombs - it actually has sane values for these */ 478 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
444 tmp->attacktype = op->attacktype; 481 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 482 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 483 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 484 tmp->duration = op->duration;
448 } else { 485 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 490 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 491 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 492 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 493 tmp->duration = op->stats.hp;
454 /* 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 -
455 * the count of the parent should work fine. 495 * the count of the parent should work fine.
456 */ 496 */
457 tmp->stats.maxhp = op->count; 497 tmp->stats.maxhp = op->count;
458 } 498 }
459 499
460 /* Set direction of cone explosion */ 500 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 502 tmp->stats.sp = op->direction;
463 503
464 /* Prevent recursion */ 504 /* Prevent recursion */
465 op->move_on = 0; 505 op->move_on = 0;
466 506
467 insert_ob_in_map(tmp, op->map, op, 0); 507 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 508 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 509 if (!was_destroyed (op, op_tag))
510 {
470 remove_ob (op); 511 remove_ob (op);
471 free_object (op); 512 free_object (op);
472 } 513 }
473} 514}
474 515
475 516
476 517
477/* 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
478 * (eg, explode, damage player, etc) 519 * (eg, explode, damage player, etc)
479 */ 520 */
480 521
522void
481void check_bullet(object *op) 523check_bullet (object *op)
482{ 524{
483 tag_t op_tag = op->count, tmp_tag; 525 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 526 object *tmp;
485 int dam, mflags; 527 int dam, mflags;
486 mapstruct *m; 528 mapstruct *m;
487 sint16 sx, sy; 529 sint16 sx, sy;
488 530
489 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);
490 532
491 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)))
492 return; 534 return;
493 535
494 if (op->other_arch) { 536 if (op->other_arch)
537 {
495 /* explode object will also remove op */ 538 /* explode object will also remove op */
496 explode_bullet (op); 539 explode_bullet (op);
497 return; 540 return;
498 } 541 }
499 542
500 /* 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 */
501 if (!(mflags & P_IS_ALIVE)) return; 544 if (!(mflags & P_IS_ALIVE))
545 return;
502 546
503 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)
504 { 548 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
506 tmp_tag = tmp->count; 551 tmp_tag = tmp->count;
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 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)
509 || (op->stats.dam -= dam) < 0)
510 { 554 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 555 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 {
512 remove_ob (op); 557 remove_ob (op);
513 free_object(op); 558 free_object (op);
514 return; 559 return;
515 } 560 }
516 } 561 }
517 } 562 }
518 } 563 }
519} 564}
523 * call check_bullet. 568 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 569 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 570 * fired arches (eg, bolts).
526 */ 571 */
527 572
573void
528void move_bullet(object *op) 574move_bullet (object *op)
529{ 575{
530 sint16 new_x, new_y; 576 sint16 new_x, new_y;
531 int mflags; 577 int mflags;
532 mapstruct *m; 578 mapstruct *m;
533 579
534#if 0 580#if 0
535 /* We need a better general purpose way to do this */ 581 /* We need a better general purpose way to do this */
536 582
537 /* peterm: added to make comet leave a trail of burnouts 583 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 584 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 585 if (op->stats.sp == SP_METEOR)
586 {
540 replace_insert_ob_in_map("fire_trail",op); 587 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 588 if (was_destroyed (op, op_tag))
542 return; 589 return;
543 } /* end addition. */ 590 } /* end addition. */
544#endif 591#endif
545 592
546 /* Reached the end of its life - remove it */ 593 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 594 if (--op->range <= 0)
595 {
548 if (op->other_arch) { 596 if (op->other_arch)
597 {
549 explode_bullet (op); 598 explode_bullet (op);
599 }
550 } else { 600 else
601 {
551 remove_ob (op); 602 remove_ob (op);
552 free_object (op); 603 free_object (op);
553 } 604 }
554 return; 605 return;
555 } 606 }
556 607
557 new_x = op->x + DIRX(op); 608 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 609 new_y = op->y + DIRY (op);
559 m = op->map; 610 m = op->map;
560 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);
561 612
562 if (mflags & P_OUT_OF_MAP) { 613 if (mflags & P_OUT_OF_MAP)
614 {
563 remove_ob (op); 615 remove_ob (op);
564 free_object (op); 616 free_object (op);
565 return; 617 return;
566 } 618 }
567 619
568 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 {
569 if (op->other_arch) { 622 if (op->other_arch)
623 {
570 explode_bullet (op); 624 explode_bullet (op);
625 }
571 } else { 626 else
627 {
572 remove_ob (op); 628 remove_ob (op);
573 free_object (op); 629 free_object (op);
574 } 630 }
575 return; 631 return;
576 } 632 }
577 633
578 remove_ob (op); 634 remove_ob (op);
579 op->x = new_x; 635 op->x = new_x;
580 op->y = new_y; 636 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 638 return;
583 639
584 if (reflwall (op->map, op->x, op->y, op)) { 640 if (reflwall (op->map, op->x, op->y, op))
641 {
585 op->direction = absdir (op->direction + 4); 642 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 643 update_turn_face (op);
587 } else { 644 }
645 else
646 {
588 check_bullet (op); 647 check_bullet (op);
589 } 648 }
590} 649}
591 650
592 651
593 652
599 * spob->attacktype. 658 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 659 * This function sets up the appropriate owner and skill
601 * pointers. 660 * pointers.
602 */ 661 */
603 662
663int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 664fire_bullet (object *op, object *caster, int dir, object *spob)
665{
605 object *tmp=NULL; 666 object *tmp = NULL;
606 int mflags; 667 int mflags;
607 668
608 if (!spob->other_arch) 669 if (!spob->other_arch)
609 return 0; 670 return 0;
610 671
611 tmp=arch_to_object(spob->other_arch); 672 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 673 if (tmp == NULL)
613 return 0; 674 return 0;
614 675
615 /* peterm: level dependency for bolts */ 676 /* peterm: level dependency for bolts */
616 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);
617 tmp->attacktype = spob->attacktype; 678 tmp->attacktype = spob->attacktype;
679 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 680 tmp->slaying = spob->slaying;
619 681
620 tmp->range = 50; 682 tmp->range = 50;
621 683
622 /* Need to store duration/range for the ball to use */ 684 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 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);
626 688
627 tmp->direction=dir; 689 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 691 SET_ANIMATION (tmp, dir);
630 692
631 set_owner(tmp,op); 693 set_owner (tmp, op);
632 set_spell_skill(op, caster, spob, tmp); 694 set_spell_skill (op, caster, spob, tmp);
633 695
634 tmp->x=op->x + freearr_x[dir]; 696 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 697 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 698 tmp->map = op->map;
637 699
638 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);
639 if (mflags & P_OUT_OF_MAP) { 701 if (mflags & P_OUT_OF_MAP)
702 {
640 free_object(tmp); 703 free_object (tmp);
641 return 0; 704 return 0;
642 } 705 }
643 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 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
645 free_object(tmp); 710 free_object (tmp);
646 return 0; 711 return 0;
647 } 712 }
648 tmp->x=op->x; 713 tmp->x = op->x;
649 tmp->y=op->y; 714 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 715 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 716 tmp->map = op->map;
652 } 717 }
653 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 {
654 check_bullet (tmp); 720 check_bullet (tmp);
655 } 721 }
656 return 1; 722 return 1;
657} 723}
658 724
659 725
660 726
661 727
665 * 731 *
666 *****************************************************************************/ 732 *****************************************************************************/
667 733
668 734
669/* 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
670void cone_drop(object *op) { 737cone_drop (object *op)
738{
671 object *new_ob = arch_to_object(op->other_arch); 739 object *new_ob = arch_to_object (op->other_arch);
672 740
673 new_ob->x = op->x; 741 new_ob->x = op->x;
674 new_ob->y = op->y; 742 new_ob->y = op->y;
675 new_ob->level = op->level; 743 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 744 set_owner (new_ob, op->owner);
677 745
678 /* preserve skill ownership */ 746 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 747 if (op->skill && op->skill != new_ob->skill)
748 {
680 new_ob->skill = op->skill; 749 new_ob->skill = op->skill;
681 } 750 }
682 insert_ob_in_map(new_ob,op->map,op,0); 751 insert_ob_in_map (new_ob, op->map, op, 0);
683 752
684} 753}
685 754
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 755/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 756
757void
688void move_cone(object *op) { 758move_cone (object *op)
759{
689 int i; 760 int i;
690 tag_t tag; 761 tag_t tag;
691 762
692 /* if no map then hit_map will crash so just ignore object */ 763 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 764 if (!op->map)
765 {
694 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");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 767 op->speed = 0;
697 update_ob_speed (op); 768 update_ob_speed (op);
698 return; 769 return;
699 } 770 }
700 771
701 /* lava saves it's life, but not yours :) */ 772 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
703 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
704 return; 776 return;
705 } 777 }
706 778
707#if 0 779#if 0
708 /* Disable this - enabling it makes monsters easier, as 780 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 781 * when their cone dies when they die.
710 */ 782 */
711 /* If no owner left, the spell dies out. */ 783 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 784 if (get_owner (op) == NULL)
785 {
713 remove_ob(op); 786 remove_ob (op);
714 free_object(op); 787 free_object (op);
715 return; 788 return;
716 } 789 }
717#endif 790#endif
718 791
719 tag = op->count; 792 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 793 hit_map (op, 0, op->attacktype, 0);
721 794
722 /* Check to see if we should push anything. 795 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 796 * Spell objects with weight push whatever they encounter to some
724 * degree. 797 * degree.
725 */ 798 */
799 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 800 check_spell_knockback (op);
727 801
728 if (was_destroyed (op, tag)) 802 if (was_destroyed (op, tag))
729 return; 803 return;
730 804
731 if((op->duration--)<0) { 805 if ((op->duration--) < 0)
806 {
732 remove_ob(op); 807 remove_ob (op);
733 free_object(op); 808 free_object (op);
734 return; 809 return;
735 } 810 }
736 /* Object has hit maximum range, so don't have it move 811 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 812 * any further. When the duration above expires,
738 * then the object will get removed. 813 * then the object will get removed.
739 */ 814 */
740 if (--op->range < 0) { 815 if (--op->range < 0)
816 {
741 op->range=0; /* just so it doesn't wrap */ 817 op->range = 0; /* just so it doesn't wrap */
742 return; 818 return;
743 } 819 }
744 820
745 for(i= -1;i<2;i++) { 821 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 822 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 824
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 825 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 {
750 object *tmp=get_object(); 827 object *tmp = get_object ();
828
751 copy_object(op, tmp); 829 copy_object (op, tmp);
752 tmp->x=x; 830 tmp->x = x;
753 tmp->y=y; 831 tmp->y = y;
754 832
755 tmp->duration = op->duration + 1; 833 tmp->duration = op->duration + 1;
756 834
757 /* Use for spell tracking - see ok_to_put_more() */ 835 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 836 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 837 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 838 if (tmp->other_arch)
839 cone_drop (tmp);
761 } 840 }
762 } 841 }
763} 842}
764 843
765/* cast_cone: casts a cone spell. 844/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 847 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 848 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 849 * to fire.
771 * returns 0 on failure, 1 on success. 850 * returns 0 on failure, 1 on success.
772 */ 851 */
852int
773int cast_cone(object *op, object *caster,int dir, object *spell) 853cast_cone (object *op, object *caster, int dir, object *spell)
774{ 854{
775 object *tmp; 855 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 856 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 857 mapstruct *m;
778 sint16 sx, sy; 858 sint16 sx, sy;
779 MoveType movetype; 859 MoveType movetype;
780 860
781 if (!spell->other_arch) return 0; 861 if (!spell->other_arch)
862 return 0;
782 863
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 865 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 867 return 0;
788 } 868 }
789 869
790 if(!dir) { 870 if (!dir)
871 {
791 range_min= 0; 872 range_min = 0;
792 range_max=8; 873 range_max = 8;
793 } 874 }
794 875
795 /* Need to know what the movetype of the object we are about 876 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 877 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 878 * insert it into is blocked.
798 */ 879 */
799 movetype = spell->other_arch->clone.move_type; 880 movetype = spell->other_arch->clone.move_type;
800 881
801 for(i=range_min;i<=range_max;i++) { 882 for (i = range_min; i <= range_max; i++)
883 {
802 sint16 x,y, d; 884 sint16 x, y, d;
803 885
804 /* We can't use absdir here, because it never returns 886 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 887 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 888 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 889 * to hit that person.
808 */ 890 */
809 d = dir + i; 891 d = dir + i;
810 while (d < 0) d+=8; 892 while (d < 0)
893 d += 8;
811 while (d > 8) d-=8; 894 while (d > 8)
895 d -= 8;
812 896
813 /* If it's not a rune, we don't want to blast the caster. 897 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 898 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 899 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 900 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 901 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 902 * for the rune code.
819 */ 903 */
820 if (caster->type != RUNE && d==0) { 904 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 905 {
824 906 if (dir != 0)
825 x = op->x+freearr_x[d]; 907 d = 8;
826 y = op->y+freearr_y[d]; 908 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 909 continue;
910 }
830 911
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
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 919 continue;
833 920
834 success=1; 921 success = 1;
835 tmp=arch_to_object(spell->other_arch); 922 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 923 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 924 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 925 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 926 tmp->x = sx;
840 tmp->y = sy; 927 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 928 tmp->attacktype = spell->attacktype;
842 929
843 /* holy word stuff */ 930 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 932 if (!tailor_god_spell (tmp, op))
846 } 933 return 0;
847 934
848 if(dir) 935 if (dir)
849 tmp->stats.sp=dir; 936 tmp->stats.sp = dir;
850 else 937 else
851 tmp->stats.sp=i; 938 tmp->stats.sp = i;
852 939
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 941
855 /* If casting it in all directions, it doesn't go as far */ 942 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 943 if (dir == 0)
944 {
857 tmp->range /= 4; 945 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 946 if (tmp->range < 2 && spell->range >= 2)
947 tmp->range = 2;
859 } 948 }
949
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 950 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 952
863 /* Special bonus for fear attacks */ 953 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 954 if (tmp->attacktype & AT_FEAR)
955 {
956 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 957 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 958 else
867 tmp->duration += caster->level/3; 959 tmp->duration += caster->level / 3;
868 } 960 }
961
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
963 {
964 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 966 else
872 tmp->duration += caster->level/3; 967 tmp->duration += caster->level / 3;
873 } 968 }
874 969
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 970 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 972
880 if (!tmp->move_on && tmp->stats.dam) { 973 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
976 }
977
885 insert_ob_in_map(tmp,m,op,0); 978 insert_ob_in_map (tmp, m, op, 0);
886 979
887 /* This is used for tracking spells so that one effect doesn't hit 980 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 981 * a single space too many times.
889 */ 982 */
890 tmp->stats.maxhp = tmp->count; 983 tmp->stats.maxhp = tmp->count;
891 984
892 if(tmp->other_arch) cone_drop(tmp); 985 if (tmp->other_arch)
986 cone_drop (tmp);
893 } 987 }
988
894 return success; 989 return success;
895} 990}
896 991
897/**************************************************************************** 992/****************************************************************************
898 * 993 *
899 * BOMB related code 994 * BOMB related code
902 997
903 998
904/* This handles an exploding bomb. 999/* This handles an exploding bomb.
905 * op is the original bomb object. 1000 * op is the original bomb object.
906 */ 1001 */
1002void
907void animate_bomb(object *op) { 1003animate_bomb (object *op)
1004{
908 int i; 1005 int i;
909 object *env, *tmp; 1006 object *env, *tmp;
910 archetype *at; 1007 archetype *at;
911 1008
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1009 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return;
1011
1012 env = object_get_env_recursive (op);
1013
1014 if (op->env)
1015 {
1016 if (env->map == NULL)
913 return; 1017 return;
914 1018
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 1019 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1020 esrv_del_item (env->contr, op->count);
924 1021
925 remove_ob(op); 1022 remove_ob (op);
926 op->x = env->x; 1023 op->x = env->x;
927 op->y = env->y; 1024 op->y = env->y;
928 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)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1026 return;
940 } 1027 }
941 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
942 /* This copies a lot of the code from the fire bullet, 1039 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1040 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1041 * so just set up the appropriate values.
945 */ 1042 */
946 at = find_archetype(SPLINT); 1043 at = archetype::find (SPLINT);
947 if (at) { 1044 if (at)
1045 {
948 for(i=1;i<9;i++) { 1046 for (i = 1; i < 9; i++)
1047 {
949 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]))
950 continue; 1049 continue;
951 tmp = arch_to_object(at); 1050 tmp = arch_to_object (at);
952 tmp->direction = i; 1051 tmp->direction = i;
953 tmp->range = op->range; 1052 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1053 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1054 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1055 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1056 copy_owner (tmp, op);
958 if(op->skill && op->skill != tmp->skill) { 1057 if (op->skill && op->skill != tmp->skill)
1058 {
959 tmp->skill = op->skill; 1059 tmp->skill = op->skill;
960 } 1060 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1062 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1063 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1064 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1065 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1066 move_bullet (tmp);
967 } 1067 }
968 } 1068 }
969 1069
970 explode_bullet(op); 1070 explode_bullet (op);
971} 1071}
972 1072
1073int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1074create_bomb (object *op, object *caster, int dir, object *spell)
1075{
974 1076
975 object *tmp; 1077 object *tmp;
976 int mflags; 1078 int mflags;
977 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];
978 mapstruct *m; 1080 mapstruct *m;
979 1081
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 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 {
982 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.");
983 return 0; 1086 return 0;
984 } 1087 }
985 tmp=arch_to_object(spell->other_arch); 1088 tmp = arch_to_object (spell->other_arch);
986 1089
987 /* level dependencies for bomb */ 1090 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 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);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1094 tmp->attacktype = spell->attacktype;
992 1095
993 set_owner(tmp,op); 1096 set_owner (tmp, op);
994 set_spell_skill(op, caster, spell, tmp); 1097 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1098 tmp->x = dx;
996 tmp->y=dy; 1099 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1100 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1101 return 1;
999} 1102}
1000 1103
1001/**************************************************************************** 1104/****************************************************************************
1002 * 1105 *
1003 * smite related spell code. 1106 * smite related spell code.
1011 * dir is the direction to look in. 1114 * dir is the direction to look in.
1012 * range is how far out to look. 1115 * range is how far out to look.
1013 * 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.
1014 * this info is used for blocked magic/unholy spaces. 1117 * this info is used for blocked magic/unholy spaces.
1015 */ 1118 */
1016 1119
1120object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1121get_pointed_target (object *op, int dir, int range, int type)
1122{
1018 object *target; 1123 object *target;
1019 sint16 x,y; 1124 sint16 x, y;
1020 int dist, mflags; 1125 int dist, mflags;
1021 mapstruct *mp; 1126 mapstruct *mp;
1022 1127
1023 if (dir==0) return NULL; 1128 if (dir == 0)
1129 return NULL;
1024 1130
1025 for (dist=1; dist<range; dist++) { 1131 for (dist = 1; dist < range; dist++)
1132 {
1026 x = op->x + freearr_x[dir] * dist; 1133 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1134 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1135 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1137
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1138 if (mflags & P_OUT_OF_MAP)
1139 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1140 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1141 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1142 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1143 return NULL;
1034 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;
1035 1146
1036 if (mflags & P_IS_ALIVE) { 1147 if (mflags & P_IS_ALIVE)
1148 {
1037 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 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1039 return target; 1153 return target;
1040 } 1154 }
1041 } 1155 }
1042 } 1156 }
1043 } 1157 }
1044 return NULL; 1158 return NULL;
1045} 1159}
1046 1160
1047 1161
1048/* cast_smite_arch() - the priest points to a creature and causes 1162/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1163 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1166 * caster = object casting the spell.
1053 * dir = direction being cast 1167 * dir = direction being cast
1054 * spell = spell object 1168 * spell = spell object
1055 */ 1169 */
1056 1170
1171int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1172cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{
1058 object *effect, *target; 1174 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1175 object *god = find_god (determine_god (op));
1060 int range; 1176 int range;
1061 1177
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1178 range = spell->range + SP_level_range_adjust (caster, spell);
1063 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);
1064 1180
1065 /* Bunch of conditions for casting this spell. Note that only 1181 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1182 * require a god if this is a cleric spell (requires grace).
1067 * 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
1068 * 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
1069 * interesting spell. 1185 * interesting spell.
1070 * 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
1071 * can't be friendly to your god. 1187 * can't be friendly to your god.
1072 */ 1188 */
1073 1189
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1191 || (!god && spell->stats.grace)
1076 ||(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)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1193 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1195 return 0;
1080 } 1196 }
1081 1197
1082 if (spell->other_arch) 1198 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1199 effect = arch_to_object (spell->other_arch);
1084 else 1200 else
1085 return 0; 1201 return 0;
1086 1202
1087 /* tailor the effect by priest level and worshipped God */ 1203 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1204 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1205 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1091 if(tailor_god_spell(effect,op)) 1208 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1210 else
1211 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1213 return 0;
1097 } 1214 }
1098 } 1215 }
1099 1216
1100 /* size of the area of destruction */ 1217 /* size of the area of destruction */
1101 effect->range=spell->range + 1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1220
1106 if (effect->attacktype & AT_DEATH) { 1221 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1222 {
1108 SP_level_dam_adjust(caster,spell); 1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1224
1110 /* 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
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1227 (target, FLAG_UNDEAD)
1228 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1232 effect->x = op->x;
1115 effect->y=op->y; 1233 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 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;
1123 } 1241 }
1124 } else { 1242 }
1243 }
1244 else
1245 {
1125 /* how much woe to inflict :) */ 1246 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1248 }
1129 1249
1130 set_owner(effect,op); 1250 set_owner (effect, op);
1131 set_spell_skill(op, caster, spell, effect); 1251 set_spell_skill (op, caster, spell, effect);
1132 1252
1133 /* ok, tell it where to be, and insert! */ 1253 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1254 effect->x = target->x;
1135 effect->y=target->y; 1255 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1256 insert_ob_in_map (effect, target->map, op, 0);
1137 1257
1138 return 1; 1258 return 1;
1139} 1259}
1140 1260
1141 1261
1142/**************************************************************************** 1262/****************************************************************************
1143 * 1263 *
1145 * 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
1146 * code here is just to move the missile. 1266 * code here is just to move the missile.
1147 ****************************************************************************/ 1267 ****************************************************************************/
1148 1268
1149/* op is a missile that needs to be moved */ 1269/* op is a missile that needs to be moved */
1270void
1150void move_missile(object *op) { 1271move_missile (object *op)
1272{
1151 int i, mflags; 1273 int i, mflags;
1152 object *owner; 1274 object *owner;
1153 sint16 new_x, new_y; 1275 sint16 new_x, new_y;
1154 mapstruct *m; 1276 mapstruct *m;
1155 1277
1156 if (op->range-- <=0) { 1278 if (op->range-- <= 0)
1279 {
1157 remove_ob(op); 1280 remove_ob (op);
1158 free_object(op); 1281 free_object (op);
1159 return; 1282 return;
1160 } 1283 }
1161 1284
1162 owner = get_owner(op); 1285 owner = get_owner (op);
1163#if 0 1286#if 0
1164 /* 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
1165 * monster that are then killed would continue to survive 1288 * monster that are then killed would continue to survive
1166 */ 1289 */
1167 if (owner == NULL) { 1290 if (owner == NULL)
1291 {
1168 remove_ob(op); 1292 remove_ob (op);
1169 free_object(op); 1293 free_object (op);
1170 return; 1294 return;
1171 } 1295 }
1172#endif 1296#endif
1173 1297
1174 new_x = op->x + DIRX(op); 1298 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1299 new_y = op->y + DIRY (op);
1176 1300
1177 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);
1178 1302
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((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 {
1181 tag_t tag = op->count; 1305 tag_t tag = op->count;
1306
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1307 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1308 /* Basically, missile only hits one thing then goes away.
1184 * 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.
1185 */ 1310 */
1186 if ( ! was_destroyed (op, tag)) { 1311 if (!was_destroyed (op, tag))
1312 {
1187 remove_ob (op); 1313 remove_ob (op);
1188 free_object(op); 1314 free_object (op);
1189 } 1315 }
1190 return; 1316 return;
1191 } 1317 }
1192 1318
1193 remove_ob(op); 1319 remove_ob (op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 {
1195 free_object(op); 1322 free_object (op);
1196 return; 1323 return;
1197 } 1324 }
1198 op->x = new_x; 1325 op->x = new_x;
1199 op->y = new_y; 1326 op->y = new_y;
1200 op->map = m; 1327 op->map = m;
1201 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));
1202 if(i > 0 && i != op->direction){ 1329 if (i > 0 && i != op->direction)
1330 {
1203 op->direction=i; 1331 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1332 SET_ANIMATION (op, op->direction);
1205 } 1333 }
1206 insert_ob_in_map(op,op->map,op,0); 1334 insert_ob_in_map (op, op->map, op, 0);
1207} 1335}
1208 1336
1209/**************************************************************************** 1337/****************************************************************************
1210 * Destruction 1338 * Destruction
1211 ****************************************************************************/ 1339 ****************************************************************************/
1340
1212/* make_object_glow() - currently only makes living objects glow. 1341/* make_object_glow() - currently only makes living objects glow.
1213 * 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
1214 * object. if time is 0, the object glows permanently. To truely 1343 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1344 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1345 * give them the capability to have an inventory. b.t.
1217 */ 1346 */
1218 1347
1348int
1219int make_object_glow(object *op, int radius, int time) { 1349make_object_glow (object *op, int radius, int time)
1350{
1220 object *tmp; 1351 object *tmp;
1221 1352
1222 /* some things are unaffected... */ 1353 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1354 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1355 return 0;
1225 1356
1226 tmp=get_archetype(FORCE_NAME); 1357 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1358 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1359 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1361 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1363 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1364
1234 tmp->x=op->x; 1365 tmp->x = op->x;
1235 tmp->y=op->y; 1366 tmp->y = op->y;
1236 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 */
1237 tmp=insert_ob_in_ob(tmp,op); 1369 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1370 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1371 op->glow_radius = tmp->glow_radius;
1240 1372
1241 if(!tmp->env||op!=tmp->env) { 1373 if (!tmp->env || op != tmp->env)
1374 {
1242 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);
1243 &op->name);
1244 return 0; 1376 return 0;
1245 } 1377 }
1246 return 1; 1378 return 1;
1247} 1379}
1248 1380
1249 1381
1250
1251 1382
1383
1384int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1385cast_destruction (object *op, object *caster, object *spell_ob)
1386{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1387 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1388 sint16 sx, sy;
1255 mapstruct *m; 1389 mapstruct *m;
1256 object *tmp; 1390 object *tmp;
1257 const char *skill; 1391 const char *skill;
1258 1392
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 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);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1263 1398
1264 /* destruction doesn't use another spell object, so we need 1399 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1400 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1401 * We do some shortcuts here - since this is just temporary
1267 * 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
1268 * the full share string/free_string route. 1403 * the full share string/free_string route.
1269 */ 1404 */
1270 skill = op->skill; 1405 skill = op->skill;
1406 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1407 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1273 else op->skill = NULL; 1411 op->skill = NULL;
1274 1412
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1414
1277 for(i= -range; i<range; i++) { 1415 for (i = -range; i < range; i++)
1416 {
1278 for(j=-range; j<range ; j++) { 1417 for (j = -range; j < range; j++)
1418 {
1279 m = op->map; 1419 m = op->map;
1280 sx = op->x + i; 1420 sx = op->x + i;
1281 sy = op->y + j; 1421 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1284 if (mflags & P_IS_ALIVE) { 1425 if (mflags & P_IS_ALIVE)
1426 {
1285 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 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break;
1287 } 1431 }
1288 if (tmp) { 1432 if (tmp)
1433 {
1434 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1435 tmp = tmp->head;
1290 1436
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1443 if (spell_ob->other_arch)
1444 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1445 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1446 tmp->x = sx;
1298 tmp->y = sy; 1447 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1448 insert_ob_in_map (tmp, m, op, 0);
1300 } 1449 }
1301 } 1450 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1452 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1455 object *effect = arch_to_object (spell_ob->other_arch);
1456
1306 effect->x = sx; 1457 effect->x = sx;
1307 effect->y = sy; 1458 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1459 insert_ob_in_map (effect, m, op, 0);
1309 } 1460 }
1310 } 1461 }
1311 } 1462 }
1312 } 1463 }
1313 } 1464 }
1314 } 1465 }
1315 } 1466 }
1316 op->skill = skill; 1467 op->skill = skill;
1317 return 1; 1468 return 1;
1318} 1469}
1319 1470
1320/*************************************************************************** 1471/***************************************************************************
1321 * 1472 *
1322 * CURSE 1473 * CURSE
1323 * 1474 *
1324 ***************************************************************************/ 1475 ***************************************************************************/
1325 1476
1477int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1478cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{
1327 object *god = find_god(determine_god(op)); 1480 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1481 object *tmp, *force;
1329 1482
1330 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);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1484 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1485 {
1334 "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.");
1335 return 0; 1487 return 0;
1336 } 1488 }
1337 1489
1338 /* 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. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1341 if (force->name == spell_ob->name) { 1495 if (force->name == spell_ob->name)
1496 {
1342 break; 1497 break;
1343 } 1498 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1499 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1346 "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);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1502 return 0;
1349 } 1503 }
1350 } 1504 }
1351 } 1505 }
1352 1506
1353 if(force==NULL) { 1507 if (force == NULL)
1508 {
1354 force=get_archetype(FORCE_NAME); 1509 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1510 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1511 if (spell_ob->race)
1357 force->name = spell_ob->race; 1512 force->name = spell_ob->race;
1358 else 1513 else
1359 force->name = spell_ob->name; 1514 force->name = spell_ob->name;
1360 1515
1361 force->name_pl = spell_ob->name; 1516 force->name_pl = spell_ob->name;
1362 1517
1363 } else { 1518 }
1519 else
1520 {
1364 int duration; 1521 int duration;
1365 1522
1366 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;
1367 if (duration > force->duration) { 1524 if (duration > force->duration)
1525 {
1368 force->duration = duration; 1526 force->duration = duration;
1369 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 }
1370 } else { 1529 else
1530 {
1371 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.");
1372 } 1532 }
1373 return 1; 1533 return 1;
1374 } 1534 }
1375 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;
1376 force->speed = 1.0; 1536 force->speed = 1.0;
1377 force->speed_left = -1.0; 1537 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1538 SET_FLAG (force, FLAG_APPLIED);
1379 1539
1380 if(god) { 1540 if (god)
1541 {
1381 if (spell_ob->last_grace) 1542 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1543 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1544 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1545 force->path_denied = god->path_denied;
1385 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);
1386 "You are a victim of %s's curse!", &god->name); 1547 }
1387 } else 1548 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1550
1390 1551
1391 if(tmp!=op && op->type==PLAYER) 1552 if (tmp != op && op->type == PLAYER)
1392 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);
1393 1554
1394 force->stats.ac = spell_ob->stats.ac; 1555 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1556 force->stats.wc = spell_ob->stats.wc;
1396 1557
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1558 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1559 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1560 fix_player (tmp);
1400 return 1; 1561 return 1;
1401 1562
1402} 1563}
1403 1564
1404 1565
1405/********************************************************************** 1566/**********************************************************************
1409 ***********************************************************************/ 1570 ***********************************************************************/
1410 1571
1411/* This covers the various spells that change the moods of monsters - 1572/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1573 * makes them angry, peacful, friendly, etc.
1413 */ 1574 */
1575int
1414int mood_change(object *op, object *caster, object *spell) { 1576mood_change (object *op, object *caster, object *spell)
1577{
1415 object *tmp, *god, *head; 1578 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1579 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1580 sint16 x, y, nx, ny;
1418 mapstruct *m; 1581 mapstruct *m;
1419 const char *race; 1582 const char *race;
1420 1583
1421 /* 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
1422 * doing it over and over again. 1585 * doing it over and over again.
1423 */ 1586 */
1424 god=find_god(determine_god(op)); 1587 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1588 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1589 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1590
1428 /* 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_...
1429 * 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
1430 * won't ever match anything. 1593 * won't ever match anything.
1431 */ 1594 */
1432 if (!spell->race) race=NULL; 1595 if (!spell->race)
1596 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1434 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
1435 else race = spell->race; 1602 race = spell->race;
1436
1437 1603
1604
1438 for (x = op->x - range; x <= op->x + range; x++) 1605 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1440 1608
1441 done_one=0; 1609 done_one = 0;
1442 m = op->map; 1610 m = op->map;
1443 nx = x; 1611 nx = x;
1444 ny = y; 1612 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1447 1616
1448 /* 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 */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1450 1620
1451 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)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1453 1624
1454 /* There can be living objects that are not monsters */ 1625 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1456 1628
1457 /* Only the head has meaningful data, so resolve to that */ 1629 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1630 if (tmp->head)
1631 head = tmp->head;
1632 else
1459 else head=tmp; 1633 head = tmp;
1460 1634
1461 /* 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 */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1463 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;
1464 1640
1465 /* Now do a bunch of stuff related to saving throws */ 1641 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1642 best_at = -1;
1467 if (spell->attacktype) { 1643 if (spell->attacktype)
1644 {
1468 for (at=0; at < NROFATTACKS; at++) 1645 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1646 if (spell->attacktype & (1 << at))
1470 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;
1471 1649
1472 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;
1473 else { 1656 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1657 at = head->resist[best_at] / 5;
1476 } 1658 }
1477 at -= level / 5; 1659 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1660 if (did_make_save (head, head->level, at))
1661 continue;
1479 } 1662 }
1480 else /* spell->attacktype */ 1663 else /* spell->attacktype */
1481 /* 1664 /*
1482 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:
1483 * if spell level < monster level, no go 1666 * if spell level < monster level, no go
1484 * 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 ) )
1485 1668
1486 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.
1487 1670
1488 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
1489 charm a level 125 monster... 1672 charm a level 125 monster...
1490 1673
1491 Ryo, august 14th 1674 Ryo, august 14th
1492 */ 1675 */
1493 { 1676 {
1494 if ( head->level > level ) continue; 1677 if (head->level > level)
1678 continue;
1495 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))))
1496 /* Failed, no effect */ 1680 /* Failed, no effect */
1497 continue; 1681 continue;
1498 } 1682 }
1499 1683
1500 /* Done with saving throw. Now start effecting the monster */ 1684 /* Done with saving throw. Now start effecting the monster */
1501 1685
1502 /* aggravation */ 1686 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1689 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1691 remove_friendly_object (head);
1507 1692
1508 done_one = 1; 1693 done_one = 1;
1509 head->enemy = op; 1694 head->enemy = op;
1510 } 1695 }
1511 1696
1512 /* calm monsters */ 1697 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1701 head->enemy = NULL;
1516 done_one = 1; 1702 done_one = 1;
1517 } 1703 }
1518 1704
1519 /* berserk monsters */ 1705 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1521 SET_FLAG(head, FLAG_BERSERK); 1708 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1709 done_one = 1;
1523 } 1710 }
1524 /* charm */ 1711 /* charm */
1525 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 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1714 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 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.
1529 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. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1719 set_owner (head, op);
1532 set_spell_skill(op, caster, spell, head); 1720 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1721 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1722 head->attack_movement = PETMOVE;
1535 done_one = 1; 1723 done_one = 1;
1536 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);
1537 head->stats.exp = 0; 1725 head->stats.exp = 0;
1538 } 1726 }
1539 1727
1540 /* If a monster was effected, put an effect in */ 1728 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1729 if (done_one && spell->other_arch)
1730 {
1542 tmp = arch_to_object(spell->other_arch); 1731 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1732 tmp->x = nx;
1544 tmp->y = ny; 1733 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1734 insert_ob_in_map (tmp, m, op, 0);
1546 } 1735 }
1547 } /* for y */ 1736 } /* for y */
1548 1737
1549 return 1; 1738 return 1;
1550} 1739}
1551 1740
1552 1741
1553/* 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
1554 * 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
1555 * lightning spell used it, that seemed misnamed. 1744 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1745 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1746 * note that duration is handled by process_object() in time.c
1558 */ 1747 */
1559 1748
1749void
1560void move_ball_spell(object *op) { 1750move_ball_spell (object *op)
1751{
1561 int i,j,dam_save,dir, mflags; 1752 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1753 sint16 nx, ny, hx, hy;
1563 object *owner; 1754 object *owner;
1564 mapstruct *m; 1755 mapstruct *m;
1565 1756
1566 owner = get_owner(op); 1757 owner = get_owner (op);
1567 1758
1568 /* 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,
1569 * 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
1570 * victim. The block immediately below more or less chooses a random 1761 * victim. The block immediately below more or less chooses a random
1571 * 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
1572 * deviations. 1763 * deviations.
1573 */ 1764 */
1574 1765
1575 dir = 0; 1766 dir = 0;
1576 if(!(rndm(0, 3))) 1767 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1768 j = rndm (0, 1);
1578 else j=0; 1769 else
1770 j = 0;
1579 1771
1580 for(i = 1; i < 9; i++) { 1772 for (i = 1; i < 9; i++)
1773 {
1581 /* i bit 0: alters sign of offset 1774 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1775 * other bits (i / 2): absolute value of offset
1583 */ 1776 */
1584 1777
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1779 int tmpdir = absdir (op->direction + offset);
1587 1780
1588 nx = op->x + freearr_x[tmpdir]; 1781 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1782 ny = op->y + freearr_y[tmpdir];
1590 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))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1784 {
1592 dir = tmpdir; 1785 dir = tmpdir;
1593 break; 1786 break;
1594 } 1787 }
1595 } 1788 }
1596 if (dir == 0) { 1789 if (dir == 0)
1790 {
1597 nx = op->x; 1791 nx = op->x;
1598 ny = op->y; 1792 ny = op->y;
1599 m = op->map; 1793 m = op->map;
1600 } 1794 }
1601 1795
1602 remove_ob(op); 1796 remove_ob (op);
1603 op->y=ny; 1797 op->y = ny;
1604 op->x=nx; 1798 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1799 insert_ob_in_map (op, m, op, 0);
1606 1800
1607 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
1608 surrounding squares */ 1802 surrounding squares */
1609 1803
1610 /* loop over current square and neighbors to hit. 1804 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1805 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1806 * the surround spaces.
1613 */ 1807 */
1614 for(j=0;j<9;j++) { 1808 for (j = 0; j < 9; j++)
1809 {
1615 object *new_ob; 1810 object *new_ob;
1616 1811
1617 hx = nx+freearr_x[j]; 1812 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1813 hy = ny + freearr_y[j];
1619 1814
1620 m = op->map; 1815 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1817
1623 if (mflags & P_OUT_OF_MAP) continue; 1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1624 1820
1625 /* 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
1626 * of the map either. 1822 * of the map either.
1627 */ 1823 */
1628 1824
1629 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)
1630 if(j) op->stats.dam = dam_save/2; 1828 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1829 hit_map (op, j, op->attacktype, 1);
1632 1830
1633 } 1831 }
1634 1832
1635 /* insert the other arch */ 1833 /* insert the other arch */
1636 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 {
1637 new_ob = arch_to_object(op->other_arch); 1836 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1837 new_ob->x = hx;
1639 new_ob->y = hy; 1838 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1839 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1840 }
1642 } 1841 }
1643 1842
1644 /* restore to the center location and damage*/ 1843 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1844 op->stats.dam = dam_save;
1646 1845
1647 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));
1648 1847
1649 if(i>=0) { /* we have a preferred direction! */ 1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1850 /* pick another direction if the preferred dir is blocked. */
1651 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 ||
1652 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 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1855 }
1655 op->direction=i; 1856 op->direction = i;
1656 } 1857 }
1657} 1858}
1658 1859
1659 1860
1660/* move_swarm_spell: peterm 1861/* move_swarm_spell: peterm
1663 * 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
1664 * 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
1665 * 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.
1666 */ 1867 */
1667 1868
1869void
1668void move_swarm_spell(object *op) 1870move_swarm_spell (object *op)
1669{ 1871{
1670 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1671 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1672 sint16 target_x, target_y, origin_x, origin_y;
1673 int basedir, adjustdir;
1674 mapstruct *m;
1675 object *owner;
1676
1677 owner = get_owner(op);
1678 if(op->duration == 0 || owner == NULL) {
1679 remove_ob(op);
1680 free_object(op);
1681 return;
1682 }
1683 op->duration--;
1684
1685 basedir = op->direction;
1686 if(basedir == 0) {
1687 /* spray in all directions! 8) */
1688 basedir = rndm(1, 8);
1689 }
1690
1691#if 0 1872#if 0
1692 // 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 };
1693 // (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 };
1694 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1875 sint16 target_x, target_y, origin_x, origin_y;
1695 // space. 1876 int adjustdir;
1696 // should be fixed later, but correctness before featurs... 1877 mapstruct *m;
1697 // (schmorp)
1698
1699 /* new offset calculation to make swarm element distribution
1700 * more uniform
1701 */
1702 if(op->duration) {
1703 if(basedir & 1) {
1704 adjustdir = cardinal_adjust[rndm(0, 8)];
1705 } else {
1706 adjustdir = diagonal_adjust[rndm(0, 9)];
1707 }
1708 } else {
1709 adjustdir = 0; /* fire the last one from forward. */
1710 }
1711
1712 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1713 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1714
1715 /* back up one space so we can hit point-blank targets, but this
1716 * necessitates extra out_of_map check below
1717 */
1718 origin_x = target_x - freearr_x[basedir];
1719 origin_y = target_y - freearr_y[basedir];
1720
1721
1722 /* spell pointer is set up for the spell this casts. Since this
1723 * should just be a pointer to the spell in some inventory,
1724 * it is unlikely to disappear by the time we need it. However,
1725 * do some sanity checking anyways.
1726 */
1727
1728 if (op->spell && op->spell->type == SPELL &&
1729 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1730 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1731
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1737 }
1738#endif 1878#endif
1879 int basedir;
1880 object *owner;
1739 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
1740 /* 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
1741 * should just be a pointer to the spell in some inventory, 1936 * should just be a pointer to the spell in some inventory,
1742 * 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,
1743 * do some sanity checking anyways. 1938 * do some sanity checking anyways.
1744 */ 1939 */
1745 1940
1746 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))))
1747 { 1944 {
1945
1748 /* 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 */
1749 if (op->spell->subtype == SP_BULLET) 1947 if (op->spell->subtype == SP_BULLET)
1750 fire_bullet(owner, op, basedir, op->spell); 1948 fire_bullet (owner, op, basedir, op->spell);
1751 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)
1752 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);
1753 } 1967 }
1754} 1968}
1755 1969
1756 1970
1757 1971
1758 1972
1766 * dir: the direction everything will be fired in 1980 * dir: the direction everything will be fired in
1767 * spell - the spell that is this spell. 1981 * spell - the spell that is this spell.
1768 * n: the number to be fired. 1982 * n: the number to be fired.
1769 */ 1983 */
1770 1984
1985int
1771int fire_swarm (object *op, object *caster, object *spell, int dir) 1986fire_swarm (object *op, object *caster, object *spell, int dir)
1772{ 1987{
1773 object *tmp; 1988 object *tmp;
1774 int i; 1989 int i;
1775 1990
1776 if (!spell->other_arch) return 0; 1991 if (!spell->other_arch)
1992 return 0;
1777 1993
1778 tmp=get_archetype(SWARM_SPELL); 1994 tmp = get_archetype (SWARM_SPELL);
1779 tmp->x=op->x; 1995 tmp->x = op->x;
1780 tmp->y=op->y; 1996 tmp->y = op->y;
1781 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. */
1782 set_spell_skill(op, caster, spell, tmp); 1998 set_spell_skill (op, caster, spell, tmp);
1783 1999
1784 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. */
1785 tmp->spell = arch_to_object(spell->other_arch); 2001 tmp->spell = arch_to_object (spell->other_arch);
1786 2002
1787 tmp->attacktype = tmp->spell->attacktype; 2003 tmp->attacktype = tmp->spell->attacktype;
1788 2004
1789 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
1790 if ( ! tailor_god_spell (tmp, op)) 2007 if (!tailor_god_spell (tmp, op))
1791 return 1; 2008 return 1;
1792 } 2009 }
1793 tmp->duration = SP_level_duration_adjust(caster, spell); 2010 tmp->duration = SP_level_duration_adjust (caster, spell);
1794 for (i=0; i< spell->duration; i++) 2011 for (i = 0; i < spell->duration; i++)
1795 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1796 2013
1797 tmp->direction=dir; 2014 tmp->direction = dir;
1798 tmp->invisible=1; 2015 tmp->invisible = 1;
1799 insert_ob_in_map(tmp,op->map,op,0); 2016 insert_ob_in_map (tmp, op->map, op, 0);
1800 return 1; 2017 return 1;
1801} 2018}
1802 2019
1803 2020
1804/* See the spells documentation file for why this is its own 2021/* See the spells documentation file for why this is its own
1805 * function. 2022 * function.
1806 */ 2023 */
2024int
1807int cast_light(object *op,object *caster,object *spell, int dir) { 2025cast_light (object *op, object *caster, object *spell, int dir)
2026{
1808 object *target=NULL,*tmp=NULL; 2027 object *target = NULL, *tmp = NULL;
1809 sint16 x,y; 2028 sint16 x, y;
1810 int dam, mflags; 2029 int dam, mflags;
1811 mapstruct *m; 2030 mapstruct *m;
1812 2031
1813 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 2033
1815 if(!dir) { 2034 if (!dir)
2035 {
1816 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1817 return 0; 2037 return 0;
1818 } 2038 }
1819 2039
1820 x=op->x+freearr_x[dir]; 2040 x = op->x + freearr_x[dir];
1821 y=op->y+freearr_y[dir]; 2041 y = op->y + freearr_y[dir];
1822 m = op->map; 2042 m = op->map;
1823 2043
1824 mflags = get_map_flags(m, &m, x, y, &x, &y); 2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
1825 2045
1826 if (mflags & P_OUT_OF_MAP) { 2046 if (mflags & P_OUT_OF_MAP)
2047 {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1828 return 0; 2049 return 0;
1829 } 2050 }
1830 2051
1831 if (mflags & P_IS_ALIVE && spell->attacktype) { 2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
1832 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)
1833 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
1834 /* 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)
1835 if(target->head) target = target->head; 2059 target = target->head;
1836 (void) hit_player(target,dam,op,spell->attacktype,1); 2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
1837 return 1; /* one success only! */ 2061 return 1; /* one success only! */
1838 } 2062 }
1839 } 2063 }
1840 2064
1841 /* no live target, perhaps a wall is in the way? */ 2065 /* no live target, perhaps a wall is in the way? */
1842 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 {
1843 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.");
1844 return 0; 2069 return 0;
1845 } 2070 }
1846 2071
1847 /* 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 */
1848 tmp=arch_to_object(spell->other_arch); 2073 tmp = arch_to_object (spell->other_arch);
1849 if(!tmp) { 2074 if (!tmp)
2075 {
1850 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1851 return 0; 2077 return 0;
1852 } 2078 }
1853 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1854 if (tmp->glow_radius) { 2080 if (tmp->glow_radius)
2081 {
1855 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1856 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;
1857 } 2085 }
1858 tmp->x=x; 2086 tmp->x = x;
1859 tmp->y=y; 2087 tmp->y = y;
1860 insert_ob_in_map(tmp,m,op,0); 2088 insert_ob_in_map (tmp, m, op, 0);
1861 return 1; 2089 return 1;
1862} 2090}
1863 2091
1864 2092
1865 2093
1866 2094
1869 * 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
1870 * 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
1871 * perhaps this should actually be in disease.c? 2099 * perhaps this should actually be in disease.c?
1872 */ 2100 */
1873 2101
2102int
1874int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2103cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{
1875 sint16 x,y; 2105 sint16 x, y;
1876 int i, mflags, range, dam_mod, dur_mod; 2106 int i, mflags, range, dam_mod, dur_mod;
1877 object *walk; 2107 object *walk;
1878 mapstruct *m; 2108 mapstruct *m;
1879 2109
1880 x = op->x; 2110 x = op->x;
1881 y = op->y; 2111 y = op->y;
1882 2112
1883 /* 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
1884 * direction the player is pointing. 2114 * direction the player is pointing.
1885 */ 2115 */
2116 if (!dir)
1886 if (!dir) dir=op->facing; 2117 dir = op->facing;
2118 if (!dir)
1887 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 */
1888 2120
1889 /* Calculate these once here */ 2121 /* Calculate these once here */
1890 range = spell->range + SP_level_range_adjust(caster, spell); 2122 range = spell->range + SP_level_range_adjust (caster, spell);
1891 dam_mod = SP_level_dam_adjust(caster, spell); 2123 dam_mod = SP_level_dam_adjust (caster, spell);
1892 dur_mod = SP_level_duration_adjust(caster, spell); 2124 dur_mod = SP_level_duration_adjust (caster, spell);
1893 2125
1894 /* search in a line for a victim */ 2126 /* search in a line for a victim */
1895 for(i=1; i<range; i++) { 2127 for (i = 1; i < range; i++)
2128 {
1896 x = op->x + i * freearr_x[dir]; 2129 x = op->x + i * freearr_x[dir];
1897 y = op->y + i * freearr_y[dir]; 2130 y = op->y + i * freearr_y[dir];
1898 m = op->map; 2131 m = op->map;
1899 2132
1900 mflags = get_map_flags(m, &m, x, y, &x, &y); 2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 2134
1902 if (mflags & P_OUT_OF_MAP) return 0; 2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
1903 2137
1904 /* don't go through walls - presume diseases are airborne */ 2138 /* don't go through walls - presume diseases are airborne */
1905 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;
1906 2141
1907 /* 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 */
1908 if (mflags & P_IS_ALIVE) { 2143 if (mflags & P_IS_ALIVE)
2144 {
1909 /* search this square for a victim */ 2145 /* search this square for a victim */
1910 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)
1911 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 */
1912 object *disease = arch_to_object(spell->other_arch); 2149 object *disease = arch_to_object (spell->other_arch);
1913 2150
1914 set_owner(disease,op); 2151 set_owner (disease, op);
1915 set_spell_skill(op, caster, spell, disease); 2152 set_spell_skill (op, caster, spell, disease);
1916 disease->stats.exp = 0; 2153 disease->stats.exp = 0;
1917 disease->level = caster_level(caster, spell); 2154 disease->level = caster_level (caster, spell);
1918 2155
1919 /* do level adjustments */ 2156 /* do level adjustments */
1920 if(disease->stats.wc) 2157 if (disease->stats.wc)
1921 disease->stats.wc += dur_mod/2; 2158 disease->stats.wc += dur_mod / 2;
1922 2159
1923 if(disease->magic> 0) 2160 if (disease->magic > 0)
1924 disease->magic += dur_mod/4; 2161 disease->magic += dur_mod / 4;
1925 2162
1926 if(disease->stats.maxhp>0) 2163 if (disease->stats.maxhp > 0)
1927 disease->stats.maxhp += dur_mod; 2164 disease->stats.maxhp += dur_mod;
1928 2165
1929 if(disease->stats.maxgrace>0) 2166 if (disease->stats.maxgrace > 0)
1930 disease->stats.maxgrace += dur_mod; 2167 disease->stats.maxgrace += dur_mod;
1931 2168
1932 if(disease->stats.dam) { 2169 if (disease->stats.dam)
1933 if(disease->stats.dam > 0)
1934 disease->stats.dam += dam_mod;
1935 else disease->stats.dam -= dam_mod;
1936 }
1937
1938 if(disease->last_sp) {
1939 disease->last_sp -= 2*dam_mod;
1940 if(disease->last_sp <1) disease->last_sp = 1;
1941 }
1942
1943 if(disease->stats.maxsp) {
1944 if(disease->stats.maxsp > 0)
1945 disease->stats.maxsp += dam_mod;
1946 else disease->stats.maxsp -= dam_mod;
1947 }
1948 2170 {
1949 if(disease->stats.ac) 2171 if (disease->stats.dam > 0)
1950 disease->stats.ac += dam_mod; 2172 disease->stats.dam += dam_mod;
1951 2173 else
1952 if(disease->last_eat)
1953 disease->last_eat -= dam_mod;
1954
1955 if(disease->stats.hp)
1956 disease->stats.hp -= dam_mod; 2174 disease->stats.dam -= dam_mod;
1957
1958 if(disease->stats.sp)
1959 disease->stats.sp -= dam_mod;
1960
1961 if(infect_object(walk,disease,1)) {
1962 object *flash; /* visual effect for inflicting disease */
1963
1964 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1965
1966 free_object(disease); /* don't need this one anymore */
1967 flash=get_archetype(ARCH_DETECT_MAGIC);
1968 flash->x = x;
1969 flash->y = y;
1970 flash->map = walk->map;
1971 insert_ob_in_map(flash,walk->map,op,0);
1972 return 1;
1973 } 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 }
1974 free_object(disease); 2218 free_object (disease);
1975 } 2219 }
1976 } /* if living creature */ 2220 } /* if living creature */
1977 } /* for range of spaces */ 2221 } /* for range of spaces */
1978 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1979 return 1; 2223 return 1;
1980} 2224}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines