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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 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 1.3 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 mapstruct *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
144 147
145 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
151 new_bolt->duration++; 154 new_bolt->duration++;
152 new_bolt->x=sx; 155 new_bolt->x = sx;
153 new_bolt->y=sy; 156 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 160 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
160} 163}
161 164
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
164 */ 167 */
165 168
169void
166void move_bolt(object *op) { 170move_bolt (object *op)
171{
167 object *tmp; 172 object *tmp;
168 int mflags; 173 int mflags;
169 sint16 x, y; 174 sint16 x, y;
170 mapstruct *m; 175 mapstruct *m;
171 176
172 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
177 hit_map(op,0,op->attacktype,1); 184 hit_map (op, 0, op->attacktype, 1);
178 185
179 if(!op->direction) 186 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 187 return;
240 } 188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
241 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 255 tmp = get_object ();
243 copy_object(op,tmp); 256 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 261 tmp->duration++;
249 262
250 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 264 * going off in other directions.
252 */ 265 */
253 266
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 268 { /* stats.Dex % of forking */
256 } 269 forklightning (op, tmp);
270 }
257 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
259 */ 273 */
260 op->range = 0; 274 op->range = 0;
261 } /* copy object and move it along */ 275 } /* copy object and move it along */
262 } /* if move bolt along */ 276 } /* if move bolt along */
263} 277}
264 278
265/* fire_bolt 279/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
269 * spob->attacktype. 283 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
271 * pointers. 285 * pointers.
272 */ 286 */
273 287
288int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
275 object *tmp=NULL; 291 object *tmp = NULL;
276 int mflags; 292 int mflags;
277 293
278 if (!spob->other_arch) 294 if (!spob->other_arch)
279 return 0; 295 return 0;
280 296
281 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 298 if (tmp == NULL)
283 return 0; 299 return 0;
284 300
285 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
293 310
294 tmp->direction=dir; 311 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
297 314
298 set_owner(tmp,op); 315 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
300 317
301 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 320 tmp->map = op->map;
304 321
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
307 free_object(tmp); 325 free_object (tmp);
308 return 0; 326 return 0;
309 } 327 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
312 free_object(tmp); 332 free_object (tmp);
313 return 0; 333 return 0;
314 } 334 }
315 tmp->x=op->x; 335 tmp->x = op->x;
316 tmp->y=op->y; 336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 341 move_bolt (tmp);
322 return 1; 342 return 1;
323} 343}
324 344
325 345
326 346
327/*************************************************************************** 347/***************************************************************************
332 352
333/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 355 * At least that is what I think this does.
336 */ 356 */
357void
337void explosion(object *op) { 358explosion (object *op)
359{
338 object *tmp; 360 object *tmp;
339 mapstruct *m=op->map; 361 mapstruct *m = op->map;
340 int i; 362 int i;
341 363
342 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
347 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
348 371
349 if(op->range>0) { 372 if (op->range > 0)
350 for(i=1;i<9;i++) { 373 {
374 for (i = 1; i < 9; i++)
375 {
351 sint16 dx,dy; 376 sint16 dx, dy;
352 377
353 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 381 * out of map, etc.
357 */ 382 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 384 {
360 copy_object(op,tmp); 385 tmp = get_object ();
361 tmp->state=0; 386 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 387 tmp->state = 0;
363 tmp->range--; 388 tmp->speed_left = -0.21;
364 tmp->value=0; 389 tmp->range--;
365 tmp->x=dx; 390 tmp->value = 0;
366 tmp->y=dy; 391 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 392 tmp->y = dy;
368 } 393 insert_ob_in_map (tmp, m, op, 0);
369 } 394 }
395 }
370 } 396 }
371} 397}
372 398
373 399
374/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
376 * explode. 402 * explode.
377 */ 403 */
404void
378void explode_bullet(object *op) 405explode_bullet (object *op)
379{ 406{
380 tag_t op_tag = op->count; 407 tag_t op_tag = op->count;
381 object *tmp, *owner; 408 object *tmp, *owner;
382 409
383 if (op->other_arch == NULL) { 410 if (op->other_arch == NULL)
411 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 413 remove_ob (op);
386 free_object (op); 414 free_object (op);
387 return; 415 return;
388 } 416 }
389 417
390 if (op->env) { 418 if (op->env)
419 {
391 object *env; 420 object *env;
392 421
393 env = object_get_env_recursive(op); 422 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 423 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 425 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op);
427 free_object (op);
428 return;
429 }
396 remove_ob (op); 430 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 431 op->x = env->x;
402 op->y = env->y; 432 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 435 else if (out_of_map (op->map, op->x, op->y))
436 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 437 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 438 remove_ob (op);
407 free_object (op); 439 free_object (op);
408 return; 440 return;
409 } 441 }
410 442
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 444 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 445 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 447 {
416 remove_ob (op); 448 remove_ob (op);
417 free_object (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))
418 return; 457 return;
419 } 458 }
420 459
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 460 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 461 tmp = arch_to_object (op->other_arch);
429 462
430 copy_owner (tmp, op); 463 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 464 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 465
434 owner = get_owner(op); 466 owner = get_owner (op);
467
435 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))
436 !tailor_god_spell(tmp, owner)) { 469 {
437 remove_ob (op); 470 remove_ob (op);
438 free_object (op); 471 free_object (op);
439 return; 472 return;
440 } 473 }
474
441 tmp->x = op->x; 475 tmp->x = op->x;
442 tmp->y = op->y; 476 tmp->y = op->y;
443 477
444 /* special for bombs - it actually has sane values for these */ 478 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 {
446 tmp->attacktype = op->attacktype; 481 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 482 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 483 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 484 tmp->duration = op->duration;
450 } else { 485 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 486 else
487 {
488 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 490 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 491 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 492 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 493 tmp->duration = op->stats.hp;
456 /* 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 -
457 * the count of the parent should work fine. 495 * the count of the parent should work fine.
458 */ 496 */
459 tmp->stats.maxhp = op->count; 497 tmp->stats.maxhp = op->count;
460 } 498 }
461 499
462 /* Set direction of cone explosion */ 500 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 501 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 502 tmp->stats.sp = op->direction;
465 503
466 /* Prevent recursion */ 504 /* Prevent recursion */
467 op->move_on = 0; 505 op->move_on = 0;
468 506
469 insert_ob_in_map(tmp, op->map, op, 0); 507 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 508 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 509 if (!was_destroyed (op, op_tag))
510 {
472 remove_ob (op); 511 remove_ob (op);
473 free_object (op); 512 free_object (op);
474 } 513 }
475} 514}
476 515
477 516
478 517
479/* 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
480 * (eg, explode, damage player, etc) 519 * (eg, explode, damage player, etc)
481 */ 520 */
482 521
522void
483void check_bullet(object *op) 523check_bullet (object *op)
484{ 524{
485 tag_t op_tag = op->count, tmp_tag; 525 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 526 object *tmp;
487 int dam, mflags; 527 int dam, mflags;
488 mapstruct *m; 528 mapstruct *m;
489 sint16 sx, sy; 529 sint16 sx, sy;
490 530
491 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);
492 532
493 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)))
494 return; 534 return;
495 535
496 if (op->other_arch) { 536 if (op->other_arch)
537 {
497 /* explode object will also remove op */ 538 /* explode object will also remove op */
498 explode_bullet (op); 539 explode_bullet (op);
499 return; 540 return;
500 } 541 }
501 542
502 /* 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 */
503 if (!(mflags & P_IS_ALIVE)) return; 544 if (!(mflags & P_IS_ALIVE))
545 return;
504 546
505 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)
506 { 548 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 549 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 {
508 tmp_tag = tmp->count; 551 tmp_tag = tmp->count;
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 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)
511 || (op->stats.dam -= dam) < 0)
512 { 554 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 555 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 556 {
515 free_object(op); 557 remove_ob (op);
516 return; 558 free_object (op);
517 } 559 return;
560 }
518 } 561 }
519 } 562 }
520 } 563 }
521} 564}
522 565
525 * call check_bullet. 568 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 569 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 570 * fired arches (eg, bolts).
528 */ 571 */
529 572
573void
530void move_bullet(object *op) 574move_bullet (object *op)
531{ 575{
532 sint16 new_x, new_y; 576 sint16 new_x, new_y;
533 int mflags; 577 int mflags;
534 mapstruct *m; 578 mapstruct *m;
535 579
536#if 0 580#if 0
537 /* We need a better general purpose way to do this */ 581 /* We need a better general purpose way to do this */
538 582
539 /* peterm: added to make comet leave a trail of burnouts 583 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 584 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 585 if (op->stats.sp == SP_METEOR)
586 {
542 replace_insert_ob_in_map("fire_trail",op); 587 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 588 if (was_destroyed (op, op_tag))
544 return; 589 return;
545 } /* end addition. */ 590 } /* end addition. */
546#endif 591#endif
547 592
548 /* Reached the end of its life - remove it */ 593 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 594 if (--op->range <= 0)
595 {
550 if (op->other_arch) { 596 if (op->other_arch)
597 {
551 explode_bullet (op); 598 explode_bullet (op);
552 } else { 599 }
600 else
601 {
553 remove_ob (op); 602 remove_ob (op);
554 free_object (op); 603 free_object (op);
555 } 604 }
556 return; 605 return;
557 } 606 }
558 607
559 new_x = op->x + DIRX(op); 608 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 609 new_y = op->y + DIRY (op);
561 m = op->map; 610 m = op->map;
562 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);
563 612
564 if (mflags & P_OUT_OF_MAP) { 613 if (mflags & P_OUT_OF_MAP)
614 {
565 remove_ob (op); 615 remove_ob (op);
566 free_object (op); 616 free_object (op);
567 return; 617 return;
568 } 618 }
569 619
570 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 {
571 if (op->other_arch) { 622 if (op->other_arch)
623 {
572 explode_bullet (op); 624 explode_bullet (op);
625 }
573 } else { 626 else
627 {
574 remove_ob (op); 628 remove_ob (op);
575 free_object (op); 629 free_object (op);
576 } 630 }
577 return; 631 return;
578 } 632 }
579 633
580 remove_ob (op); 634 remove_ob (op);
581 op->x = new_x; 635 op->x = new_x;
582 op->y = new_y; 636 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 638 return;
585 639
586 if (reflwall (op->map, op->x, op->y, op)) { 640 if (reflwall (op->map, op->x, op->y, op))
641 {
587 op->direction = absdir (op->direction + 4); 642 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 643 update_turn_face (op);
589 } else { 644 }
645 else
646 {
590 check_bullet (op); 647 check_bullet (op);
591 } 648 }
592} 649}
593 650
594 651
595 652
601 * spob->attacktype. 658 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 659 * This function sets up the appropriate owner and skill
603 * pointers. 660 * pointers.
604 */ 661 */
605 662
663int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 664fire_bullet (object *op, object *caster, int dir, object *spob)
665{
607 object *tmp=NULL; 666 object *tmp = NULL;
608 int mflags; 667 int mflags;
609 668
610 if (!spob->other_arch) 669 if (!spob->other_arch)
611 return 0; 670 return 0;
612 671
613 tmp=arch_to_object(spob->other_arch); 672 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 673 if (tmp == NULL)
615 return 0; 674 return 0;
616 675
617 /* peterm: level dependency for bolts */ 676 /* peterm: level dependency for bolts */
618 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);
619 tmp->attacktype = spob->attacktype; 678 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 679 if (spob->slaying)
680 tmp->slaying = spob->slaying;
621 681
622 tmp->range = 50; 682 tmp->range = 50;
623 683
624 /* Need to store duration/range for the ball to use */ 684 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 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);
628 688
629 tmp->direction=dir; 689 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 691 SET_ANIMATION (tmp, dir);
632 692
633 set_owner(tmp,op); 693 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 694 set_spell_skill (op, caster, spob, tmp);
635 695
636 tmp->x=op->x + freearr_x[dir]; 696 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 697 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 698 tmp->map = op->map;
639 699
640 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);
641 if (mflags & P_OUT_OF_MAP) { 701 if (mflags & P_OUT_OF_MAP)
702 {
642 free_object(tmp); 703 free_object (tmp);
643 return 0; 704 return 0;
644 } 705 }
645 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 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 {
647 free_object(tmp); 710 free_object (tmp);
648 return 0; 711 return 0;
649 } 712 }
650 tmp->x=op->x; 713 tmp->x = op->x;
651 tmp->y=op->y; 714 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 715 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 716 tmp->map = op->map;
654 } 717 }
655 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 {
656 check_bullet (tmp); 720 check_bullet (tmp);
657 } 721 }
658 return 1; 722 return 1;
659} 723}
660 724
661 725
662 726
663 727
667 * 731 *
668 *****************************************************************************/ 732 *****************************************************************************/
669 733
670 734
671/* 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
672void cone_drop(object *op) { 737cone_drop (object *op)
738{
673 object *new_ob = arch_to_object(op->other_arch); 739 object *new_ob = arch_to_object (op->other_arch);
674 740
675 new_ob->x = op->x; 741 new_ob->x = op->x;
676 new_ob->y = op->y; 742 new_ob->y = op->y;
677 new_ob->level = op->level; 743 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 744 set_owner (new_ob, op->owner);
679 745
680 /* preserve skill ownership */ 746 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 747 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 748 {
749 new_ob->skill = op->skill;
750 }
685 insert_ob_in_map(new_ob,op->map,op,0); 751 insert_ob_in_map (new_ob, op->map, op, 0);
686 752
687} 753}
688 754
689/* 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 */
690 756
757void
691void move_cone(object *op) { 758move_cone (object *op)
759{
692 int i; 760 int i;
693 tag_t tag; 761 tag_t tag;
694 762
695 /* 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 */
696 if (! op->map) { 764 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 765 {
698 op->name ? op->name : "unknown"); 766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 767 op->speed = 0;
700 update_ob_speed (op); 768 update_ob_speed (op);
701 return; 769 return;
702 } 770 }
703 771
704 /* lava saves it's life, but not yours :) */ 772 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 773 if (QUERY_FLAG (op, FLAG_LIFESAVE))
774 {
706 hit_map(op,0,op->attacktype,0); 775 hit_map (op, 0, op->attacktype, 0);
707 return; 776 return;
708 } 777 }
709 778
710#if 0 779#if 0
711 /* Disable this - enabling it makes monsters easier, as 780 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 781 * when their cone dies when they die.
713 */ 782 */
714 /* If no owner left, the spell dies out. */ 783 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 784 if (get_owner (op) == NULL)
785 {
716 remove_ob(op); 786 remove_ob (op);
717 free_object(op); 787 free_object (op);
718 return; 788 return;
719 } 789 }
720#endif 790#endif
721 791
722 tag = op->count; 792 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 793 hit_map (op, 0, op->attacktype, 0);
724 794
725 /* Check to see if we should push anything. 795 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 796 * Spell objects with weight push whatever they encounter to some
727 * degree. 797 * degree.
728 */ 798 */
799 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 800 check_spell_knockback (op);
730 801
731 if (was_destroyed (op, tag)) 802 if (was_destroyed (op, tag))
803 return;
804
805 if ((op->duration--) < 0)
806 {
807 remove_ob (op);
808 free_object (op);
732 return; 809 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 810 }
739 /* Object has hit maximum range, so don't have it move 811 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 812 * any further. When the duration above expires,
741 * then the object will get removed. 813 * then the object will get removed.
742 */ 814 */
743 if (--op->range < 0) { 815 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 816 {
817 op->range = 0; /* just so it doesn't wrap */
818 return;
819 }
747 820
748 for(i= -1;i<2;i++) { 821 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 822 {
750 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)];
751 824
752 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 {
753 object *tmp=get_object(); 827 object *tmp = get_object ();
828
754 copy_object(op, tmp); 829 copy_object (op, tmp);
755 tmp->x=x; 830 tmp->x = x;
756 tmp->y=y; 831 tmp->y = y;
757 832
758 tmp->duration = op->duration + 1; 833 tmp->duration = op->duration + 1;
759 834
760 /* Use for spell tracking - see ok_to_put_more() */ 835 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 836 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 837 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 838 if (tmp->other_arch)
764 } 839 cone_drop (tmp);
840 }
765 } 841 }
766} 842}
767 843
768/* cast_cone: casts a cone spell. 844/* cast_cone: casts a cone spell.
769 * op: person firing the object. 845 * op: person firing the object.
771 * dir: direction to fire in. 847 * dir: direction to fire in.
772 * 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
773 * to fire. 849 * to fire.
774 * returns 0 on failure, 1 on success. 850 * returns 0 on failure, 1 on success.
775 */ 851 */
852int
776int cast_cone(object *op, object *caster,int dir, object *spell) 853cast_cone (object *op, object *caster, int dir, object *spell)
777{ 854{
778 object *tmp; 855 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 856 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 857 mapstruct *m;
781 sint16 sx, sy; 858 sint16 sx, sy;
782 MoveType movetype; 859 MoveType movetype;
783 860
784 if (!spell->other_arch) return 0; 861 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 862 return 0;
863
864 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
867 return 0;
868 }
792 869
793 if(!dir) { 870 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 871 {
872 range_min = 0;
873 range_max = 8;
874 }
797 875
798 /* 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
799 * 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
800 * insert it into is blocked. 878 * insert it into is blocked.
801 */ 879 */
802 movetype = spell->other_arch->clone.move_type; 880 movetype = spell->other_arch->clone.move_type;
803 881
804 for(i=range_min;i<=range_max;i++) { 882 for (i = range_min; i <= range_max; i++)
883 {
805 sint16 x,y, d; 884 sint16 x, y, d;
806 885
807 /* We can't use absdir here, because it never returns 886 /* We can't use absdir here, because it never returns
808 * 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
809 * 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
810 * to hit that person. 889 * to hit that person.
811 */ 890 */
812 d = dir + i; 891 d = dir + i;
813 while (d < 0) d+=8; 892 while (d < 0)
814 while (d > 8) d-=8; 893 d += 8;
894 while (d > 8)
895 d -= 8;
815 896
816 /* 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.
817 * In that case, we have to see - if dir is specified, 898 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 899 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 900 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 901 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 902 * for the rune code.
822 */ 903 */
823 if (caster->type != RUNE && d==0) { 904 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 905 {
825 else continue; 906 if (dir != 0)
826 } 907 d = 8;
908 else
909 continue;
910 }
827 911
828 x = op->x+freearr_x[d]; 912 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 913 y = op->y + freearr_y[d];
830 914
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 915 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 916 continue;
833 917
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 919 continue;
836 920
837 success=1; 921 success = 1;
838 tmp=arch_to_object(spell->other_arch); 922 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 923 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 924 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 925 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 926 tmp->x = sx;
843 tmp->y = sy; 927 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 928 tmp->attacktype = spell->attacktype;
845 929
846 /* holy word stuff */ 930 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 932 if (!tailor_god_spell (tmp, op))
849 } 933 return 0;
850 934
851 if(dir) 935 if (dir)
852 tmp->stats.sp=dir; 936 tmp->stats.sp = dir;
853 else 937 else
854 tmp->stats.sp=i; 938 tmp->stats.sp = i;
855 939
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 940 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 941
858 /* 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 */
859 if (dir == 0) { 943 if (dir == 0)
944 {
860 tmp->range /= 4; 945 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 946 if (tmp->range < 2 && spell->range >= 2)
862 } 947 tmp->range = 2;
948 }
949
863 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);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 951 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 952
866 /* Special bonus for fear attacks */ 953 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 954 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 955 {
869 else 956 if (caster->type == PLAYER)
957 tmp->duration += fear_bonus[caster->stats.Cha];
958 else
870 tmp->duration += caster->level/3; 959 tmp->duration += caster->level / 3;
871 } 960 }
961
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 962 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 963 {
874 else 964 if (caster->type == PLAYER)
965 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
966 else
875 tmp->duration += caster->level/3; 967 tmp->duration += caster->level / 3;
876 } 968 }
877 969
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 970 if (!(tmp->move_type & MOVE_FLY_LOW))
880 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);
881 spell->other_arch->name);
882 972
883 if (!tmp->move_on && tmp->stats.dam) { 973 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 974 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 976 }
887 } 977
888 insert_ob_in_map(tmp,m,op,0); 978 insert_ob_in_map (tmp, m, op, 0);
889 979
890 /* 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
891 * a single space too many times. 981 * a single space too many times.
892 */ 982 */
893 tmp->stats.maxhp = tmp->count; 983 tmp->stats.maxhp = tmp->count;
894 984
895 if(tmp->other_arch) cone_drop(tmp); 985 if (tmp->other_arch)
986 cone_drop (tmp);
896 } 987 }
988
897 return success; 989 return success;
898} 990}
899 991
900/**************************************************************************** 992/****************************************************************************
901 * 993 *
902 * BOMB related code 994 * BOMB related code
905 997
906 998
907/* This handles an exploding bomb. 999/* This handles an exploding bomb.
908 * op is the original bomb object. 1000 * op is the original bomb object.
909 */ 1001 */
1002void
910void animate_bomb(object *op) { 1003animate_bomb (object *op)
1004{
911 int i; 1005 int i;
912 object *env, *tmp; 1006 object *env, *tmp;
913 archetype *at; 1007 archetype *at;
914 1008
915 if(op->state!=NUM_ANIMATIONS(op)-1) 1009 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 1010 return;
917 1011
918
919 env = object_get_env_recursive(op); 1012 env = object_get_env_recursive (op);
920 1013
921 if (op->env) { 1014 if (op->env)
1015 {
922 if (env->map == NULL) 1016 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1017 return;
1018
1019 if (env->type == PLAYER)
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return;
943 } 1027 }
944 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
945 /* This copies a lot of the code from the fire bullet, 1039 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1040 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1041 * so just set up the appropriate values.
948 */ 1042 */
949 at = find_archetype(SPLINT); 1043 at = archetype::find (SPLINT);
950 if (at) { 1044 if (at)
951 for(i=1;i<9;i++) { 1045 {
1046 for (i = 1; i < 9; i++)
1047 {
952 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]))
953 continue; 1049 continue;
954 tmp = arch_to_object(at); 1050 tmp = arch_to_object (at);
955 tmp->direction = i; 1051 tmp->direction = i;
956 tmp->range = op->range; 1052 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1053 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1054 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1055 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1056 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1057 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1058 {
963 tmp->skill = add_refcount(op->skill); 1059 tmp->skill = op->skill;
964 } 1060 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1062 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1063 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1064 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1065 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1066 move_bullet (tmp);
971 } 1067 }
972 } 1068 }
973 1069
974 explode_bullet(op); 1070 explode_bullet (op);
975} 1071}
976 1072
1073int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1074create_bomb (object *op, object *caster, int dir, object *spell)
1075{
978 1076
979 object *tmp; 1077 object *tmp;
980 int mflags; 1078 int mflags;
981 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];
982 mapstruct *m; 1080 mapstruct *m;
983 1081
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 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 {
986 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.");
987 return 0; 1086 return 0;
988 } 1087 }
989 tmp=arch_to_object(spell->other_arch); 1088 tmp = arch_to_object (spell->other_arch);
990 1089
991 /* level dependencies for bomb */ 1090 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 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);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1094 tmp->attacktype = spell->attacktype;
996 1095
997 set_owner(tmp,op); 1096 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1097 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1098 tmp->x = dx;
1000 tmp->y=dy; 1099 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1100 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1101 return 1;
1003} 1102}
1004 1103
1005/**************************************************************************** 1104/****************************************************************************
1006 * 1105 *
1007 * smite related spell code. 1106 * smite related spell code.
1015 * dir is the direction to look in. 1114 * dir is the direction to look in.
1016 * range is how far out to look. 1115 * range is how far out to look.
1017 * 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.
1018 * this info is used for blocked magic/unholy spaces. 1117 * this info is used for blocked magic/unholy spaces.
1019 */ 1118 */
1020 1119
1120object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1121get_pointed_target (object *op, int dir, int range, int type)
1122{
1022 object *target; 1123 object *target;
1023 sint16 x,y; 1124 sint16 x, y;
1024 int dist, mflags; 1125 int dist, mflags;
1025 mapstruct *mp; 1126 mapstruct *mp;
1026 1127
1027 if (dir==0) return NULL; 1128 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1129 return NULL;
1130
1131 for (dist = 1; dist < range; dist++)
1132 {
1133 x = op->x + freearr_x[dir] * dist;
1134 y = op->y + freearr_y[dir] * dist;
1135 mp = op->map;
1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1137
1138 if (mflags & P_OUT_OF_MAP)
1139 return NULL;
1140 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1141 return NULL;
1142 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1143 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL;
1146
1147 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above)
1150 {
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target;
1154 }
1155 }
1156 }
1157 }
1158 return NULL;
1049} 1159}
1050 1160
1051 1161
1052/* cast_smite_arch() - the priest points to a creature and causes 1162/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1163 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1166 * caster = object casting the spell.
1057 * dir = direction being cast 1167 * dir = direction being cast
1058 * spell = spell object 1168 * spell = spell object
1059 */ 1169 */
1060 1170
1171int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1172cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{
1062 object *effect, *target; 1174 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1175 object *god = find_god (determine_god (op));
1064 int range; 1176 int range;
1065 1177
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1178 range = spell->range + SP_level_range_adjust (caster, spell);
1067 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);
1068 1180
1069 /* Bunch of conditions for casting this spell. Note that only 1181 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1182 * require a god if this is a cleric spell (requires grace).
1071 * 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
1072 * 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
1073 * interesting spell. 1185 * interesting spell.
1074 * 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
1075 * can't be friendly to your god. 1187 * can't be friendly to your god.
1076 */ 1188 */
1077 1189
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1191 || (!god && spell->stats.grace)
1080 ||(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)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1193 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1195 return 0;
1084 } 1196 }
1085 1197
1086 if (spell->other_arch) 1198 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1199 effect = arch_to_object (spell->other_arch);
1088 else 1200 else
1089 return 0; 1201 return 0;
1090 1202
1091 /* tailor the effect by priest level and worshipped God */ 1203 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1204 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1205 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 {
1095 if(tailor_god_spell(effect,op)) 1208 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1210 else
1211 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1213 return 0;
1101 } 1214 }
1102 } 1215 }
1103 1216
1104 /* size of the area of destruction */ 1217 /* size of the area of destruction */
1105 effect->range=spell->range + 1218 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1219 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1220
1110 if (effect->attacktype & AT_DEATH) { 1221 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1222 {
1112 SP_level_dam_adjust(caster,spell); 1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1224
1114 /* casting death spells at undead isn't a good thing */ 1225 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD)
1228 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1229 if (random_roll (0, 2, op, PREFER_LOW))
1230 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1232 effect->x = op->x;
1119 effect->y=op->y; 1233 effect->y = op->y;
1120 } else { 1234 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1235 else
1122 query_name(target)); 1236 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1238 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1239 free_object (effect);
1125 return 0; 1240 return 0;
1241 }
1242 }
1126 } 1243 }
1127 } 1244 else
1128 } else { 1245 {
1129 /* how much woe to inflict :) */ 1246 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1248 }
1133 1249
1134 set_owner(effect,op); 1250 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1251 set_spell_skill (op, caster, spell, effect);
1136 1252
1137 /* ok, tell it where to be, and insert! */ 1253 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1254 effect->x = target->x;
1139 effect->y=target->y; 1255 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1256 insert_ob_in_map (effect, target->map, op, 0);
1141 1257
1142 return 1; 1258 return 1;
1143} 1259}
1144 1260
1145 1261
1146/**************************************************************************** 1262/****************************************************************************
1147 * 1263 *
1149 * 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
1150 * code here is just to move the missile. 1266 * code here is just to move the missile.
1151 ****************************************************************************/ 1267 ****************************************************************************/
1152 1268
1153/* op is a missile that needs to be moved */ 1269/* op is a missile that needs to be moved */
1270void
1154void move_missile(object *op) { 1271move_missile (object *op)
1272{
1155 int i, mflags; 1273 int i, mflags;
1156 object *owner; 1274 object *owner;
1157 sint16 new_x, new_y; 1275 sint16 new_x, new_y;
1158 mapstruct *m; 1276 mapstruct *m;
1159 1277
1160 if (op->range-- <=0) { 1278 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1279 {
1280 remove_ob (op);
1281 free_object (op);
1282 return;
1283 }
1165 1284
1166 owner = get_owner(op); 1285 owner = get_owner (op);
1167#if 0 1286#if 0
1168 /* 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
1169 * monster that are then killed would continue to survive 1288 * monster that are then killed would continue to survive
1170 */ 1289 */
1171 if (owner == NULL) { 1290 if (owner == NULL)
1291 {
1172 remove_ob(op); 1292 remove_ob (op);
1173 free_object(op); 1293 free_object (op);
1174 return; 1294 return;
1175 } 1295 }
1176#endif 1296#endif
1177 1297
1178 new_x = op->x + DIRX(op); 1298 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1299 new_y = op->y + DIRY (op);
1180 1300
1181 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);
1182 1302
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((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 {
1185 tag_t tag = op->count; 1305 tag_t tag = op->count;
1306
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1307 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1308 /* Basically, missile only hits one thing then goes away.
1188 * 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.
1189 */ 1310 */
1190 if ( ! was_destroyed (op, tag)) { 1311 if (!was_destroyed (op, tag))
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318
1191 remove_ob (op); 1319 remove_ob (op);
1192 free_object(op);
1193 }
1194 return;
1195 }
1196
1197 remove_ob(op);
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1321 {
1322 free_object (op);
1323 return;
1324 }
1202 op->x = new_x; 1325 op->x = new_x;
1203 op->y = new_y; 1326 op->y = new_y;
1204 op->map = m; 1327 op->map = m;
1205 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));
1206 if(i > 0 && i != op->direction){ 1329 if (i > 0 && i != op->direction)
1330 {
1207 op->direction=i; 1331 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1332 SET_ANIMATION (op, op->direction);
1209 } 1333 }
1210 insert_ob_in_map(op,op->map,op,0); 1334 insert_ob_in_map (op, op->map, op, 0);
1211} 1335}
1212 1336
1213/**************************************************************************** 1337/****************************************************************************
1214 * Destruction 1338 * Destruction
1215 ****************************************************************************/ 1339 ****************************************************************************/
1340
1216/* make_object_glow() - currently only makes living objects glow. 1341/* make_object_glow() - currently only makes living objects glow.
1217 * 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
1218 * object. if time is 0, the object glows permanently. To truely 1343 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1344 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1345 * give them the capability to have an inventory. b.t.
1221 */ 1346 */
1222 1347
1348int
1223int make_object_glow(object *op, int radius, int time) { 1349make_object_glow (object *op, int radius, int time)
1350{
1224 object *tmp; 1351 object *tmp;
1225 1352
1226 /* some things are unaffected... */ 1353 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1354 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1355 return 0;
1229 1356
1230 tmp=get_archetype(FORCE_NAME); 1357 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1358 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1359 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1360 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1361 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1363 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1364
1238 tmp->x=op->x; 1365 tmp->x = op->x;
1239 tmp->y=op->y; 1366 tmp->y = op->y;
1240 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 */
1241 tmp=insert_ob_in_ob(tmp,op); 1369 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1370 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1371 op->glow_radius = tmp->glow_radius;
1244 1372
1245 if(!tmp->env||op!=tmp->env) { 1373 if (!tmp->env || op != tmp->env)
1374 {
1246 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);
1247 op->name); 1376 return 0;
1248 return 0;
1249 } 1377 }
1250 return 1; 1378 return 1;
1251} 1379}
1252 1380
1253 1381
1254
1255 1382
1383
1384int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1385cast_destruction (object *op, object *caster, object *spell_ob)
1386{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1387 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1388 sint16 sx, sy;
1259 mapstruct *m; 1389 mapstruct *m;
1260 object *tmp; 1390 object *tmp;
1261 const char *skill; 1391 const char *skill;
1262 1392
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 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);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1267 1398
1268 /* destruction doesn't use another spell object, so we need 1399 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1400 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1401 * We do some shortcuts here - since this is just temporary
1271 * 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
1272 * the full share string/free_string route. 1403 * the full share string/free_string route.
1273 */ 1404 */
1274 skill = op->skill; 1405 skill = op->skill;
1406 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1407 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1277 else op->skill = NULL; 1411 op->skill = NULL;
1278 1412
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1413 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1414
1281 for(i= -range; i<range; i++) { 1415 for (i = -range; i < range; i++)
1416 {
1282 for(j=-range; j<range ; j++) { 1417 for (j = -range; j < range; j++)
1418 {
1283 m = op->map; 1419 m = op->map;
1284 sx = op->x + i; 1420 sx = op->x + i;
1285 sy = op->y + j; 1421 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1288 if (mflags & P_IS_ALIVE) { 1425 if (mflags & P_IS_ALIVE)
1426 {
1289 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 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1430 break;
1292 if (tmp) { 1431 }
1293 if (tmp->head) tmp=tmp->head; 1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1294 1436
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1439 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1443 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1444 {
1301 tmp->x = sx; 1445 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1446 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1447 tmp->y = sy;
1304 } 1448 insert_ob_in_map (tmp, m, op, 0);
1305 } 1449 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1450 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1455 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1456
1311 effect->y = sy; 1457 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1458 effect->y = sy;
1313 } 1459 insert_ob_in_map (effect, m, op, 0);
1314 } 1460 }
1315 } 1461 }
1316 } 1462 }
1463 }
1464 }
1465 }
1317 } 1466 }
1318 }
1319 }
1320 op->skill = skill; 1467 op->skill = skill;
1321 return 1; 1468 return 1;
1322} 1469}
1323 1470
1324/*************************************************************************** 1471/***************************************************************************
1325 * 1472 *
1326 * CURSE 1473 * CURSE
1327 * 1474 *
1328 ***************************************************************************/ 1475 ***************************************************************************/
1329 1476
1477int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1478cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{
1331 object *god = find_god(determine_god(op)); 1480 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1481 object *tmp, *force;
1333 1482
1334 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);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1484 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1485 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0;
1488 }
1341 1489
1342 /* 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. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1491 for (force = tmp->inv; force != NULL; force = force->below)
1492 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 {
1345 if (force->name == spell_ob->name) { 1495 if (force->name == spell_ob->name)
1346 break; 1496 {
1347 } 1497 break;
1498 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1499 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1350 "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);
1351 spell_ob->name, force->name_pl); 1502 return 0;
1352 return 0; 1503 }
1504 }
1353 } 1505 }
1354 }
1355 }
1356 1506
1357 if(force==NULL) { 1507 if (force == NULL)
1508 {
1358 force=get_archetype(FORCE_NAME); 1509 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1510 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1511 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1512 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1513 else
1514 force->name = spell_ob->name;
1515
1516 force->name_pl = spell_ob->name;
1517
1518 }
1519 else
1520 {
1369 int duration; 1521 int duration;
1370 1522
1371 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;
1372 if (duration > force->duration) { 1524 if (duration > force->duration)
1525 {
1373 force->duration = duration; 1526 force->duration = duration;
1374 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.");
1375 } else { 1528 }
1529 else
1530 {
1376 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.");
1377 } 1532 }
1378 return 1; 1533 return 1;
1379 } 1534 }
1380 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;
1381 force->speed = 1.0; 1536 force->speed = 1.0;
1382 force->speed_left = -1.0; 1537 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1538 SET_FLAG (force, FLAG_APPLIED);
1384 1539
1385 if(god) { 1540 if (god)
1541 {
1386 if (spell_ob->last_grace) 1542 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1543 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1544 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1545 force->path_denied = god->path_denied;
1390 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);
1391 "You are a victim of %s's curse!",god->name); 1547 }
1392 } else 1548 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1550
1395 1551
1396 if(tmp!=op && op->type==PLAYER) 1552 if (tmp != op && op->type == PLAYER)
1397 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);
1398 1554
1399 force->stats.ac = spell_ob->stats.ac; 1555 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1556 force->stats.wc = spell_ob->stats.wc;
1401 1557
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1558 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1559 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1560 fix_player (tmp);
1405 return 1; 1561 return 1;
1406 1562
1407} 1563}
1408 1564
1409 1565
1410/********************************************************************** 1566/**********************************************************************
1414 ***********************************************************************/ 1570 ***********************************************************************/
1415 1571
1416/* This covers the various spells that change the moods of monsters - 1572/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1573 * makes them angry, peacful, friendly, etc.
1418 */ 1574 */
1575int
1419int mood_change(object *op, object *caster, object *spell) { 1576mood_change (object *op, object *caster, object *spell)
1577{
1420 object *tmp, *god, *head; 1578 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1579 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1580 sint16 x, y, nx, ny;
1423 mapstruct *m; 1581 mapstruct *m;
1424 const char *race; 1582 const char *race;
1425 1583
1426 /* 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
1427 * doing it over and over again. 1585 * doing it over and over again.
1428 */ 1586 */
1429 god=find_god(determine_god(op)); 1587 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1588 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1589 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1590
1433 /* 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_...
1434 * 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
1435 * won't ever match anything. 1593 * won't ever match anything.
1436 */ 1594 */
1437 if (!spell->race) race=NULL; 1595 if (!spell->race)
1596 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1597 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1598 race = god->slaying;
1439 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
1440 else race = spell->race; 1602 race = spell->race;
1441
1442 1603
1604
1443 for (x = op->x - range; x <= op->x + range; x++) 1605 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1606 for (y = op->y - range; y <= op->y + range; y++)
1607 {
1445 1608
1446 done_one=0; 1609 done_one = 0;
1447 m = op->map; 1610 m = op->map;
1448 nx = x; 1611 nx = x;
1449 ny = y; 1612 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1452 1616
1453 /* 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 */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1618 if (!(mflags & P_IS_ALIVE))
1619 continue;
1455 1620
1456 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)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1622 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break;
1458 1624
1459 /* There can be living objects that are not monsters */ 1625 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1626 if (!tmp || tmp->type == PLAYER)
1627 continue;
1461 1628
1462 /* Only the head has meaningful data, so resolve to that */ 1629 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1630 if (tmp->head)
1464 else head=tmp; 1631 head = tmp->head;
1632 else
1633 head = tmp;
1465 1634
1466 /* 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 */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1636 if (race && head->race && !strstr (race, head->race))
1637 continue;
1468 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;
1469 1640
1470 /* Now do a bunch of stuff related to saving throws */ 1641 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1642 best_at = -1;
1472 if (spell->attacktype) { 1643 if (spell->attacktype)
1644 {
1473 for (at=0; at < NROFATTACKS; at++) 1645 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1646 if (spell->attacktype & (1 << at))
1475 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;
1476 1649
1477 if (best_at == -1) at=0; 1650 if (best_at == -1)
1651 at = 0;
1478 else { 1652 else
1653 {
1479 if (head->resist[best_at] == 100) continue; 1654 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1655 continue;
1481 } 1656 else
1657 at = head->resist[best_at] / 5;
1658 }
1482 at -= level / 5; 1659 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1660 if (did_make_save (head, head->level, at))
1484 } 1661 continue;
1662 }
1485 else /* spell->attacktype */ 1663 else /* spell->attacktype */
1486 /* 1664 /*
1487 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:
1488 * if spell level < monster level, no go 1666 * if spell level < monster level, no go
1489 * 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 ) )
1490 1668
1491 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.
1492 1670
1493 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
1494 charm a level 125 monster... 1672 charm a level 125 monster...
1495 1673
1496 Ryo, august 14th 1674 Ryo, august 14th
1497 */ 1675 */
1498 { 1676 {
1499 if ( head->level > level ) continue; 1677 if (head->level > level)
1678 continue;
1500 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))))
1501 /* Failed, no effect */ 1680 /* Failed, no effect */
1502 continue; 1681 continue;
1503 } 1682 }
1504 1683
1505 /* Done with saving throw. Now start effecting the monster */ 1684 /* Done with saving throw. Now start effecting the monster */
1506 1685
1507 /* aggravation */ 1686 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1687 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1689 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1691 remove_friendly_object (head);
1512 1692
1513 done_one = 1; 1693 done_one = 1;
1514 head->enemy = op; 1694 head->enemy = op;
1515 } 1695 }
1516 1696
1517 /* calm monsters */ 1697 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1700 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1701 head->enemy = NULL;
1521 done_one = 1; 1702 done_one = 1;
1522 } 1703 }
1523 1704
1524 /* berserk monsters */ 1705 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 {
1526 SET_FLAG(head, FLAG_BERSERK); 1708 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1709 done_one = 1;
1528 } 1710 }
1529 /* charm */ 1711 /* charm */
1530 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 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1714 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1715 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 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.
1534 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. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1718 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1719 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1720 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1721 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1722 head->attack_movement = PETMOVE;
1540 done_one = 1; 1723 done_one = 1;
1541 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);
1542 head->stats.exp = 0; 1725 head->stats.exp = 0;
1543 } 1726 }
1544 1727
1545 /* If a monster was effected, put an effect in */ 1728 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1729 if (done_one && spell->other_arch)
1730 {
1547 tmp = arch_to_object(spell->other_arch); 1731 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1732 tmp->x = nx;
1549 tmp->y = ny; 1733 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1734 insert_ob_in_map (tmp, m, op, 0);
1551 } 1735 }
1552 } /* for y */ 1736 } /* for y */
1553 1737
1554 return 1; 1738 return 1;
1555} 1739}
1556 1740
1557 1741
1558/* 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
1559 * 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
1560 * lightning spell used it, that seemed misnamed. 1744 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1745 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1746 * note that duration is handled by process_object() in time.c
1563 */ 1747 */
1564 1748
1749void
1565void move_ball_spell(object *op) { 1750move_ball_spell (object *op)
1751{
1566 int i,j,dam_save,dir, mflags; 1752 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1753 sint16 nx, ny, hx, hy;
1568 object *owner; 1754 object *owner;
1569 mapstruct *m; 1755 mapstruct *m;
1570 1756
1571 owner = get_owner(op); 1757 owner = get_owner (op);
1572 1758
1573 /* 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,
1574 * 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
1575 * victim. The block immediately below more or less chooses a random 1761 * victim. The block immediately below more or less chooses a random
1576 * 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
1577 * deviations. 1763 * deviations.
1578 */ 1764 */
1579 1765
1580 dir = 0; 1766 dir = 0;
1581 if(!(rndm(0, 3))) 1767 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1768 j = rndm (0, 1);
1583 else j=0; 1769 else
1770 j = 0;
1584 1771
1585 for(i = 1; i < 9; i++) { 1772 for (i = 1; i < 9; i++)
1773 {
1586 /* i bit 0: alters sign of offset 1774 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1775 * other bits (i / 2): absolute value of offset
1588 */ 1776 */
1589 1777
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1779 int tmpdir = absdir (op->direction + offset);
1592 1780
1593 nx = op->x + freearr_x[tmpdir]; 1781 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1782 ny = op->y + freearr_y[tmpdir];
1595 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))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1784 {
1597 dir = tmpdir; 1785 dir = tmpdir;
1598 break; 1786 break;
1599 } 1787 }
1600 } 1788 }
1601 if (dir == 0) { 1789 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1790 {
1791 nx = op->x;
1792 ny = op->y;
1793 m = op->map;
1794 }
1606 1795
1607 remove_ob(op); 1796 remove_ob (op);
1608 op->y=ny; 1797 op->y = ny;
1609 op->x=nx; 1798 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1799 insert_ob_in_map (op, m, op, 0);
1611 1800
1612 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
1613 surrounding squares */ 1802 surrounding squares */
1614 1803
1615 /* loop over current square and neighbors to hit. 1804 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1805 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1806 * the surround spaces.
1618 */ 1807 */
1619 for(j=0;j<9;j++) { 1808 for (j = 0; j < 9; j++)
1809 {
1620 object *new_ob; 1810 object *new_ob;
1621 1811
1622 hx = nx+freearr_x[j]; 1812 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1813 hy = ny + freearr_y[j];
1624 1814
1625 m = op->map; 1815 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1817
1628 if (mflags & P_OUT_OF_MAP) continue; 1818 if (mflags & P_OUT_OF_MAP)
1819 continue;
1629 1820
1630 /* 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
1631 * of the map either. 1822 * of the map either.
1632 */ 1823 */
1633 1824
1634 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)))
1635 if(j) op->stats.dam = dam_save/2; 1826 {
1827 if (j)
1828 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1829 hit_map (op, j, op->attacktype, 1);
1637 1830
1638 } 1831 }
1639 1832
1640 /* insert the other arch */ 1833 /* insert the other arch */
1641 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 {
1642 new_ob = arch_to_object(op->other_arch); 1836 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1837 new_ob->x = hx;
1644 new_ob->y = hy; 1838 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1839 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1840 }
1647 } 1841 }
1648 1842
1649 /* restore to the center location and damage*/ 1843 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1844 op->stats.dam = dam_save;
1651 1845
1652 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));
1653 1847
1654 if(i>=0) { /* we have a preferred direction! */ 1848 if (i >= 0)
1849 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1850 /* pick another direction if the preferred dir is blocked. */
1656 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 ||
1657 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 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1855 }
1660 op->direction=i; 1856 op->direction = i;
1661 } 1857 }
1662} 1858}
1663 1859
1664 1860
1665/* move_swarm_spell: peterm 1861/* move_swarm_spell: peterm
1668 * 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
1669 * 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
1670 * 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.
1671 */ 1867 */
1672 1868
1869void
1673void move_swarm_spell(object *op) 1870move_swarm_spell (object *op)
1674{ 1871{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1872#if 0
1697 // 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 };
1698 // (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 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1875 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1876 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1877 mapstruct *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1878#endif
1879 int basedir;
1880 object *owner;
1744 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
1745 /* 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
1746 * should just be a pointer to the spell in some inventory, 1936 * should just be a pointer to the spell in some inventory,
1747 * 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,
1748 * do some sanity checking anyways. 1938 * do some sanity checking anyways.
1749 */ 1939 */
1940
1941 if (op->spell && op->spell->type == SPELL &&
1942 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1943 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1944 {
1945
1946 /* Bullet spells have a bunch more customization that needs to be done */
1947 if (op->spell->subtype == SP_BULLET)
1948 fire_bullet (owner, op, basedir, op->spell);
1949 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1950 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1951 }
1952#endif
1953
1954 /* spell pointer is set up for the spell this casts. Since this
1955 * should just be a pointer to the spell in some inventory,
1956 * it is unlikely to disappear by the time we need it. However,
1957 * do some sanity checking anyways.
1958 */
1959
1751 if (op->spell && op->spell->type == SPELL) 1960 if (op->spell && op->spell->type == SPELL)
1752 { 1961 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1962 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1963 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1964 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1965 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 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);
1758 } 1967 }
1759} 1968}
1760 1969
1761 1970
1762 1971
1763 1972
1771 * dir: the direction everything will be fired in 1980 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1981 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1982 * n: the number to be fired.
1774 */ 1983 */
1775 1984
1985int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1986fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1987{
1778 object *tmp; 1988 object *tmp;
1779 int i; 1989 int i;
1780 1990
1781 if (!spell->other_arch) return 0; 1991 if (!spell->other_arch)
1992 return 0;
1782 1993
1783 tmp=get_archetype(SWARM_SPELL); 1994 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1995 tmp->x = op->x;
1785 tmp->y=op->y; 1996 tmp->y = op->y;
1786 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. */
1787 set_spell_skill(op, caster, spell, tmp); 1998 set_spell_skill (op, caster, spell, tmp);
1788 1999
1789 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. */
1790 tmp->spell = arch_to_object(spell->other_arch); 2001 tmp->spell = arch_to_object (spell->other_arch);
1791 2002
1792 tmp->attacktype = tmp->spell->attacktype; 2003 tmp->attacktype = tmp->spell->attacktype;
1793 2004
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
1795 if ( ! tailor_god_spell (tmp, op)) 2007 if (!tailor_god_spell (tmp, op))
1796 return 1; 2008 return 1;
1797 } 2009 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 2010 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 2011 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 2013
1802 tmp->direction=dir; 2014 tmp->direction = dir;
1803 tmp->invisible=1; 2015 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 2016 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 2017 return 1;
1806} 2018}
1807 2019
1808 2020
1809/* See the spells documentation file for why this is its own 2021/* See the spells documentation file for why this is its own
1810 * function. 2022 * function.
1811 */ 2023 */
2024int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2025cast_light (object *op, object *caster, object *spell, int dir)
2026{
1813 object *target=NULL,*tmp=NULL; 2027 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2028 sint16 x, y;
1815 int dam, mflags; 2029 int dam, mflags;
1816 mapstruct *m; 2030 mapstruct *m;
1817 2031
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2033
1820 if(!dir) { 2034 if (!dir)
2035 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2037 return 0;
1823 } 2038 }
1824 2039
1825 x=op->x+freearr_x[dir]; 2040 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2041 y = op->y + freearr_y[dir];
1827 m = op->map; 2042 m = op->map;
1828 2043
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2044 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2045
1831 if (mflags & P_OUT_OF_MAP) { 2046 if (mflags & P_OUT_OF_MAP)
2047 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2049 return 0;
1834 } 2050 }
1835 2051
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2052 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
1837 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)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2057 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2058 if (target->head)
2059 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2060 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2061 return 1; /* one success only! */
2062 }
1843 } 2063 }
1844 }
1845 2064
1846 /* no live target, perhaps a wall is in the way? */ 2065 /* no live target, perhaps a wall is in the way? */
1847 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 {
1848 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.");
1849 return 0; 2069 return 0;
1850 } 2070 }
1851 2071
1852 /* 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 */
1853 tmp=arch_to_object(spell->other_arch); 2073 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2074 if (!tmp)
2075 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2077 return 0;
1857 } 2078 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2080 if (tmp->glow_radius)
2081 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 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;
1862 } 2085 }
1863 tmp->x=x; 2086 tmp->x = x;
1864 tmp->y=y; 2087 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2088 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2089 return 1;
1867} 2090}
1868 2091
1869 2092
1870 2093
1871 2094
1874 * 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
1875 * 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
1876 * perhaps this should actually be in disease.c? 2099 * perhaps this should actually be in disease.c?
1877 */ 2100 */
1878 2101
2102int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2103cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{
1880 sint16 x,y; 2105 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2106 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2107 object *walk;
1883 mapstruct *m; 2108 mapstruct *m;
1884 2109
1885 x = op->x; 2110 x = op->x;
1886 y = op->y; 2111 y = op->y;
1887 2112
1888 /* 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
1889 * direction the player is pointing. 2114 * direction the player is pointing.
1890 */ 2115 */
2116 if (!dir)
1891 if (!dir) dir=op->facing; 2117 dir = op->facing;
2118 if (!dir)
1892 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 */
1893 2120
1894 /* Calculate these once here */ 2121 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2122 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2123 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2124 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2125
1899 /* search in a line for a victim */ 2126 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2127 for (i = 1; i < range; i++)
2128 {
1901 x = op->x + i * freearr_x[dir]; 2129 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2130 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2131 m = op->map;
1904 2132
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2133 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2134
1907 if (mflags & P_OUT_OF_MAP) return 0; 2135 if (mflags & P_OUT_OF_MAP)
2136 return 0;
1908 2137
1909 /* don't go through walls - presume diseases are airborne */ 2138 /* don't go through walls - presume diseases are airborne */
1910 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;
1911 2141
1912 /* 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 */
1913 if (mflags & P_IS_ALIVE) { 2143 if (mflags & P_IS_ALIVE)
2144 {
1914 /* search this square for a victim */ 2145 /* search this square for a victim */
1915 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)
1916 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 */
1917 object *disease = arch_to_object(spell->other_arch); 2149 object *disease = arch_to_object (spell->other_arch);
1918 2150
1919 set_owner(disease,op); 2151 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2152 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2153 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2154 disease->level = caster_level (caster, spell);
1923 2155
1924 /* do level adjustments */ 2156 /* do level adjustments */
1925 if(disease->stats.wc) 2157 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2158 disease->stats.wc += dur_mod / 2;
1927 2159
1928 if(disease->magic> 0) 2160 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2161 disease->magic += dur_mod / 4;
1930 2162
1931 if(disease->stats.maxhp>0) 2163 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2164 disease->stats.maxhp += dur_mod;
1933 2165
1934 if(disease->stats.maxgrace>0) 2166 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2167 disease->stats.maxgrace += dur_mod;
1936 2168
1937 if(disease->stats.dam) { 2169 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2170 {
1939 disease->stats.dam += dam_mod; 2171 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2172 disease->stats.dam += dam_mod;
1941 } 2173 else
2174 disease->stats.dam -= dam_mod;
2175 }
1942 2176
1943 if(disease->last_sp) { 2177 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2178 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2179 disease->last_sp -= 2 * dam_mod;
1946 } 2180 if (disease->last_sp < 1)
2181 disease->last_sp = 1;
2182 }
1947 2183
1948 if(disease->stats.maxsp) { 2184 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2185 {
1950 disease->stats.maxsp += dam_mod; 2186 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2187 disease->stats.maxsp += dam_mod;
1952 } 2188 else
1953 2189 disease->stats.maxsp -= dam_mod;
2190 }
2191
1954 if(disease->stats.ac) 2192 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2193 disease->stats.ac += dam_mod;
1956 2194
1957 if(disease->last_eat) 2195 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2196 disease->last_eat -= dam_mod;
1959 2197
1960 if(disease->stats.hp) 2198 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2199 disease->stats.hp -= dam_mod;
1962 2200
1963 if(disease->stats.sp) 2201 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2202 disease->stats.sp -= dam_mod;
1965 2203
1966 if(infect_object(walk,disease,1)) { 2204 if (infect_object (walk, disease, 1))
2205 {
1967 object *flash; /* visual effect for inflicting disease */ 2206 object *flash; /* visual effect for inflicting disease */
1968 2207
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2209
1971 free_object(disease); /* don't need this one anymore */ 2210 free_object (disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2211 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2212 flash->x = x;
1974 flash->y = y; 2213 flash->y = y;
1975 flash->map = walk->map; 2214 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2215 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2216 return 1;
1978 } 2217 }
1979 free_object(disease); 2218 free_object (disease);
1980 } 2219 }
1981 } /* if living creature */ 2220 } /* if living creature */
1982 } /* for range of spaces */ 2221 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2223 return 1;
1985} 2224}

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