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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_attack_c = 3 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.4 2006/08/15 17:35:51 elmex Exp $"; 4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
34 35
35#include <global.h> 36#include <global.h>
36#include <object.h> 37#include <object.h>
37#include <living.h> 38#include <living.h>
38#ifndef __CEXTRACT__ 39#ifndef __CEXTRACT__
39#include <sproto.h> 40# include <sproto.h>
40#endif 41#endif
41#include <spells.h> 42#include <spells.h>
42#include <sounds.h> 43#include <sounds.h>
43 44
44/* this function checks to see if a spell pushes objects as well 45/* 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) 46 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 47 * but moved here so it could be applied to bolts too
47 * op is the spell object. 48 * op is the spell object.
48 */ 49 */
49 50
51void
50void check_spell_knockback(object *op) { 52check_spell_knockback (object *op)
53{
51 object *tmp, *tmp2; /* object on the map */ 54 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 55 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 57
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 61 return;
58 }else{ 62 }
63 else
64 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 65 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);*/ 66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 67 }
62 68
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 70 {
65 int num_sections = 1; 71 int num_sections = 1;
66 72
67 /* don't move DM */ 73 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 74 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 75 return;
70 76
71 /* don't move parts of objects */ 77 /* don't move parts of objects */
72 if(tmp->head) continue; 78 if (tmp->head)
79 continue;
73 80
74 /* don't move floors or immobile objects */ 81 /* 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; 82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
76 84
77 /* count the object's sections */ 85 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
79 88
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 89 /* 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 90 * 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. 91 * object, not just the head, so the total weight should be relevant.
83 */ 92 */
84 93
85 /* surface area? -tm */ 94 /* surface area? -tm */
86 95
87 if (tmp->move_type & MOVE_FLYING) 96 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 97 frictionmod = 1; /* flying objects loose the friction modifier */
89 98
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
91 /* move_object is really for monsters, but looking at 101 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 102 * the move_object function, it appears that it should
93 * also be safe for objects. 103 * also be safe for objects.
94 * This does return if successful or not, but 104 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 105 * I don't see us doing anything useful with that information
96 * right now. 106 * right now.
97 */ 107 */
98 move_object(tmp, absdir(op->stats.sp)); 108 move_object (tmp, absdir (op->stats.sp));
99 } 109 }
100 110
101 } 111 }
102} 112}
103 113
104/*************************************************************************** 114/***************************************************************************
109 119
110/* Causes op to fork. op is the original bolt, tmp 120/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 121 * is the first piece of the fork.
112 */ 122 */
113 123
124void
114void forklightning(object *op, object *tmp) { 125forklightning (object *op, object *tmp)
126{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 127 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 */ 128 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 129 mapstruct *m;
118 sint16 sx,sy; 130 sint16 sx, sy;
119 object *new_bolt; 131 object *new_bolt;
120 132
121 /* pick a fork direction. tmp->stats.Con is the left bias 133 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 134 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 135 * 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 136 * down to 0 for one going 90 degrees left off original path
125 */ 137 */
126 138
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 140 new_dir = -1;
129 141
130 /* check the new dir for a wall and in the map*/ 142 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 143 t_dir = absdir (tmp->direction + new_dir);
132 144
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 145 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) 146 return;
135 return;
136 147
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 149 return;
139 150
140 /* OK, we made a fork */ 151 /* OK, we made a fork */
141 new_bolt = get_object(); 152 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
144 154
145 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
151 new_bolt->duration++; 161 new_bolt->duration++;
152 new_bolt->x=sx; 162 new_bolt->x = sx;
153 new_bolt->y=sy; 163 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 167 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
160} 170}
161 171
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
164 */ 174 */
165 175
176void
166void move_bolt(object *op) { 177move_bolt (object *op)
178{
167 object *tmp; 179 object *tmp;
168 int mflags; 180 int mflags;
169 sint16 x, y; 181 sint16 x, y;
170 mapstruct *m; 182 mapstruct *m;
171 183
172 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
177 hit_map(op,0,op->attacktype,1); 190 hit_map (op, 0, op->attacktype, 1);
178 191
179 if(!op->direction) 192 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; 193 return;
240 } 194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
241 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 261 tmp = get_object ();
243 copy_object(op,tmp); 262 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 266 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 267 tmp->duration++;
249 268
250 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 270 * going off in other directions.
252 */ 271 */
253 272
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 274 { /* stats.Dex % of forking */
256 } 275 forklightning (op, tmp);
276 }
257 /* In this way, the object left behind sticks on the space, but 277 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
259 */ 279 */
260 op->range = 0; 280 op->range = 0;
261 } /* copy object and move it along */ 281 } /* copy object and move it along */
262 } /* if move bolt along */ 282 } /* if move bolt along */
263} 283}
264 284
265/* fire_bolt 285/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
269 * spob->attacktype. 289 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
271 * pointers. 291 * pointers.
272 */ 292 */
273 293
294int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{
275 object *tmp=NULL; 297 object *tmp = NULL;
276 int mflags; 298 int mflags;
277 299
278 if (!spob->other_arch) 300 if (!spob->other_arch)
279 return 0; 301 return 0;
280 302
281 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 304 if (tmp == NULL)
283 return 0; 305 return 0;
284 306
285 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
293 316
294 tmp->direction=dir; 317 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
297 320
298 set_owner(tmp,op); 321 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
300 323
301 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 326 tmp->map = op->map;
304 327
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
307 free_object(tmp); 331 free_object (tmp);
308 return 0; 332 return 0;
309 } 333 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
312 free_object(tmp); 338 free_object (tmp);
313 return 0; 339 return 0;
314 } 340 }
315 tmp->x=op->x; 341 tmp->x = op->x;
316 tmp->y=op->y; 342 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 344 tmp->map = op->map;
319 } 345 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 347 move_bolt (tmp);
322 return 1; 348 return 1;
323} 349}
324 350
325 351
326 352
327/*************************************************************************** 353/***************************************************************************
332 358
333/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 361 * At least that is what I think this does.
336 */ 362 */
363void
337void explosion(object *op) { 364explosion (object *op)
365{
338 object *tmp; 366 object *tmp;
339 mapstruct *m=op->map; 367 mapstruct *m = op->map;
340 int i; 368 int i;
341 369
342 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
347 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
348 377
349 if(op->range>0) { 378 if (op->range > 0)
350 for(i=1;i<9;i++) { 379 {
380 for (i = 1; i < 9; i++)
381 {
351 sint16 dx,dy; 382 sint16 dx, dy;
352 383
353 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 387 * out of map, etc.
357 */ 388 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 390 {
360 copy_object(op,tmp); 391 tmp = get_object ();
361 tmp->state=0; 392 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 393 tmp->state = 0;
363 tmp->range--; 394 tmp->speed_left = -0.21;
364 tmp->value=0; 395 tmp->range--;
365 tmp->x=dx; 396 tmp->value = 0;
366 tmp->y=dy; 397 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 398 tmp->y = dy;
368 } 399 insert_ob_in_map (tmp, m, op, 0);
369 } 400 }
401 }
370 } 402 }
371} 403}
372 404
373 405
374/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
376 * explode. 408 * explode.
377 */ 409 */
410void
378void explode_bullet(object *op) 411explode_bullet (object *op)
379{ 412{
380 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
381 object *tmp, *owner; 414 object *tmp, *owner;
382 415
383 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 419 remove_ob (op);
386 free_object (op); 420 free_object (op);
387 return; 421 return;
388 } 422 }
389 423
390 if (op->env) { 424 if (op->env)
425 {
391 object *env; 426 object *env;
392 427
393 env = object_get_env_recursive(op); 428 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
396 remove_ob (op); 436 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 437 op->x = env->x;
402 op->y = env->y; 438 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 441 else if (out_of_map (op->map, op->x, op->y))
442 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 444 remove_ob (op);
407 free_object (op); 445 free_object (op);
408 return; 446 return;
409 } 447 }
410 448
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 449 // 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 450 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 451 // 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) 452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 453 {
416 remove_ob (op); 454 remove_ob (op);
417 free_object (op); 455 free_object (op);
456 return;
457 }
458
459 if (op->attacktype)
460 {
461 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag))
418 return; 463 return;
419 } 464 }
420 465
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 */ 466 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
429 468
430 copy_owner (tmp, op); 469 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 470 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 471
434 owner = get_owner(op); 472 owner = get_owner (op);
473
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) { 475 {
437 remove_ob (op); 476 remove_ob (op);
438 free_object (op); 477 free_object (op);
439 return; 478 return;
440 } 479 }
480
441 tmp->x = op->x; 481 tmp->x = op->x;
442 tmp->y = op->y; 482 tmp->y = op->y;
443 483
444 /* special for bombs - it actually has sane values for these */ 484 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 {
446 tmp->attacktype = op->attacktype; 487 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 488 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 489 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 490 tmp->duration = op->duration;
450 } else { 491 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 492 else
493 {
494 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 496 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 497 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 498 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 499 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 500 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 501 * the count of the parent should work fine.
458 */ 502 */
459 tmp->stats.maxhp = op->count; 503 tmp->stats.maxhp = op->count;
460 } 504 }
461 505
462 /* Set direction of cone explosion */ 506 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 507 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 508 tmp->stats.sp = op->direction;
465 509
466 /* Prevent recursion */ 510 /* Prevent recursion */
467 op->move_on = 0; 511 op->move_on = 0;
468 512
469 insert_ob_in_map(tmp, op->map, op, 0); 513 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 514 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 515 if (!was_destroyed (op, op_tag))
516 {
472 remove_ob (op); 517 remove_ob (op);
473 free_object (op); 518 free_object (op);
474 } 519 }
475} 520}
476 521
477 522
478 523
479/* checks to see what op should do, given the space it is on 524/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 525 * (eg, explode, damage player, etc)
481 */ 526 */
482 527
528void
483void check_bullet(object *op) 529check_bullet (object *op)
484{ 530{
485 tag_t op_tag = op->count, tmp_tag; 531 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 532 object *tmp;
487 int dam, mflags; 533 int dam, mflags;
488 mapstruct *m; 534 mapstruct *m;
489 sint16 sx, sy; 535 sint16 sx, sy;
490 536
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 538
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 540 return;
495 541
496 if (op->other_arch) { 542 if (op->other_arch)
543 {
497 /* explode object will also remove op */ 544 /* explode object will also remove op */
498 explode_bullet (op); 545 explode_bullet (op);
499 return; 546 return;
500 } 547 }
501 548
502 /* If nothing alive on this space, no reason to do anything further */ 549 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 550 if (!(mflags & P_IS_ALIVE))
551 return;
504 552
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 554 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 {
508 tmp_tag = tmp->count; 557 tmp_tag = tmp->count;
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 560 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 561 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 562 {
515 free_object(op); 563 remove_ob (op);
516 return; 564 free_object (op);
517 } 565 return;
566 }
518 } 567 }
519 } 568 }
520 } 569 }
521} 570}
522 571
525 * call check_bullet. 574 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 575 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 576 * fired arches (eg, bolts).
528 */ 577 */
529 578
579void
530void move_bullet(object *op) 580move_bullet (object *op)
531{ 581{
532 sint16 new_x, new_y; 582 sint16 new_x, new_y;
533 int mflags; 583 int mflags;
534 mapstruct *m; 584 mapstruct *m;
535 585
536#if 0 586#if 0
537 /* We need a better general purpose way to do this */ 587 /* We need a better general purpose way to do this */
538 588
539 /* peterm: added to make comet leave a trail of burnouts 589 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 590 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 591 if (op->stats.sp == SP_METEOR)
592 {
542 replace_insert_ob_in_map("fire_trail",op); 593 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 594 if (was_destroyed (op, op_tag))
544 return; 595 return;
545 } /* end addition. */ 596 } /* end addition. */
546#endif 597#endif
547 598
548 /* Reached the end of its life - remove it */ 599 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 600 if (--op->range <= 0)
601 {
550 if (op->other_arch) { 602 if (op->other_arch)
603 {
551 explode_bullet (op); 604 explode_bullet (op);
552 } else { 605 }
606 else
607 {
553 remove_ob (op); 608 remove_ob (op);
554 free_object (op); 609 free_object (op);
555 } 610 }
556 return; 611 return;
557 } 612 }
558 613
559 new_x = op->x + DIRX(op); 614 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 615 new_y = op->y + DIRY (op);
561 m = op->map; 616 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 618
564 if (mflags & P_OUT_OF_MAP) { 619 if (mflags & P_OUT_OF_MAP)
620 {
565 remove_ob (op); 621 remove_ob (op);
566 free_object (op); 622 free_object (op);
567 return; 623 return;
568 } 624 }
569 625
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 {
571 if (op->other_arch) { 628 if (op->other_arch)
629 {
572 explode_bullet (op); 630 explode_bullet (op);
631 }
573 } else { 632 else
633 {
574 remove_ob (op); 634 remove_ob (op);
575 free_object (op); 635 free_object (op);
576 } 636 }
577 return; 637 return;
578 } 638 }
579 639
580 remove_ob (op); 640 remove_ob (op);
581 op->x = new_x; 641 op->x = new_x;
582 op->y = new_y; 642 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 644 return;
585 645
586 if (reflwall (op->map, op->x, op->y, op)) { 646 if (reflwall (op->map, op->x, op->y, op))
647 {
587 op->direction = absdir (op->direction + 4); 648 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 649 update_turn_face (op);
589 } else { 650 }
651 else
652 {
590 check_bullet (op); 653 check_bullet (op);
591 } 654 }
592} 655}
593 656
594 657
595 658
601 * spob->attacktype. 664 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 665 * This function sets up the appropriate owner and skill
603 * pointers. 666 * pointers.
604 */ 667 */
605 668
669int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 670fire_bullet (object *op, object *caster, int dir, object *spob)
671{
607 object *tmp=NULL; 672 object *tmp = NULL;
608 int mflags; 673 int mflags;
609 674
610 if (!spob->other_arch) 675 if (!spob->other_arch)
611 return 0; 676 return 0;
612 677
613 tmp=arch_to_object(spob->other_arch); 678 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 679 if (tmp == NULL)
615 return 0; 680 return 0;
616 681
617 /* peterm: level dependency for bolts */ 682 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 684 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 685 if (spob->slaying)
686 tmp->slaying = spob->slaying;
621 687
622 tmp->range = 50; 688 tmp->range = 50;
623 689
624 /* Need to store duration/range for the ball to use */ 690 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 693 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 694
629 tmp->direction=dir; 695 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 697 SET_ANIMATION (tmp, dir);
632 698
633 set_owner(tmp,op); 699 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 700 set_spell_skill (op, caster, spob, tmp);
635 701
636 tmp->x=op->x + freearr_x[dir]; 702 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 703 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 704 tmp->map = op->map;
639 705
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 707 if (mflags & P_OUT_OF_MAP)
708 {
642 free_object(tmp); 709 free_object (tmp);
643 return 0; 710 return 0;
644 } 711 }
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 {
647 free_object(tmp); 716 free_object (tmp);
648 return 0; 717 return 0;
649 } 718 }
650 tmp->x=op->x; 719 tmp->x = op->x;
651 tmp->y=op->y; 720 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 721 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 722 tmp->map = op->map;
654 } 723 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
725 {
656 check_bullet (tmp); 726 check_bullet (tmp);
657 } 727 }
658 return 1; 728 return 1;
659} 729}
660 730
661 731
662 732
663 733
667 * 737 *
668 *****************************************************************************/ 738 *****************************************************************************/
669 739
670 740
671/* drops an object based on what is in the cone's "other_arch" */ 741/* drops an object based on what is in the cone's "other_arch" */
742void
672void cone_drop(object *op) { 743cone_drop (object *op)
744{
673 object *new_ob = arch_to_object(op->other_arch); 745 object *new_ob = arch_to_object (op->other_arch);
674 746
675 new_ob->x = op->x; 747 new_ob->x = op->x;
676 new_ob->y = op->y; 748 new_ob->y = op->y;
677 new_ob->level = op->level; 749 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 750 set_owner (new_ob, op->owner);
679 751
680 /* preserve skill ownership */ 752 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 753 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 } 754 {
755 new_ob->skill = op->skill;
756 }
685 insert_ob_in_map(new_ob,op->map,op,0); 757 insert_ob_in_map (new_ob, op->map, op, 0);
686 758
687} 759}
688 760
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 761/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 762
763void
691void move_cone(object *op) { 764move_cone (object *op)
765{
692 int i; 766 int i;
693 tag_t tag; 767 tag_t tag;
694 768
695 /* if no map then hit_map will crash so just ignore object */ 769 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 770 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 771 {
698 op->name ? op->name : "unknown"); 772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 773 op->speed = 0;
700 update_ob_speed (op); 774 update_ob_speed (op);
701 return; 775 return;
702 } 776 }
703 777
704 /* lava saves it's life, but not yours :) */ 778 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 779 if (QUERY_FLAG (op, FLAG_LIFESAVE))
780 {
706 hit_map(op,0,op->attacktype,0); 781 hit_map (op, 0, op->attacktype, 0);
707 return; 782 return;
708 } 783 }
709 784
710#if 0 785#if 0
711 /* Disable this - enabling it makes monsters easier, as 786 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 787 * when their cone dies when they die.
713 */ 788 */
714 /* If no owner left, the spell dies out. */ 789 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 790 if (get_owner (op) == NULL)
791 {
716 remove_ob(op); 792 remove_ob (op);
717 free_object(op); 793 free_object (op);
718 return; 794 return;
719 } 795 }
720#endif 796#endif
721 797
722 tag = op->count; 798 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 799 hit_map (op, 0, op->attacktype, 0);
724 800
725 /* Check to see if we should push anything. 801 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 802 * Spell objects with weight push whatever they encounter to some
727 * degree. 803 * degree.
728 */ 804 */
805 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 806 check_spell_knockback (op);
730 807
731 if (was_destroyed (op, tag)) 808 if (was_destroyed (op, tag))
809 return;
810
811 if ((op->duration--) < 0)
812 {
813 remove_ob (op);
814 free_object (op);
732 return; 815 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 816 }
739 /* Object has hit maximum range, so don't have it move 817 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 818 * any further. When the duration above expires,
741 * then the object will get removed. 819 * then the object will get removed.
742 */ 820 */
743 if (--op->range < 0) { 821 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 822 {
823 op->range = 0; /* just so it doesn't wrap */
824 return;
825 }
747 826
748 for(i= -1;i<2;i++) { 827 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 828 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 830
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 831 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 {
753 object *tmp=get_object(); 833 object *tmp = get_object ();
834
754 copy_object(op, tmp); 835 copy_object (op, tmp);
755 tmp->x=x; 836 tmp->x = x;
756 tmp->y=y; 837 tmp->y = y;
757 838
758 tmp->duration = op->duration + 1; 839 tmp->duration = op->duration + 1;
759 840
760 /* Use for spell tracking - see ok_to_put_more() */ 841 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 842 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 843 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 844 if (tmp->other_arch)
764 } 845 cone_drop (tmp);
846 }
765 } 847 }
766} 848}
767 849
768/* cast_cone: casts a cone spell. 850/* cast_cone: casts a cone spell.
769 * op: person firing the object. 851 * op: person firing the object.
771 * dir: direction to fire in. 853 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 854 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 855 * to fire.
774 * returns 0 on failure, 1 on success. 856 * returns 0 on failure, 1 on success.
775 */ 857 */
858int
776int cast_cone(object *op, object *caster,int dir, object *spell) 859cast_cone (object *op, object *caster, int dir, object *spell)
777{ 860{
778 object *tmp; 861 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 862 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 863 mapstruct *m;
781 sint16 sx, sy; 864 sint16 sx, sy;
782 MoveType movetype; 865 MoveType movetype;
783 866
784 if (!spell->other_arch) return 0; 867 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; 868 return 0;
869
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
873 return 0;
874 }
792 875
793 if(!dir) { 876 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 877 {
878 range_min = 0;
879 range_max = 8;
880 }
797 881
798 /* Need to know what the movetype of the object we are about 882 /* 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 883 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 884 * insert it into is blocked.
801 */ 885 */
802 movetype = spell->other_arch->clone.move_type; 886 movetype = spell->other_arch->clone.move_type;
803 887
804 for(i=range_min;i<=range_max;i++) { 888 for (i = range_min; i <= range_max; i++)
889 {
805 sint16 x,y, d; 890 sint16 x, y, d;
806 891
807 /* We can't use absdir here, because it never returns 892 /* 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 893 * 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 894 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 895 * to hit that person.
811 */ 896 */
812 d = dir + i; 897 d = dir + i;
813 while (d < 0) d+=8; 898 while (d < 0)
814 while (d > 8) d-=8; 899 d += 8;
900 while (d > 8)
901 d -= 8;
815 902
816 /* If it's not a rune, we don't want to blast the caster. 903 /* 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, 904 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 905 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 906 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 907 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 908 * for the rune code.
822 */ 909 */
823 if (caster->type != RUNE && d==0) { 910 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 911 {
825 else continue; 912 if (dir != 0)
826 } 913 d = 8;
914 else
915 continue;
916 }
827 917
828 x = op->x+freearr_x[d]; 918 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 919 y = op->y + freearr_y[d];
830 920
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 921 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 922 continue;
833 923
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 925 continue;
836 926
837 success=1; 927 success = 1;
838 tmp=arch_to_object(spell->other_arch); 928 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 929 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 930 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 931 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 932 tmp->x = sx;
843 tmp->y = sy; 933 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 934 tmp->attacktype = spell->attacktype;
845 935
846 /* holy word stuff */ 936 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 938 if (!tailor_god_spell (tmp, op))
849 } 939 return 0;
850 940
851 if(dir) 941 if (dir)
852 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
853 else 943 else
854 tmp->stats.sp=i; 944 tmp->stats.sp = i;
855 945
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 947
858 /* If casting it in all directions, it doesn't go as far */ 948 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 949 if (dir == 0)
950 {
860 tmp->range /= 4; 951 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
862 } 953 tmp->range = 2;
954 }
955
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 956 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 957 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 958
866 /* Special bonus for fear attacks */ 959 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 960 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 961 {
869 else 962 if (caster->type == PLAYER)
963 tmp->duration += fear_bonus[caster->stats.Cha];
964 else
870 tmp->duration += caster->level/3; 965 tmp->duration += caster->level / 3;
871 } 966 }
967
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 968 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 969 {
874 else 970 if (caster->type == PLAYER)
971 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
972 else
875 tmp->duration += caster->level/3; 973 tmp->duration += caster->level / 3;
876 } 974 }
877 975
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 976 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 978
883 if (!tmp->move_on && tmp->stats.dam) { 979 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 980 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 982 }
887 } 983
888 insert_ob_in_map(tmp,m,op,0); 984 insert_ob_in_map (tmp, m, op, 0);
889 985
890 /* This is used for tracking spells so that one effect doesn't hit 986 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 987 * a single space too many times.
892 */ 988 */
893 tmp->stats.maxhp = tmp->count; 989 tmp->stats.maxhp = tmp->count;
894 990
895 if(tmp->other_arch) cone_drop(tmp); 991 if (tmp->other_arch)
992 cone_drop (tmp);
896 } 993 }
994
897 return success; 995 return success;
898} 996}
899 997
900/**************************************************************************** 998/****************************************************************************
901 * 999 *
902 * BOMB related code 1000 * BOMB related code
905 1003
906 1004
907/* This handles an exploding bomb. 1005/* This handles an exploding bomb.
908 * op is the original bomb object. 1006 * op is the original bomb object.
909 */ 1007 */
1008void
910void animate_bomb(object *op) { 1009animate_bomb (object *op)
1010{
911 int i; 1011 int i;
912 object *env, *tmp; 1012 object *env, *tmp;
913 archetype *at; 1013 archetype *at;
914 1014
915 if(op->state!=NUM_ANIMATIONS(op)-1) 1015 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 1016 return;
917 1017
918
919 env = object_get_env_recursive(op); 1018 env = object_get_env_recursive (op);
920 1019
921 if (op->env) { 1020 if (op->env)
1021 {
922 if (env->map == NULL) 1022 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)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1023 return;
1024
1025 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return;
943 } 1033 }
944 1034
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 {
1040 remove_ob (op);
1041 free_object (op);
1042 return;
1043 }
1044
945 /* This copies a lot of the code from the fire bullet, 1045 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1046 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1047 * so just set up the appropriate values.
948 */ 1048 */
949 at = find_archetype(SPLINT); 1049 at = find_archetype (SPLINT);
950 if (at) { 1050 if (at)
951 for(i=1;i<9;i++) { 1051 {
1052 for (i = 1; i < 9; i++)
1053 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1055 continue;
954 tmp = arch_to_object(at); 1056 tmp = arch_to_object (at);
955 tmp->direction = i; 1057 tmp->direction = i;
956 tmp->range = op->range; 1058 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1059 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1060 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1061 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1062 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1063 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1064 {
963 tmp->skill = add_refcount(op->skill); 1065 tmp->skill = op->skill;
964 } 1066 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1068 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1069 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1070 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1071 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1072 move_bullet (tmp);
971 } 1073 }
972 } 1074 }
973 1075
974 explode_bullet(op); 1076 explode_bullet (op);
975} 1077}
976 1078
1079int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1080create_bomb (object *op, object *caster, int dir, object *spell)
1081{
978 1082
979 object *tmp; 1083 object *tmp;
980 int mflags; 1084 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1086 mapstruct *m;
983 1087
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1088 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)) { 1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1092 return 0;
988 } 1093 }
989 tmp=arch_to_object(spell->other_arch); 1094 tmp = arch_to_object (spell->other_arch);
990 1095
991 /* level dependencies for bomb */ 1096 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1100 tmp->attacktype = spell->attacktype;
996 1101
997 set_owner(tmp,op); 1102 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1103 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1104 tmp->x = dx;
1000 tmp->y=dy; 1105 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1106 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1107 return 1;
1003} 1108}
1004 1109
1005/**************************************************************************** 1110/****************************************************************************
1006 * 1111 *
1007 * smite related spell code. 1112 * smite related spell code.
1015 * dir is the direction to look in. 1120 * dir is the direction to look in.
1016 * range is how far out to look. 1121 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1123 * this info is used for blocked magic/unholy spaces.
1019 */ 1124 */
1020 1125
1126object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1127get_pointed_target (object *op, int dir, int range, int type)
1128{
1022 object *target; 1129 object *target;
1023 sint16 x,y; 1130 sint16 x, y;
1024 int dist, mflags; 1131 int dist, mflags;
1025 mapstruct *mp; 1132 mapstruct *mp;
1026 1133
1027 if (dir==0) return NULL; 1134 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; 1135 return NULL;
1136
1137 for (dist = 1; dist < range; dist++)
1138 {
1139 x = op->x + freearr_x[dir] * dist;
1140 y = op->y + freearr_y[dir] * dist;
1141 mp = op->map;
1142 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1143
1144 if (mflags & P_OUT_OF_MAP)
1145 return NULL;
1146 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1147 return NULL;
1148 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1149 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL;
1152
1153 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above)
1156 {
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target;
1160 }
1161 }
1162 }
1163 }
1164 return NULL;
1049} 1165}
1050 1166
1051 1167
1052/* cast_smite_arch() - the priest points to a creature and causes 1168/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1169 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1172 * caster = object casting the spell.
1057 * dir = direction being cast 1173 * dir = direction being cast
1058 * spell = spell object 1174 * spell = spell object
1059 */ 1175 */
1060 1176
1177int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1178cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{
1062 object *effect, *target; 1180 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1181 object *god = find_god (determine_god (op));
1064 int range; 1182 int range;
1065 1183
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1184 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1185 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1186
1069 /* Bunch of conditions for casting this spell. Note that only 1187 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1188 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1189 * 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 1190 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1191 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1192 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1193 * can't be friendly to your god.
1076 */ 1194 */
1077 1195
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1197 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1198 || (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))) { 1199 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1201 return 0;
1084 } 1202 }
1085 1203
1086 if (spell->other_arch) 1204 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1205 effect = arch_to_object (spell->other_arch);
1088 else 1206 else
1089 return 0; 1207 return 0;
1090 1208
1091 /* tailor the effect by priest level and worshipped God */ 1209 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1210 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1211 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 {
1095 if(tailor_god_spell(effect,op)) 1214 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1215 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 { 1216 else
1217 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1219 return 0;
1101 } 1220 }
1102 } 1221 }
1103 1222
1104 /* size of the area of destruction */ 1223 /* size of the area of destruction */
1105 effect->range=spell->range + 1224 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1225 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1226
1110 if (effect->attacktype & AT_DEATH) { 1227 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1228 {
1112 SP_level_dam_adjust(caster,spell); 1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1230
1114 /* casting death spells at undead isn't a good thing */ 1231 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD)
1234 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1235 if (random_roll (0, 2, op, PREFER_LOW))
1236 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1238 effect->x = op->x;
1119 effect->y=op->y; 1239 effect->y = op->y;
1120 } else { 1240 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1241 else
1122 query_name(target)); 1242 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1244 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1245 free_object (effect);
1125 return 0; 1246 return 0;
1247 }
1248 }
1126 } 1249 }
1127 } 1250 else
1128 } else { 1251 {
1129 /* how much woe to inflict :) */ 1252 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1254 }
1133 1255
1134 set_owner(effect,op); 1256 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1257 set_spell_skill (op, caster, spell, effect);
1136 1258
1137 /* ok, tell it where to be, and insert! */ 1259 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1260 effect->x = target->x;
1139 effect->y=target->y; 1261 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1262 insert_ob_in_map (effect, target->map, op, 0);
1141 1263
1142 return 1; 1264 return 1;
1143} 1265}
1144 1266
1145 1267
1146/**************************************************************************** 1268/****************************************************************************
1147 * 1269 *
1149 * note that the fire_bullet is used to fire the missile. The 1271 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1272 * code here is just to move the missile.
1151 ****************************************************************************/ 1273 ****************************************************************************/
1152 1274
1153/* op is a missile that needs to be moved */ 1275/* op is a missile that needs to be moved */
1276void
1154void move_missile(object *op) { 1277move_missile (object *op)
1278{
1155 int i, mflags; 1279 int i, mflags;
1156 object *owner; 1280 object *owner;
1157 sint16 new_x, new_y; 1281 sint16 new_x, new_y;
1158 mapstruct *m; 1282 mapstruct *m;
1159 1283
1160 if (op->range-- <=0) { 1284 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1285 {
1286 remove_ob (op);
1287 free_object (op);
1288 return;
1289 }
1165 1290
1166 owner = get_owner(op); 1291 owner = get_owner (op);
1167#if 0 1292#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1293 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1294 * monster that are then killed would continue to survive
1170 */ 1295 */
1171 if (owner == NULL) { 1296 if (owner == NULL)
1297 {
1172 remove_ob(op); 1298 remove_ob (op);
1173 free_object(op); 1299 free_object (op);
1174 return; 1300 return;
1175 } 1301 }
1176#endif 1302#endif
1177 1303
1178 new_x = op->x + DIRX(op); 1304 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1305 new_y = op->y + DIRY (op);
1180 1306
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1308
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)))) { 1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 {
1185 tag_t tag = op->count; 1311 tag_t tag = op->count;
1312
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1313 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1314 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1315 * we need to remove it if someone hasn't already done so.
1189 */ 1316 */
1190 if ( ! was_destroyed (op, tag)) { 1317 if (!was_destroyed (op, tag))
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324
1191 remove_ob (op); 1325 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)) { 1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1327 {
1328 free_object (op);
1329 return;
1330 }
1202 op->x = new_x; 1331 op->x = new_x;
1203 op->y = new_y; 1332 op->y = new_y;
1204 op->map = m; 1333 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1206 if(i > 0 && i != op->direction){ 1335 if (i > 0 && i != op->direction)
1336 {
1207 op->direction=i; 1337 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1338 SET_ANIMATION (op, op->direction);
1209 } 1339 }
1210 insert_ob_in_map(op,op->map,op,0); 1340 insert_ob_in_map (op, op->map, op, 0);
1211} 1341}
1212 1342
1213/**************************************************************************** 1343/****************************************************************************
1214 * Destruction 1344 * Destruction
1215 ****************************************************************************/ 1345 ****************************************************************************/
1346
1216/* make_object_glow() - currently only makes living objects glow. 1347/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1348 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1349 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1350 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1351 * give them the capability to have an inventory. b.t.
1221 */ 1352 */
1222 1353
1354int
1223int make_object_glow(object *op, int radius, int time) { 1355make_object_glow (object *op, int radius, int time)
1356{
1224 object *tmp; 1357 object *tmp;
1225 1358
1226 /* some things are unaffected... */ 1359 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1360 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1361 return 0;
1229 1362
1230 tmp=get_archetype(FORCE_NAME); 1363 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1364 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1365 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1366 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1367 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1369 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1370
1238 tmp->x=op->x; 1371 tmp->x = op->x;
1239 tmp->y=op->y; 1372 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1375 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1376 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1377 op->glow_radius = tmp->glow_radius;
1244 1378
1245 if(!tmp->env||op!=tmp->env) { 1379 if (!tmp->env || op != tmp->env)
1380 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1382 return 0;
1248 return 0;
1249 } 1383 }
1250 return 1; 1384 return 1;
1251} 1385}
1252 1386
1253 1387
1254
1255 1388
1389
1390int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1391cast_destruction (object *op, object *caster, object *spell_ob)
1392{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1393 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1394 sint16 sx, sy;
1259 mapstruct *m; 1395 mapstruct *m;
1260 object *tmp; 1396 object *tmp;
1261 const char *skill; 1397 const char *skill;
1262 1398
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1267 1404
1268 /* destruction doesn't use another spell object, so we need 1405 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1406 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1407 * 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 1408 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1409 * the full share string/free_string route.
1273 */ 1410 */
1274 skill = op->skill; 1411 skill = op->skill;
1412 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1413 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1277 else op->skill = NULL; 1417 op->skill = NULL;
1278 1418
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1419 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1420
1281 for(i= -range; i<range; i++) { 1421 for (i = -range; i < range; i++)
1422 {
1282 for(j=-range; j<range ; j++) { 1423 for (j = -range; j < range; j++)
1424 {
1283 m = op->map; 1425 m = op->map;
1284 sx = op->x + i; 1426 sx = op->x + i;
1285 sy = op->y + j; 1427 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1288 if (mflags & P_IS_ALIVE) { 1431 if (mflags & P_IS_ALIVE)
1432 {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1436 break;
1292 if (tmp) { 1437 }
1293 if (tmp->head) tmp=tmp->head; 1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1294 1442
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1445 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1449 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1450 {
1301 tmp->x = sx; 1451 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1452 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1453 tmp->y = sy;
1304 } 1454 insert_ob_in_map (tmp, m, op, 0);
1305 } 1455 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1456 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1461 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1462
1311 effect->y = sy; 1463 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1464 effect->y = sy;
1313 } 1465 insert_ob_in_map (effect, m, op, 0);
1314 } 1466 }
1315 } 1467 }
1316 } 1468 }
1469 }
1470 }
1471 }
1317 } 1472 }
1318 }
1319 }
1320 op->skill = skill; 1473 op->skill = skill;
1321 return 1; 1474 return 1;
1322} 1475}
1323 1476
1324/*************************************************************************** 1477/***************************************************************************
1325 * 1478 *
1326 * CURSE 1479 * CURSE
1327 * 1480 *
1328 ***************************************************************************/ 1481 ***************************************************************************/
1329 1482
1483int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1484cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485{
1331 object *god = find_god(determine_god(op)); 1486 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1487 object *tmp, *force;
1333 1488
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1489 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1490 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0;
1494 }
1341 1495
1342 /* If we've already got a force of this type, don't add a new one. */ 1496 /* 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) { 1497 for (force = tmp->inv; force != NULL; force = force->below)
1498 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 {
1345 if (force->name == spell_ob->name) { 1501 if (force->name == spell_ob->name)
1346 break; 1502 {
1347 } 1503 break;
1504 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1505 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1506 {
1350 "You can not cast %s while %s is in effect", 1507 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); 1508 return 0;
1352 return 0; 1509 }
1510 }
1353 } 1511 }
1354 }
1355 }
1356 1512
1357 if(force==NULL) { 1513 if (force == NULL)
1514 {
1358 force=get_archetype(FORCE_NAME); 1515 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1516 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1517 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1518 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 { 1519 else
1520 force->name = spell_ob->name;
1521
1522 force->name_pl = spell_ob->name;
1523
1524 }
1525 else
1526 {
1369 int duration; 1527 int duration;
1370 1528
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1530 if (duration > force->duration)
1531 {
1373 force->duration = duration; 1532 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1534 }
1535 else
1536 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1538 }
1378 return 1; 1539 return 1;
1379 } 1540 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1542 force->speed = 1.0;
1382 force->speed_left = -1.0; 1543 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1544 SET_FLAG (force, FLAG_APPLIED);
1384 1545
1385 if(god) { 1546 if (god)
1547 {
1386 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1549 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1550 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1551 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1552 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); 1553 }
1392 } else 1554 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1556
1395 1557
1396 if(tmp!=op && op->type==PLAYER) 1558 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1560
1399 force->stats.ac = spell_ob->stats.ac; 1561 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1562 force->stats.wc = spell_ob->stats.wc;
1401 1563
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1564 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1565 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1566 fix_player (tmp);
1405 return 1; 1567 return 1;
1406 1568
1407} 1569}
1408 1570
1409 1571
1410/********************************************************************** 1572/**********************************************************************
1414 ***********************************************************************/ 1576 ***********************************************************************/
1415 1577
1416/* This covers the various spells that change the moods of monsters - 1578/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1579 * makes them angry, peacful, friendly, etc.
1418 */ 1580 */
1581int
1419int mood_change(object *op, object *caster, object *spell) { 1582mood_change (object *op, object *caster, object *spell)
1583{
1420 object *tmp, *god, *head; 1584 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1585 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1586 sint16 x, y, nx, ny;
1423 mapstruct *m; 1587 mapstruct *m;
1424 const char *race; 1588 const char *race;
1425 1589
1426 /* We precompute some values here so that we don't have to keep 1590 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1591 * doing it over and over again.
1428 */ 1592 */
1429 god=find_god(determine_god(op)); 1593 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1594 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1595 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1596
1433 /* On the bright side, no monster should ever have a race of GOD_... 1597 /* 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 1598 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1599 * won't ever match anything.
1436 */ 1600 */
1437 if (!spell->race) race=NULL; 1601 if (!spell->race)
1602 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1603 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1604 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1605 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race;
1607 else
1440 else race = spell->race; 1608 race = spell->race;
1441
1442 1609
1610
1443 for (x = op->x - range; x <= op->x + range; x++) 1611 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1612 for (y = op->y - range; y <= op->y + range; y++)
1613 {
1445 1614
1446 done_one=0; 1615 done_one = 0;
1447 m = op->map; 1616 m = op->map;
1448 nx = x; 1617 nx = x;
1449 ny = y; 1618 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1452 1622
1453 /* If there is nothing living on this space, no need to go further */ 1623 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1624 if (!(mflags & P_IS_ALIVE))
1625 continue;
1455 1626
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1628 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break;
1458 1630
1459 /* There can be living objects that are not monsters */ 1631 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1632 if (!tmp || tmp->type == PLAYER)
1633 continue;
1461 1634
1462 /* Only the head has meaningful data, so resolve to that */ 1635 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1636 if (tmp->head)
1464 else head=tmp; 1637 head = tmp->head;
1638 else
1639 head = tmp;
1465 1640
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1641 /* 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; 1642 if (race && head->race && !strstr (race, head->race))
1643 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue;
1469 1646
1470 /* Now do a bunch of stuff related to saving throws */ 1647 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1648 best_at = -1;
1472 if (spell->attacktype) { 1649 if (spell->attacktype)
1650 {
1473 for (at=0; at < NROFATTACKS; at++) 1651 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1652 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1653 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at;
1476 1655
1477 if (best_at == -1) at=0; 1656 if (best_at == -1)
1657 at = 0;
1478 else { 1658 else
1659 {
1479 if (head->resist[best_at] == 100) continue; 1660 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1661 continue;
1481 } 1662 else
1663 at = head->resist[best_at] / 5;
1664 }
1482 at -= level / 5; 1665 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1666 if (did_make_save (head, head->level, at))
1484 } 1667 continue;
1668 }
1485 else /* spell->attacktype */ 1669 else /* spell->attacktype */
1486 /* 1670 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1672 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1674
1491 The chance will then be in the range [20-70] percent, not too bad. 1675 The chance will then be in the range [20-70] percent, not too bad.
1492 1676
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1678 charm a level 125 monster...
1495 1679
1496 Ryo, august 14th 1680 Ryo, august 14th
1497 */ 1681 */
1498 { 1682 {
1499 if ( head->level > level ) continue; 1683 if (head->level > level)
1684 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1686 /* Failed, no effect */
1502 continue; 1687 continue;
1503 } 1688 }
1504 1689
1505 /* Done with saving throw. Now start effecting the monster */ 1690 /* Done with saving throw. Now start effecting the monster */
1506 1691
1507 /* aggravation */ 1692 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1693 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1695 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1697 remove_friendly_object (head);
1512 1698
1513 done_one = 1; 1699 done_one = 1;
1514 head->enemy = op; 1700 head->enemy = op;
1515 } 1701 }
1516 1702
1517 /* calm monsters */ 1703 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1706 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1707 head->enemy = NULL;
1521 done_one = 1; 1708 done_one = 1;
1522 } 1709 }
1523 1710
1524 /* berserk monsters */ 1711 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 {
1526 SET_FLAG(head, FLAG_BERSERK); 1714 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1715 done_one = 1;
1528 } 1716 }
1529 /* charm */ 1717 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1720 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1721 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1722 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. */ 1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1724 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1725 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1726 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1727 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1728 head->attack_movement = PETMOVE;
1540 done_one = 1; 1729 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1731 head->stats.exp = 0;
1543 } 1732 }
1544 1733
1545 /* If a monster was effected, put an effect in */ 1734 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1735 if (done_one && spell->other_arch)
1736 {
1547 tmp = arch_to_object(spell->other_arch); 1737 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1738 tmp->x = nx;
1549 tmp->y = ny; 1739 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1740 insert_ob_in_map (tmp, m, op, 0);
1551 } 1741 }
1552 } /* for y */ 1742 } /* for y */
1553 1743
1554 return 1; 1744 return 1;
1555} 1745}
1556 1746
1557 1747
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1748/* 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 1749 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1750 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1751 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1752 * note that duration is handled by process_object() in time.c
1563 */ 1753 */
1564 1754
1755void
1565void move_ball_spell(object *op) { 1756move_ball_spell (object *op)
1757{
1566 int i,j,dam_save,dir, mflags; 1758 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1759 sint16 nx, ny, hx, hy;
1568 object *owner; 1760 object *owner;
1569 mapstruct *m; 1761 mapstruct *m;
1570 1762
1571 owner = get_owner(op); 1763 owner = get_owner (op);
1572 1764
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1765 /* 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 1766 * 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 1767 * 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 1768 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1769 * deviations.
1578 */ 1770 */
1579 1771
1580 dir = 0; 1772 dir = 0;
1581 if(!(rndm(0, 3))) 1773 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1774 j = rndm (0, 1);
1583 else j=0; 1775 else
1776 j = 0;
1584 1777
1585 for(i = 1; i < 9; i++) { 1778 for (i = 1; i < 9; i++)
1779 {
1586 /* i bit 0: alters sign of offset 1780 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1781 * other bits (i / 2): absolute value of offset
1588 */ 1782 */
1589 1783
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1785 int tmpdir = absdir (op->direction + offset);
1592 1786
1593 nx = op->x + freearr_x[tmpdir]; 1787 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1788 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1789 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)))) { 1790 {
1597 dir = tmpdir; 1791 dir = tmpdir;
1598 break; 1792 break;
1599 } 1793 }
1600 } 1794 }
1601 if (dir == 0) { 1795 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1796 {
1797 nx = op->x;
1798 ny = op->y;
1799 m = op->map;
1800 }
1606 1801
1607 remove_ob(op); 1802 remove_ob (op);
1608 op->y=ny; 1803 op->y = ny;
1609 op->x=nx; 1804 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1805 insert_ob_in_map (op, m, op, 0);
1611 1806
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1808 surrounding squares */
1614 1809
1615 /* loop over current square and neighbors to hit. 1810 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1811 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1812 * the surround spaces.
1618 */ 1813 */
1619 for(j=0;j<9;j++) { 1814 for (j = 0; j < 9; j++)
1815 {
1620 object *new_ob; 1816 object *new_ob;
1621 1817
1622 hx = nx+freearr_x[j]; 1818 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1819 hy = ny + freearr_y[j];
1624 1820
1625 m = op->map; 1821 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1823
1628 if (mflags & P_OUT_OF_MAP) continue; 1824 if (mflags & P_OUT_OF_MAP)
1825 continue;
1629 1826
1630 /* first, don't ever, ever hit the owner. Don't hit out 1827 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1828 * of the map either.
1632 */ 1829 */
1633 1830
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1831 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; 1832 {
1833 if (j)
1834 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1835 hit_map (op, j, op->attacktype, 1);
1637 1836
1638 } 1837 }
1639 1838
1640 /* insert the other arch */ 1839 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 {
1642 new_ob = arch_to_object(op->other_arch); 1842 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1843 new_ob->x = hx;
1644 new_ob->y = hy; 1844 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1845 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1846 }
1647 } 1847 }
1648 1848
1649 /* restore to the center location and damage*/ 1849 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1850 op->stats.dam = dam_save;
1651 1851
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1653 1853
1654 if(i>=0) { /* we have a preferred direction! */ 1854 if (i >= 0)
1855 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1856 /* 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 || 1857 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))) { 1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1861 }
1660 op->direction=i; 1862 op->direction = i;
1661 } 1863 }
1662} 1864}
1663 1865
1664 1866
1665/* move_swarm_spell: peterm 1867/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1870 * 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 1871 * 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. 1872 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1873 */
1672 1874
1875void
1673void move_swarm_spell(object *op) 1876move_swarm_spell (object *op)
1674{ 1877{
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 1878#if 0
1697 // this is bogus: it causes wrong places to be checked below 1879 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 1880 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 1881 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1882 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1883 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 1884#endif
1885 int basedir;
1886 object *owner;
1744 1887
1888 owner = get_owner (op);
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 }
1895 op->duration--;
1896
1897 basedir = op->direction;
1898 if (basedir == 0)
1899 {
1900 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8);
1902 }
1903
1904#if 0
1905 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space.
1909 // should be fixed later, but correctness before featurs...
1910 // (schmorp)
1911
1912 /* new offset calculation to make swarm element distribution
1913 * more uniform
1914 */
1915 if (op->duration)
1916 {
1917 if (basedir & 1)
1918 {
1919 adjustdir = cardinal_adjust[rndm (0, 8)];
1920 }
1921 else
1922 {
1923 adjustdir = diagonal_adjust[rndm (0, 9)];
1924 }
1925 }
1926 else
1927 {
1928 adjustdir = 0; /* fire the last one from forward. */
1929 }
1930
1931 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1932 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1933
1934 /* back up one space so we can hit point-blank targets, but this
1935 * necessitates extra out_of_map check below
1936 */
1937 origin_x = target_x - freearr_x[basedir];
1938 origin_y = target_y - freearr_y[basedir];
1939
1940
1745 /* spell pointer is set up for the spell this casts. Since this 1941 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1942 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1943 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1944 * do some sanity checking anyways.
1749 */ 1945 */
1946
1947 if (op->spell && op->spell->type == SPELL &&
1948 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1949 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1950 {
1951
1952 /* Bullet spells have a bunch more customization that needs to be done */
1953 if (op->spell->subtype == SP_BULLET)
1954 fire_bullet (owner, op, basedir, op->spell);
1955 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1956 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1957 }
1958#endif
1959
1960 /* spell pointer is set up for the spell this casts. Since this
1961 * should just be a pointer to the spell in some inventory,
1962 * it is unlikely to disappear by the time we need it. However,
1963 * do some sanity checking anyways.
1964 */
1965
1751 if (op->spell && op->spell->type == SPELL) 1966 if (op->spell && op->spell->type == SPELL)
1752 { 1967 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1968 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1969 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1970 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1971 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1973 }
1759} 1974}
1760 1975
1761 1976
1762 1977
1763 1978
1771 * dir: the direction everything will be fired in 1986 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1987 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1988 * n: the number to be fired.
1774 */ 1989 */
1775 1990
1991int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1992fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1993{
1778 object *tmp; 1994 object *tmp;
1779 int i; 1995 int i;
1780 1996
1781 if (!spell->other_arch) return 0; 1997 if (!spell->other_arch)
1998 return 0;
1782 1999
1783 tmp=get_archetype(SWARM_SPELL); 2000 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 2001 tmp->x = op->x;
1785 tmp->y=op->y; 2002 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 2004 set_spell_skill (op, caster, spell, tmp);
1788 2005
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 2007 tmp->spell = arch_to_object (spell->other_arch);
1791 2008
1792 tmp->attacktype = tmp->spell->attacktype; 2009 tmp->attacktype = tmp->spell->attacktype;
1793 2010
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
1795 if ( ! tailor_god_spell (tmp, op)) 2013 if (!tailor_god_spell (tmp, op))
1796 return 1; 2014 return 1;
1797 } 2015 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 2016 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 2017 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 2019
1802 tmp->direction=dir; 2020 tmp->direction = dir;
1803 tmp->invisible=1; 2021 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 2022 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 2023 return 1;
1806} 2024}
1807 2025
1808 2026
1809/* See the spells documentation file for why this is its own 2027/* See the spells documentation file for why this is its own
1810 * function. 2028 * function.
1811 */ 2029 */
2030int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2031cast_light (object *op, object *caster, object *spell, int dir)
2032{
1813 object *target=NULL,*tmp=NULL; 2033 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2034 sint16 x, y;
1815 int dam, mflags; 2035 int dam, mflags;
1816 mapstruct *m; 2036 mapstruct *m;
1817 2037
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2039
1820 if(!dir) { 2040 if (!dir)
2041 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2043 return 0;
1823 } 2044 }
1824 2045
1825 x=op->x+freearr_x[dir]; 2046 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2047 y = op->y + freearr_y[dir];
1827 m = op->map; 2048 m = op->map;
1828 2049
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2050 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2051
1831 if (mflags & P_OUT_OF_MAP) { 2052 if (mflags & P_OUT_OF_MAP)
2053 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2055 return 0;
1834 } 2056 }
1835 2057
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2058 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2060 for (target = get_map_ob (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2063 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2064 if (target->head)
2065 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2066 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2067 return 1; /* one success only! */
2068 }
1843 } 2069 }
1844 }
1845 2070
1846 /* no live target, perhaps a wall is in the way? */ 2071 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2075 return 0;
1850 } 2076 }
1851 2077
1852 /* ok, looks groovy to just insert a new light on the map */ 2078 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2079 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2080 if (!tmp)
2081 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2083 return 0;
1857 } 2084 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2086 if (tmp->glow_radius)
2087 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2088 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; 2089 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2091 }
1863 tmp->x=x; 2092 tmp->x = x;
1864 tmp->y=y; 2093 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2094 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2095 return 1;
1867} 2096}
1868 2097
1869 2098
1870 2099
1871 2100
1874 * op is the player/monster, caster is the object, dir is the direction 2103 * 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 2104 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2105 * perhaps this should actually be in disease.c?
1877 */ 2106 */
1878 2107
2108int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2109cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{
1880 sint16 x,y; 2111 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2112 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2113 object *walk;
1883 mapstruct *m; 2114 mapstruct *m;
1884 2115
1885 x = op->x; 2116 x = op->x;
1886 y = op->y; 2117 y = op->y;
1887 2118
1888 /* If casting from a scroll, no direction will be available, so refer to the 2119 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2120 * direction the player is pointing.
1890 */ 2121 */
2122 if (!dir)
1891 if (!dir) dir=op->facing; 2123 dir = op->facing;
2124 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2125 return 0; /* won't find anything if casting on ourself, so just return */
1893 2126
1894 /* Calculate these once here */ 2127 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2128 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2129 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2130 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2131
1899 /* search in a line for a victim */ 2132 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2133 for (i = 1; i < range; i++)
2134 {
1901 x = op->x + i * freearr_x[dir]; 2135 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2136 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2137 m = op->map;
1904 2138
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2139 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2140
1907 if (mflags & P_OUT_OF_MAP) return 0; 2141 if (mflags & P_OUT_OF_MAP)
2142 return 0;
1908 2143
1909 /* don't go through walls - presume diseases are airborne */ 2144 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2145 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2146 return 0;
1911 2147
1912 /* Only bother looking on this space if there is something living here */ 2148 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2149 if (mflags & P_IS_ALIVE)
2150 {
1914 /* search this square for a victim */ 2151 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2152 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 */ 2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2155 object *disease = arch_to_object (spell->other_arch);
1918 2156
1919 set_owner(disease,op); 2157 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2158 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2159 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2160 disease->level = caster_level (caster, spell);
1923 2161
1924 /* do level adjustments */ 2162 /* do level adjustments */
1925 if(disease->stats.wc) 2163 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2164 disease->stats.wc += dur_mod / 2;
1927 2165
1928 if(disease->magic> 0) 2166 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2167 disease->magic += dur_mod / 4;
1930 2168
1931 if(disease->stats.maxhp>0) 2169 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2170 disease->stats.maxhp += dur_mod;
1933 2171
1934 if(disease->stats.maxgrace>0) 2172 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2173 disease->stats.maxgrace += dur_mod;
1936 2174
1937 if(disease->stats.dam) { 2175 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2176 {
1939 disease->stats.dam += dam_mod; 2177 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2178 disease->stats.dam += dam_mod;
1941 } 2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
1942 2182
1943 if(disease->last_sp) { 2183 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2184 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2185 disease->last_sp -= 2 * dam_mod;
1946 } 2186 if (disease->last_sp < 1)
2187 disease->last_sp = 1;
2188 }
1947 2189
1948 if(disease->stats.maxsp) { 2190 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2191 {
1950 disease->stats.maxsp += dam_mod; 2192 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2193 disease->stats.maxsp += dam_mod;
1952 } 2194 else
1953 2195 disease->stats.maxsp -= dam_mod;
2196 }
2197
1954 if(disease->stats.ac) 2198 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2199 disease->stats.ac += dam_mod;
1956 2200
1957 if(disease->last_eat) 2201 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2202 disease->last_eat -= dam_mod;
1959 2203
1960 if(disease->stats.hp) 2204 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2205 disease->stats.hp -= dam_mod;
1962 2206
1963 if(disease->stats.sp) 2207 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2208 disease->stats.sp -= dam_mod;
1965 2209
1966 if(infect_object(walk,disease,1)) { 2210 if (infect_object (walk, disease, 1))
2211 {
1967 object *flash; /* visual effect for inflicting disease */ 2212 object *flash; /* visual effect for inflicting disease */
1968 2213
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2215
1971 free_object(disease); /* don't need this one anymore */ 2216 free_object (disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2217 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2218 flash->x = x;
1974 flash->y = y; 2219 flash->y = y;
1975 flash->map = walk->map; 2220 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2221 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2222 return 1;
1978 } 2223 }
1979 free_object(disease); 2224 free_object (disease);
1980 } 2225 }
1981 } /* if living creature */ 2226 } /* if living creature */
1982 } /* for range of spaces */ 2227 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2229 return 1;
1985} 2230}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines