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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.8 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 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 1.8 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 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
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)
135 return; 146 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 copy_object(tmp,new_bolt); 153 copy_object (tmp, new_bolt);
143 154
144 /* reduce chances of subsequent forking */ 155 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10; 156 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1; 159 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir; 160 new_bolt->direction = t_dir;
150 new_bolt->duration++; 161 new_bolt->duration++;
151 new_bolt->x=sx; 162 new_bolt->x = sx;
152 new_bolt->y=sy; 163 new_bolt->y = sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 165 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 166 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 167 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
158 update_turn_face(new_bolt); 169 update_turn_face (new_bolt);
159} 170}
160 171
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 172/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 173 * and checks for various things that may stop it.
163 */ 174 */
164 175
176void
165void move_bolt(object *op) { 177move_bolt (object *op)
178{
166 object *tmp; 179 object *tmp;
167 int mflags; 180 int mflags;
168 sint16 x, y; 181 sint16 x, y;
169 mapstruct *m; 182 mapstruct *m;
170 183
171 if(--(op->duration)<0) { 184 if (--(op->duration) < 0)
185 {
172 remove_ob(op); 186 remove_ob (op);
173 free_object(op); 187 free_object (op);
188 return;
189 }
190 hit_map (op, 0, op->attacktype, 1);
191
192 if (!op->direction)
193 return;
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)
174 return; 207 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180 208
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */ 209 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects 210 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns 211 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 212 * will be useful.
195 */ 213 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || 214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { 215 {
198 216
199 if(!QUERY_FLAG(op, FLAG_REFLECTING)) 217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
200 return; 218 return;
201 219
202 /* Since walls don't run diagonal, if the bolt is in 220 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 221 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 222 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling 223 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south 224 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces 225 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest. 226 * to the southwest.
209 */ 227 */
210 if(op->direction&1) 228 if (op->direction & 1)
211 op->direction=absdir(op->direction+4); 229 op->direction = absdir (op->direction + 4);
212 else { 230 else
231 {
213 int left, right; 232 int left, right;
214 int mflags; 233 int mflags;
215 234
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 236 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 237 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 238 * op->direction-1 or op->direction+1 does not exist.
220 */ 239 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], 240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y); 241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223 242
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 244
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], 245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y); 246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); 247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 248
230 if(left==right) 249 if (left == right)
231 op->direction=absdir(op->direction+4); 250 op->direction = absdir (op->direction + 4);
232 else if(left) 251 else if (left)
233 op->direction=absdir(op->direction+2); 252 op->direction = absdir (op->direction + 2);
234 else if(right) 253 else if (right)
235 op->direction=absdir(op->direction-2); 254 op->direction = absdir (op->direction - 2);
236 } 255 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ 256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return; 257 return;
239 } 258 }
259 else
240 else { /* Create a copy of this object and put it ahead */ 260 { /* Create a copy of this object and put it ahead */
241 tmp=get_object(); 261 tmp = get_object ();
242 copy_object(op,tmp); 262 copy_object (op, tmp);
243 tmp->speed_left= -0.1; 263 tmp->speed_left = -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0); 265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
246 /* 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 */
247 tmp->duration++; 267 tmp->duration++;
248 268
249 /* New forking code. Possibly create forks of this object 269 /* New forking code. Possibly create forks of this object
250 * going off in other directions. 270 * going off in other directions.
251 */ 271 */
252 272
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 273 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */
254 forklightning(op,tmp); 275 forklightning (op, tmp);
255 } 276 }
256 /* 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
257 * doesn't create any bolts that continue to move onward. 278 * doesn't create any bolts that continue to move onward.
258 */ 279 */
259 op->range = 0; 280 op->range = 0;
260 } /* copy object and move it along */ 281 } /* copy object and move it along */
261 } /* if move bolt along */ 282 } /* if move bolt along */
262} 283}
263 284
264/* fire_bolt 285/* fire_bolt
265 * object op (cast from caster) files a bolt in dir. 286 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt. 287 * spob is the spell object for the bolt.
268 * spob->attacktype. 289 * spob->attacktype.
269 * This function sets up the appropriate owner and skill 290 * This function sets up the appropriate owner and skill
270 * pointers. 291 * pointers.
271 */ 292 */
272 293
294int
273int 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{
274 object *tmp=NULL; 297 object *tmp = NULL;
275 int mflags; 298 int mflags;
276 299
277 if (!spob->other_arch) 300 if (!spob->other_arch)
278 return 0; 301 return 0;
279 302
280 tmp=arch_to_object(spob->other_arch); 303 tmp = arch_to_object (spob->other_arch);
281 if(tmp==NULL) 304 if (tmp == NULL)
282 return 0; 305 return 0;
283 306
284 /* peterm: level dependency for bolts */ 307 /* peterm: level dependency for bolts */
285 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);
286 tmp->attacktype = spob->attacktype; 309 tmp->attacktype = spob->attacktype;
310 if (spob->slaying)
287 if (spob->slaying) tmp->slaying = spob->slaying; 311 tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
290 tmp->stats.Dex = spob->stats.Dex; 314 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con; 315 tmp->stats.Con = spob->stats.Con;
292 316
293 tmp->direction=dir; 317 tmp->direction = dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir); 319 SET_ANIMATION (tmp, dir);
296 320
297 set_owner(tmp,op); 321 set_owner (tmp, op);
298 set_spell_skill(op, caster, spob, tmp); 322 set_spell_skill (op, caster, spob, tmp);
299 323
300 tmp->x=op->x + DIRX(tmp); 324 tmp->x = op->x + DIRX (tmp);
301 tmp->y=op->y + DIRY(tmp); 325 tmp->y = op->y + DIRY (tmp);
302 tmp->map = op->map; 326 tmp->map = op->map;
303 327
304 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);
305 if (mflags & P_OUT_OF_MAP) { 329 if (mflags & P_OUT_OF_MAP)
330 {
306 free_object(tmp); 331 free_object (tmp);
307 return 0; 332 return 0;
308 } 333 }
309 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 {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
311 free_object(tmp); 338 free_object (tmp);
312 return 0; 339 return 0;
313 } 340 }
314 tmp->x=op->x; 341 tmp->x = op->x;
315 tmp->y=op->y; 342 tmp->y = op->y;
316 tmp->direction=absdir(tmp->direction+4); 343 tmp->direction = absdir (tmp->direction + 4);
317 tmp->map = op->map; 344 tmp->map = op->map;
318 } 345 }
319 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)
320 move_bolt (tmp); 347 move_bolt (tmp);
321 return 1; 348 return 1;
322} 349}
323 350
324 351
325 352
326/*************************************************************************** 353/***************************************************************************
331 358
332/* expands an explosion. op is a piece of the 359/* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions. 360 * explosion - this expans it in the different directions.
334 * At least that is what I think this does. 361 * At least that is what I think this does.
335 */ 362 */
363void
336void explosion(object *op) { 364explosion (object *op)
365{
337 object *tmp; 366 object *tmp;
338 mapstruct *m=op->map; 367 mapstruct *m = op->map;
339 int i; 368 int i;
340 369
341 if(--(op->duration)<0) { 370 if (--(op->duration) < 0)
371 {
342 remove_ob(op); 372 remove_ob (op);
343 free_object(op); 373 free_object (op);
344 return; 374 return;
345 } 375 }
346 hit_map(op,0,op->attacktype,0); 376 hit_map (op, 0, op->attacktype, 0);
347 377
348 if(op->range>0) { 378 if (op->range > 0)
379 {
349 for(i=1;i<9;i++) { 380 for (i = 1; i < 9; i++)
381 {
350 sint16 dx,dy; 382 sint16 dx, dy;
351 383
352 dx=op->x+freearr_x[i]; 384 dx = op->x + freearr_x[i];
353 dy=op->y+freearr_y[i]; 385 dy = op->y + freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls, 386 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc. 387 * out of map, etc.
356 */ 388 */
357 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))
390 {
358 tmp=get_object(); 391 tmp = get_object ();
359 copy_object(op,tmp); 392 copy_object (op, tmp);
360 tmp->state=0; 393 tmp->state = 0;
361 tmp->speed_left= -0.21; 394 tmp->speed_left = -0.21;
362 tmp->range--; 395 tmp->range--;
363 tmp->value=0; 396 tmp->value = 0;
364 tmp->x=dx; 397 tmp->x = dx;
365 tmp->y=dy; 398 tmp->y = dy;
366 insert_ob_in_map(tmp,m,op,0); 399 insert_ob_in_map (tmp, m, op, 0);
367 } 400 }
368 } 401 }
369 } 402 }
370} 403}
371 404
372 405
373/* Causes an object to explode, eg, a firebullet, 406/* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to 407 * poison cloud ball, etc. op is the object to
375 * explode. 408 * explode.
376 */ 409 */
410void
377void explode_bullet(object *op) 411explode_bullet (object *op)
378{ 412{
379 tag_t op_tag = op->count; 413 tag_t op_tag = op->count;
380 object *tmp, *owner; 414 object *tmp, *owner;
381 415
382 if (op->other_arch == NULL) { 416 if (op->other_arch == NULL)
417 {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op);
420 free_object (op);
421 return;
422 }
423
424 if (op->env)
425 {
426 object *env;
427
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
384 remove_ob (op); 432 remove_ob (op);
385 free_object (op); 433 free_object (op);
434 return;
435 }
436 remove_ob (op);
437 op->x = env->x;
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
441 else if (out_of_map (op->map, op->x, op->y))
442 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op);
445 free_object (op);
446 return;
447 }
448
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 {
454 remove_ob (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))
386 return; 463 return;
387 } 464 }
388 465
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */ 466 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch); 467 tmp = arch_to_object (op->other_arch);
428 468
429 copy_owner (tmp, op); 469 copy_owner (tmp, op);
430 tmp->skill = op->skill; 470 tmp->skill = op->skill;
431 471
432 owner = get_owner(op); 472 owner = get_owner (op);
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
434 !tailor_god_spell(tmp, owner)) { 474 {
435 remove_ob (op); 475 remove_ob (op);
436 free_object (op); 476 free_object (op);
437 return; 477 return;
438 } 478 }
439 tmp->x = op->x; 479 tmp->x = op->x;
440 tmp->y = op->y; 480 tmp->y = op->y;
441 481
442 /* special for bombs - it actually has sane values for these */ 482 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 {
444 tmp->attacktype = op->attacktype; 485 tmp->attacktype = op->attacktype;
445 tmp->range = op->range; 486 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam; 487 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration; 488 tmp->duration = op->duration;
448 } else { 489 }
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 490 else
491 {
492 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC;
450 /* Spell doc describes what is going on here */ 494 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier; 495 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp; 496 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp; 497 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell - 498 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine. 499 * the count of the parent should work fine.
456 */ 500 */
457 tmp->stats.maxhp = op->count; 501 tmp->stats.maxhp = op->count;
458 } 502 }
459 503
460 /* Set direction of cone explosion */ 504 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 505 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction; 506 tmp->stats.sp = op->direction;
463 507
464 /* Prevent recursion */ 508 /* Prevent recursion */
465 op->move_on = 0; 509 op->move_on = 0;
466 510
467 insert_ob_in_map(tmp, op->map, op, 0); 511 insert_ob_in_map (tmp, op->map, op, 0);
468 /* remove the firebullet */ 512 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) { 513 if (!was_destroyed (op, op_tag))
514 {
470 remove_ob (op); 515 remove_ob (op);
471 free_object (op); 516 free_object (op);
472 } 517 }
473} 518}
474 519
475 520
476 521
477/* checks to see what op should do, given the space it is on 522/* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc) 523 * (eg, explode, damage player, etc)
479 */ 524 */
480 525
526void
481void check_bullet(object *op) 527check_bullet (object *op)
482{ 528{
483 tag_t op_tag = op->count, tmp_tag; 529 tag_t op_tag = op->count, tmp_tag;
484 object *tmp; 530 object *tmp;
485 int dam, mflags; 531 int dam, mflags;
486 mapstruct *m; 532 mapstruct *m;
487 sint16 sx, sy; 533 sint16 sx, sy;
488 534
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
490 536
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
492 return; 538 return;
493 539
494 if (op->other_arch) { 540 if (op->other_arch)
541 {
495 /* explode object will also remove op */ 542 /* explode object will also remove op */
496 explode_bullet (op); 543 explode_bullet (op);
497 return; 544 return;
498 } 545 }
499 546
500 /* If nothing alive on this space, no reason to do anything further */ 547 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return; 548 if (!(mflags & P_IS_ALIVE))
549 return;
502 550
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
504 { 552 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 {
506 tmp_tag = tmp->count; 555 tmp_tag = tmp->count;
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
509 || (op->stats.dam -= dam) < 0)
510 { 558 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 559 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 {
512 remove_ob (op); 561 remove_ob (op);
513 free_object(op); 562 free_object (op);
514 return; 563 return;
515 } 564 }
516 } 565 }
517 } 566 }
518 } 567 }
519} 568}
523 * call check_bullet. 572 * call check_bullet.
524 * This function is only applicable to bullets, but not to all 573 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts). 574 * fired arches (eg, bolts).
526 */ 575 */
527 576
577void
528void move_bullet(object *op) 578move_bullet (object *op)
529{ 579{
530 sint16 new_x, new_y; 580 sint16 new_x, new_y;
531 int mflags; 581 int mflags;
532 mapstruct *m; 582 mapstruct *m;
533 583
534#if 0 584#if 0
535 /* We need a better general purpose way to do this */ 585 /* We need a better general purpose way to do this */
536 586
537 /* peterm: added to make comet leave a trail of burnouts 587 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */ 588 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) { 589 if (op->stats.sp == SP_METEOR)
590 {
540 replace_insert_ob_in_map("fire_trail",op); 591 replace_insert_ob_in_map ("fire_trail", op);
541 if (was_destroyed (op, op_tag)) 592 if (was_destroyed (op, op_tag))
542 return; 593 return;
543 } /* end addition. */ 594 } /* end addition. */
544#endif 595#endif
545 596
546 /* Reached the end of its life - remove it */ 597 /* Reached the end of its life - remove it */
547 if (--op->range <=0) { 598 if (--op->range <= 0)
599 {
548 if (op->other_arch) { 600 if (op->other_arch)
601 {
549 explode_bullet (op); 602 explode_bullet (op);
603 }
550 } else { 604 else
605 {
551 remove_ob (op); 606 remove_ob (op);
552 free_object (op); 607 free_object (op);
553 } 608 }
554 return; 609 return;
555 } 610 }
556 611
557 new_x = op->x + DIRX(op); 612 new_x = op->x + DIRX (op);
558 new_y = op->y + DIRY(op); 613 new_y = op->y + DIRY (op);
559 m = op->map; 614 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
561 616
562 if (mflags & P_OUT_OF_MAP) { 617 if (mflags & P_OUT_OF_MAP)
618 {
563 remove_ob (op); 619 remove_ob (op);
564 free_object (op); 620 free_object (op);
565 return; 621 return;
566 } 622 }
567 623
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 {
569 if (op->other_arch) { 626 if (op->other_arch)
627 {
570 explode_bullet (op); 628 explode_bullet (op);
629 }
571 } else { 630 else
631 {
572 remove_ob (op); 632 remove_ob (op);
573 free_object (op); 633 free_object (op);
574 } 634 }
575 return; 635 return;
576 } 636 }
577 637
578 remove_ob (op); 638 remove_ob (op);
579 op->x = new_x; 639 op->x = new_x;
580 op->y = new_y; 640 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
582 return; 642 return;
583 643
584 if (reflwall (op->map, op->x, op->y, op)) { 644 if (reflwall (op->map, op->x, op->y, op))
645 {
585 op->direction = absdir (op->direction + 4); 646 op->direction = absdir (op->direction + 4);
586 update_turn_face (op); 647 update_turn_face (op);
587 } else { 648 }
649 else
650 {
588 check_bullet (op); 651 check_bullet (op);
589 } 652 }
590} 653}
591 654
592 655
593 656
599 * spob->attacktype. 662 * spob->attacktype.
600 * This function sets up the appropriate owner and skill 663 * This function sets up the appropriate owner and skill
601 * pointers. 664 * pointers.
602 */ 665 */
603 666
667int
604int fire_bullet(object *op,object *caster,int dir,object *spob) { 668fire_bullet (object *op, object *caster, int dir, object *spob)
669{
605 object *tmp=NULL; 670 object *tmp = NULL;
606 int mflags; 671 int mflags;
607 672
608 if (!spob->other_arch) 673 if (!spob->other_arch)
609 return 0; 674 return 0;
610 675
611 tmp=arch_to_object(spob->other_arch); 676 tmp = arch_to_object (spob->other_arch);
612 if(tmp==NULL) 677 if (tmp == NULL)
613 return 0; 678 return 0;
614 679
615 /* peterm: level dependency for bolts */ 680 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
617 tmp->attacktype = spob->attacktype; 682 tmp->attacktype = spob->attacktype;
683 if (spob->slaying)
618 if (spob->slaying) tmp->slaying = spob->slaying; 684 tmp->slaying = spob->slaying;
619 685
620 tmp->range = 50; 686 tmp->range = 50;
621 687
622 /* Need to store duration/range for the ball to use */ 688 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 689 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 690 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 691 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
626 692
627 tmp->direction=dir; 693 tmp->direction = dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir); 695 SET_ANIMATION (tmp, dir);
630 696
631 set_owner(tmp,op); 697 set_owner (tmp, op);
632 set_spell_skill(op, caster, spob, tmp); 698 set_spell_skill (op, caster, spob, tmp);
633 699
634 tmp->x=op->x + freearr_x[dir]; 700 tmp->x = op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir]; 701 tmp->y = op->y + freearr_y[dir];
636 tmp->map = op->map; 702 tmp->map = op->map;
637 703
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) { 705 if (mflags & P_OUT_OF_MAP)
706 {
640 free_object(tmp); 707 free_object (tmp);
641 return 0; 708 return 0;
642 } 709 }
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 {
645 free_object(tmp); 714 free_object (tmp);
646 return 0; 715 return 0;
647 } 716 }
648 tmp->x=op->x; 717 tmp->x = op->x;
649 tmp->y=op->y; 718 tmp->y = op->y;
650 tmp->direction=absdir(tmp->direction+4); 719 tmp->direction = absdir (tmp->direction + 4);
651 tmp->map = op->map; 720 tmp->map = op->map;
652 } 721 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
723 {
654 check_bullet (tmp); 724 check_bullet (tmp);
655 } 725 }
656 return 1; 726 return 1;
657} 727}
658 728
659 729
660 730
661 731
665 * 735 *
666 *****************************************************************************/ 736 *****************************************************************************/
667 737
668 738
669/* drops an object based on what is in the cone's "other_arch" */ 739/* drops an object based on what is in the cone's "other_arch" */
740void
670void cone_drop(object *op) { 741cone_drop (object *op)
742{
671 object *new_ob = arch_to_object(op->other_arch); 743 object *new_ob = arch_to_object (op->other_arch);
672 744
673 new_ob->x = op->x; 745 new_ob->x = op->x;
674 new_ob->y = op->y; 746 new_ob->y = op->y;
675 new_ob->level = op->level; 747 new_ob->level = op->level;
676 set_owner(new_ob,op->owner); 748 set_owner (new_ob, op->owner);
677 749
678 /* preserve skill ownership */ 750 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) { 751 if (op->skill && op->skill != new_ob->skill)
752 {
680 new_ob->skill = op->skill; 753 new_ob->skill = op->skill;
681 } 754 }
682 insert_ob_in_map(new_ob,op->map,op,0); 755 insert_ob_in_map (new_ob, op->map, op, 0);
683 756
684} 757}
685 758
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 759/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 760
761void
688void move_cone(object *op) { 762move_cone (object *op)
763{
689 int i; 764 int i;
690 tag_t tag; 765 tag_t tag;
691 766
692 /* if no map then hit_map will crash so just ignore object */ 767 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 768 if (!op->map)
769 {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n", 770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
695 op->name ? &op->name : "unknown");
696 op->speed = 0; 771 op->speed = 0;
697 update_ob_speed (op); 772 update_ob_speed (op);
698 return; 773 return;
699 } 774 }
700 775
701 /* lava saves it's life, but not yours :) */ 776 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 777 if (QUERY_FLAG (op, FLAG_LIFESAVE))
778 {
703 hit_map(op,0,op->attacktype,0); 779 hit_map (op, 0, op->attacktype, 0);
704 return; 780 return;
705 } 781 }
706 782
707#if 0 783#if 0
708 /* Disable this - enabling it makes monsters easier, as 784 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 785 * when their cone dies when they die.
710 */ 786 */
711 /* If no owner left, the spell dies out. */ 787 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 788 if (get_owner (op) == NULL)
789 {
713 remove_ob(op); 790 remove_ob (op);
714 free_object(op); 791 free_object (op);
715 return; 792 return;
716 } 793 }
717#endif 794#endif
718 795
719 tag = op->count; 796 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 797 hit_map (op, 0, op->attacktype, 0);
721 798
722 /* Check to see if we should push anything. 799 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 800 * Spell objects with weight push whatever they encounter to some
724 * degree. 801 * degree.
725 */ 802 */
803 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 804 check_spell_knockback (op);
727 805
728 if (was_destroyed (op, tag)) 806 if (was_destroyed (op, tag))
729 return; 807 return;
730 808
731 if((op->duration--)<0) { 809 if ((op->duration--) < 0)
810 {
732 remove_ob(op); 811 remove_ob (op);
733 free_object(op); 812 free_object (op);
734 return; 813 return;
735 } 814 }
736 /* Object has hit maximum range, so don't have it move 815 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 816 * any further. When the duration above expires,
738 * then the object will get removed. 817 * then the object will get removed.
739 */ 818 */
740 if (--op->range < 0) { 819 if (--op->range < 0)
820 {
741 op->range=0; /* just so it doesn't wrap */ 821 op->range = 0; /* just so it doesn't wrap */
742 return; 822 return;
743 } 823 }
744 824
745 for(i= -1;i<2;i++) { 825 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 826 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 828
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 829 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 {
750 object *tmp=get_object(); 831 object *tmp = get_object ();
832
751 copy_object(op, tmp); 833 copy_object (op, tmp);
752 tmp->x=x; 834 tmp->x = x;
753 tmp->y=y; 835 tmp->y = y;
754 836
755 tmp->duration = op->duration + 1; 837 tmp->duration = op->duration + 1;
756 838
757 /* Use for spell tracking - see ok_to_put_more() */ 839 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 840 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 841 insert_ob_in_map (tmp, op->map, op, 0);
760 if (tmp->other_arch) cone_drop(tmp); 842 if (tmp->other_arch)
843 cone_drop (tmp);
761 } 844 }
762 } 845 }
763} 846}
764 847
765/* cast_cone: casts a cone spell. 848/* cast_cone: casts a cone spell.
768 * dir: direction to fire in. 851 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 852 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 853 * to fire.
771 * returns 0 on failure, 1 on success. 854 * returns 0 on failure, 1 on success.
772 */ 855 */
856int
773int cast_cone(object *op, object *caster,int dir, object *spell) 857cast_cone (object *op, object *caster, int dir, object *spell)
774{ 858{
775 object *tmp; 859 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 860 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 861 mapstruct *m;
778 sint16 sx, sy; 862 sint16 sx, sy;
779 MoveType movetype; 863 MoveType movetype;
780 864
781 if (!spell->other_arch) return 0; 865 if (!spell->other_arch)
866 return 0;
782 867
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && 868 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
784 op->attacktype & AT_TURN_UNDEAD) { 869 {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!"); 870 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
787 return 0; 871 return 0;
788 } 872 }
789 873
790 if(!dir) { 874 if (!dir)
875 {
791 range_min= 0; 876 range_min = 0;
792 range_max=8; 877 range_max = 8;
793 } 878 }
794 879
795 /* Need to know what the movetype of the object we are about 880 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 881 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 882 * insert it into is blocked.
798 */ 883 */
799 movetype = spell->other_arch->clone.move_type; 884 movetype = spell->other_arch->clone.move_type;
800 885
801 for(i=range_min;i<=range_max;i++) { 886 for (i = range_min; i <= range_max; i++)
887 {
802 sint16 x,y, d; 888 sint16 x, y, d;
803 889
804 /* We can't use absdir here, because it never returns 890 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 891 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 892 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 893 * to hit that person.
808 */ 894 */
809 d = dir + i; 895 d = dir + i;
810 while (d < 0) d+=8; 896 while (d < 0)
897 d += 8;
811 while (d > 8) d-=8; 898 while (d > 8)
899 d -= 8;
812 900
813 /* If it's not a rune, we don't want to blast the caster. 901 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 902 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 903 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 904 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 905 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 906 * for the rune code.
819 */ 907 */
820 if (caster->type != RUNE && d==0) { 908 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8;
822 else continue;
823 } 909 {
824 910 if (dir != 0)
825 x = op->x+freearr_x[d]; 911 d = 8;
826 y = op->y+freearr_y[d]; 912 else
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 913 continue;
914 }
830 915
916 x = op->x + freearr_x[d];
917 y = op->y + freearr_y[d];
918
919 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
920 continue;
921
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 923 continue;
833 924
834 success=1; 925 success = 1;
835 tmp=arch_to_object(spell->other_arch); 926 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 927 set_owner (tmp, op);
837 set_spell_skill(op, caster, spell, tmp); 928 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 929 tmp->level = caster_level (caster, spell);
839 tmp->x = sx; 930 tmp->x = sx;
840 tmp->y = sy; 931 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 932 tmp->attacktype = spell->attacktype;
842 933
843 /* holy word stuff */ 934 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0;
846 } 936 {
937 if (!tailor_god_spell (tmp, op))
938 return 0;
847 939 }
940
848 if(dir) 941 if (dir)
849 tmp->stats.sp=dir; 942 tmp->stats.sp = dir;
850 else 943 else
851 tmp->stats.sp=i; 944 tmp->stats.sp = i;
852 945
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 947
855 /* 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 */
856 if (dir == 0) { 949 if (dir == 0)
950 {
857 tmp->range /= 4; 951 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 952 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2;
859 } 954 }
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 957
863 /* Special bonus for fear attacks */ 958 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 959 if (tmp->attacktype & AT_FEAR)
960 {
961 if (caster->type == PLAYER)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 962 tmp->duration += fear_bonus[caster->stats.Cha];
866 else 963 else
867 tmp->duration += caster->level/3; 964 tmp->duration += caster->level / 3;
868 } 965 }
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 {
968 if (caster->type == PLAYER)
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 969 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
871 else 970 else
872 tmp->duration += caster->level/3; 971 tmp->duration += caster->level / 3;
873 } 972 }
874 973
875 974
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 975 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
878 &spell->other_arch->name);
879 977
880 if (!tmp->move_on && tmp->stats.dam) { 978 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 } 979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
981 }
885 insert_ob_in_map(tmp,m,op,0); 982 insert_ob_in_map (tmp, m, op, 0);
886 983
887 /* This is used for tracking spells so that one effect doesn't hit 984 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 985 * a single space too many times.
889 */ 986 */
890 tmp->stats.maxhp = tmp->count; 987 tmp->stats.maxhp = tmp->count;
891 988
892 if(tmp->other_arch) cone_drop(tmp); 989 if (tmp->other_arch)
990 cone_drop (tmp);
893 } 991 }
894 return success; 992 return success;
895} 993}
896 994
897/**************************************************************************** 995/****************************************************************************
898 * 996 *
899 * BOMB related code 997 * BOMB related code
902 1000
903 1001
904/* This handles an exploding bomb. 1002/* This handles an exploding bomb.
905 * op is the original bomb object. 1003 * op is the original bomb object.
906 */ 1004 */
1005void
907void animate_bomb(object *op) { 1006animate_bomb (object *op)
1007{
908 int i; 1008 int i;
909 object *env, *tmp; 1009 object *env, *tmp;
910 archetype *at; 1010 archetype *at;
911 1011
912 if(op->state!=NUM_ANIMATIONS(op)-1) 1012 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return;
1014
1015
1016 env = object_get_env_recursive (op);
1017
1018 if (op->env)
1019 {
1020 if (env->map == NULL)
913 return; 1021 return;
914 1022
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER) 1023 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count); 1024 esrv_del_item (env->contr, op->count);
924 1025
925 remove_ob(op); 1026 remove_ob (op);
926 op->x = env->x; 1027 op->x = env->x;
927 op->y = env->y; 1028 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return; 1030 return;
940 } 1031 }
941 1032
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 {
1038 remove_ob (op);
1039 free_object (op);
1040 return;
1041 }
1042
942 /* This copies a lot of the code from the fire bullet, 1043 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible, 1044 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values. 1045 * so just set up the appropriate values.
945 */ 1046 */
946 at = find_archetype(SPLINT); 1047 at = find_archetype (SPLINT);
947 if (at) { 1048 if (at)
1049 {
948 for(i=1;i<9;i++) { 1050 for (i = 1; i < 9; i++)
1051 {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue; 1053 continue;
951 tmp = arch_to_object(at); 1054 tmp = arch_to_object (at);
952 tmp->direction = i; 1055 tmp->direction = i;
953 tmp->range = op->range; 1056 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam; 1057 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration; 1058 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype; 1059 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op); 1060 copy_owner (tmp, op);
958 if(op->skill && op->skill != tmp->skill) { 1061 if (op->skill && op->skill != tmp->skill)
1062 {
959 tmp->skill = op->skill; 1063 tmp->skill = op->skill;
960 } 1064 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i); 1066 SET_ANIMATION (tmp, i);
963 tmp->x = op->x + freearr_x[i]; 1067 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i]; 1068 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0); 1069 insert_ob_in_map (tmp, op->map, op, 0);
966 move_bullet(tmp); 1070 move_bullet (tmp);
967 } 1071 }
968 } 1072 }
969 1073
970 explode_bullet(op); 1074 explode_bullet (op);
971} 1075}
972 1076
1077int
973int create_bomb(object *op,object *caster,int dir, object *spell) { 1078create_bomb (object *op, object *caster, int dir, object *spell)
1079{
974 1080
975 object *tmp; 1081 object *tmp;
976 int mflags; 1082 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
978 mapstruct *m; 1084 mapstruct *m;
979 1085
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983 return 0; 1090 return 0;
984 } 1091 }
985 tmp=arch_to_object(spell->other_arch); 1092 tmp = arch_to_object (spell->other_arch);
986 1093
987 /* level dependencies for bomb */ 1094 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
991 tmp->attacktype = spell->attacktype; 1098 tmp->attacktype = spell->attacktype;
992 1099
993 set_owner(tmp,op); 1100 set_owner (tmp, op);
994 set_spell_skill(op, caster, spell, tmp); 1101 set_spell_skill (op, caster, spell, tmp);
995 tmp->x=dx; 1102 tmp->x = dx;
996 tmp->y=dy; 1103 tmp->y = dy;
997 insert_ob_in_map(tmp,m,op,0); 1104 insert_ob_in_map (tmp, m, op, 0);
998 return 1; 1105 return 1;
999} 1106}
1000 1107
1001/**************************************************************************** 1108/****************************************************************************
1002 * 1109 *
1003 * smite related spell code. 1110 * smite related spell code.
1011 * dir is the direction to look in. 1118 * dir is the direction to look in.
1012 * range is how far out to look. 1119 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces. 1121 * this info is used for blocked magic/unholy spaces.
1015 */ 1122 */
1016 1123
1124object *
1017object *get_pointed_target(object *op, int dir, int range, int type) { 1125get_pointed_target (object *op, int dir, int range, int type)
1126{
1018 object *target; 1127 object *target;
1019 sint16 x,y; 1128 sint16 x, y;
1020 int dist, mflags; 1129 int dist, mflags;
1021 mapstruct *mp; 1130 mapstruct *mp;
1022 1131
1023 if (dir==0) return NULL; 1132 if (dir == 0)
1133 return NULL;
1024 1134
1025 for (dist=1; dist<range; dist++) { 1135 for (dist = 1; dist < range; dist++)
1136 {
1026 x = op->x + freearr_x[dir] * dist; 1137 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist; 1138 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map; 1139 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y); 1140 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1030 1141
1031 if (mflags & P_OUT_OF_MAP) return NULL; 1142 if (mflags & P_OUT_OF_MAP)
1143 return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; 1144 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1145 return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; 1146 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1147 return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; 1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL;
1035 1150
1036 if (mflags & P_IS_ALIVE) { 1151 if (mflags & P_IS_ALIVE)
1152 {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) { 1153 for (target = get_map_ob (mp, x, y); target; target = target->above)
1154 {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { 1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1039 return target; 1157 return target;
1040 } 1158 }
1041 } 1159 }
1042 } 1160 }
1043 } 1161 }
1044 return NULL; 1162 return NULL;
1045} 1163}
1046 1164
1047 1165
1048/* cast_smite_arch() - the priest points to a creature and causes 1166/* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend. 1167 * a 'godly curse' to decend.
1052 * caster = object casting the spell. 1170 * caster = object casting the spell.
1053 * dir = direction being cast 1171 * dir = direction being cast
1054 * spell = spell object 1172 * spell = spell object
1055 */ 1173 */
1056 1174
1175int
1057int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1176cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{
1058 object *effect, *target; 1178 object *effect, *target;
1059 object *god = find_god(determine_god(op)); 1179 object *god = find_god (determine_god (op));
1060 int range; 1180 int range;
1061 1181
1062 range = spell->range + SP_level_range_adjust(caster,spell); 1182 range = spell->range + SP_level_range_adjust (caster, spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1183 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1064 1184
1065 /* Bunch of conditions for casting this spell. Note that only 1185 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace). 1186 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used 1187 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very 1188 * by wizards also, which is good, because I think this is a very
1069 * interesting spell. 1189 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature 1190 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god. 1191 * can't be friendly to your god.
1072 */ 1192 */
1073 1193
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace) 1195 || (!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name)) 1196 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1077 ||(target->race && god && strstr(target->race,god->race))) { 1197 {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1079 return 0; 1199 return 0;
1080 } 1200 }
1081 1201
1082 if (spell->other_arch) 1202 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch); 1203 effect = arch_to_object (spell->other_arch);
1084 else 1204 else
1085 return 0; 1205 return 0;
1086 1206
1087 /* tailor the effect by priest level and worshipped God */ 1207 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell); 1208 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype; 1209 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 {
1091 if(tailor_god_spell(effect,op)) 1212 if (tailor_god_spell (effect, op))
1092 new_draw_info_format(NDI_UNIQUE,0,op, 1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1093 "%s answers your call!",determine_god(op));
1094 else { 1214 else
1215 {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1096 return 0; 1217 return 0;
1097 } 1218 }
1098 } 1219 }
1099 1220
1100 /* size of the area of destruction */ 1221 /* size of the area of destruction */
1101 effect->range=spell->range + 1222 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1102 SP_level_range_adjust(caster,spell); 1223 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105 1224
1106 if (effect->attacktype & AT_DEATH) { 1225 if (effect->attacktype & AT_DEATH)
1107 effect->level=spell->stats.dam + 1226 {
1108 SP_level_dam_adjust(caster,spell); 1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1109 1228
1110 /* casting death spells at undead isn't a good thing */ 1229 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1111 if QUERY_FLAG(target, FLAG_UNDEAD) { 1231 (target, FLAG_UNDEAD)
1232 {
1112 if(random_roll(0, 2, op, PREFER_LOW)) { 1233 if (random_roll (0, 2, op, PREFER_LOW))
1234 {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1114 effect->x=op->x; 1236 effect->x = op->x;
1115 effect->y=op->y; 1237 effect->y = op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 } 1238 }
1239 else
1240 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect);
1244 return 0;
1123 } 1245 }
1124 } else { 1246 }
1247 }
1248 else
1249 {
1125 /* how much woe to inflict :) */ 1250 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam + 1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1127 SP_level_dam_adjust(caster,spell);
1128 } 1252 }
1129 1253
1130 set_owner(effect,op); 1254 set_owner (effect, op);
1131 set_spell_skill(op, caster, spell, effect); 1255 set_spell_skill (op, caster, spell, effect);
1132 1256
1133 /* ok, tell it where to be, and insert! */ 1257 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x; 1258 effect->x = target->x;
1135 effect->y=target->y; 1259 effect->y = target->y;
1136 insert_ob_in_map(effect,target->map,op,0); 1260 insert_ob_in_map (effect, target->map, op, 0);
1137 1261
1138 return 1; 1262 return 1;
1139} 1263}
1140 1264
1141 1265
1142/**************************************************************************** 1266/****************************************************************************
1143 * 1267 *
1145 * note that the fire_bullet is used to fire the missile. The 1269 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile. 1270 * code here is just to move the missile.
1147 ****************************************************************************/ 1271 ****************************************************************************/
1148 1272
1149/* op is a missile that needs to be moved */ 1273/* op is a missile that needs to be moved */
1274void
1150void move_missile(object *op) { 1275move_missile (object *op)
1276{
1151 int i, mflags; 1277 int i, mflags;
1152 object *owner; 1278 object *owner;
1153 sint16 new_x, new_y; 1279 sint16 new_x, new_y;
1154 mapstruct *m; 1280 mapstruct *m;
1155 1281
1156 if (op->range-- <=0) { 1282 if (op->range-- <= 0)
1283 {
1157 remove_ob(op); 1284 remove_ob (op);
1158 free_object(op); 1285 free_object (op);
1159 return; 1286 return;
1160 } 1287 }
1161 1288
1162 owner = get_owner(op); 1289 owner = get_owner (op);
1163#if 0 1290#if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by 1291 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive 1292 * monster that are then killed would continue to survive
1166 */ 1293 */
1167 if (owner == NULL) { 1294 if (owner == NULL)
1295 {
1168 remove_ob(op); 1296 remove_ob (op);
1169 free_object(op); 1297 free_object (op);
1170 return; 1298 return;
1171 } 1299 }
1172#endif 1300#endif
1173 1301
1174 new_x = op->x + DIRX(op); 1302 new_x = op->x + DIRX (op);
1175 new_y = op->y + DIRY(op); 1303 new_y = op->y + DIRY (op);
1176 1304
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1178 1306
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 {
1181 tag_t tag = op->count; 1309 tag_t tag = op->count;
1310
1182 hit_map (op, op->direction, AT_MAGIC, 1); 1311 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away. 1312 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so. 1313 * we need to remove it if someone hasn't already done so.
1185 */ 1314 */
1186 if ( ! was_destroyed (op, tag)) { 1315 if (!was_destroyed (op, tag))
1316 {
1187 remove_ob (op); 1317 remove_ob (op);
1188 free_object(op); 1318 free_object (op);
1189 } 1319 }
1190 return; 1320 return;
1191 } 1321 }
1192 1322
1193 remove_ob(op); 1323 remove_ob (op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 {
1195 free_object(op); 1326 free_object (op);
1196 return; 1327 return;
1197 } 1328 }
1198 op->x = new_x; 1329 op->x = new_x;
1199 op->y = new_y; 1330 op->y = new_y;
1200 op->map = m; 1331 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1202 if(i > 0 && i != op->direction){ 1333 if (i > 0 && i != op->direction)
1334 {
1203 op->direction=i; 1335 op->direction = i;
1204 SET_ANIMATION(op, op->direction); 1336 SET_ANIMATION (op, op->direction);
1205 } 1337 }
1206 insert_ob_in_map(op,op->map,op,0); 1338 insert_ob_in_map (op, op->map, op, 0);
1207} 1339}
1208 1340
1209/**************************************************************************** 1341/****************************************************************************
1210 * Destruction 1342 * Destruction
1211 ****************************************************************************/ 1343 ****************************************************************************/
1344
1212/* make_object_glow() - currently only makes living objects glow. 1345/* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the 1346 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely 1347 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to 1348 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t. 1349 * give them the capability to have an inventory. b.t.
1217 */ 1350 */
1218 1351
1352int
1219int make_object_glow(object *op, int radius, int time) { 1353make_object_glow (object *op, int radius, int time)
1354{
1220 object *tmp; 1355 object *tmp;
1221 1356
1222 /* some things are unaffected... */ 1357 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT) 1358 if (op->path_denied & PATH_LIGHT)
1224 return 0; 1359 return 0;
1225 1360
1226 tmp=get_archetype(FORCE_NAME); 1361 tmp = get_archetype (FORCE_NAME);
1227 tmp->speed = 0.01; 1362 tmp->speed = 0.01;
1228 tmp->stats.food = time; 1363 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP); 1364 SET_FLAG (tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius; 1365 tmp->glow_radius = radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII) 1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII; 1367 tmp->glow_radius = MAX_LIGHT_RADII;
1233 1368
1234 tmp->x=op->x; 1369 tmp->x = op->x;
1235 tmp->y=op->y; 1370 tmp->y = op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op); 1373 tmp = insert_ob_in_ob (tmp, op);
1238 if (tmp->glow_radius > op->glow_radius) 1374 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius; 1375 op->glow_radius = tmp->glow_radius;
1240 1376
1241 if(!tmp->env||op!=tmp->env) { 1377 if (!tmp->env || op != tmp->env)
1378 {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1243 &op->name);
1244 return 0; 1380 return 0;
1245 } 1381 }
1246 return 1; 1382 return 1;
1247} 1383}
1248 1384
1249 1385
1250
1251 1386
1387
1388int
1252int cast_destruction(object *op, object *caster, object *spell_ob) { 1389cast_destruction (object *op, object *caster, object *spell_ob)
1390{
1253 int i,j, range, mflags, friendly=0, dam, dur; 1391 int i, j, range, mflags, friendly = 0, dam, dur;
1254 sint16 sx,sy; 1392 sint16 sx, sy;
1255 mapstruct *m; 1393 mapstruct *m;
1256 object *tmp; 1394 object *tmp;
1257 const char *skill; 1395 const char *skill;
1258 1396
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1401 friendly = 1;
1263 1402
1264 /* destruction doesn't use another spell object, so we need 1403 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded. 1404 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary 1405 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through 1406 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route. 1407 * the full share string/free_string route.
1269 */ 1408 */
1270 skill = op->skill; 1409 skill = op->skill;
1410 if (caster == op)
1271 if (caster == op) op->skill = spell_ob->skill; 1411 op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill; 1412 else if (caster->skill)
1413 op->skill = caster->skill;
1414 else
1273 else op->skill = NULL; 1415 op->skill = NULL;
1274 1416
1275 change_skill(op, find_skill_by_name(op, op->skill), 1); 1417 change_skill (op, find_skill_by_name (op, op->skill), 1);
1276 1418
1277 for(i= -range; i<range; i++) { 1419 for (i = -range; i < range; i++)
1420 {
1278 for(j=-range; j<range ; j++) { 1421 for (j = -range; j < range; j++)
1422 {
1279 m = op->map; 1423 m = op->map;
1280 sx = op->x + i; 1424 sx = op->x + i;
1281 sy = op->y + j; 1425 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue; 1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1284 if (mflags & P_IS_ALIVE) { 1429 if (mflags & P_IS_ALIVE)
1430 {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break;
1287 } 1435 }
1288 if (tmp) { 1436 if (tmp)
1437 {
1438 if (tmp->head)
1289 if (tmp->head) tmp=tmp->head; 1439 tmp = tmp->head;
1290 1440
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1443 {
1293 if (spell_ob->subtype == SP_DESTRUCTION) { 1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1295 if (spell_ob->other_arch) { 1447 if (spell_ob->other_arch)
1448 {
1296 tmp = arch_to_object(spell_ob->other_arch); 1449 tmp = arch_to_object (spell_ob->other_arch);
1297 tmp->x = sx; 1450 tmp->x = sx;
1298 tmp->y = sy; 1451 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0); 1452 insert_ob_in_map (tmp, m, op, 0);
1300 } 1453 }
1301 } 1454 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE && 1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1303 tmp->resist[ATNR_MAGIC]!=100) { 1456 {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1305 object *effect = arch_to_object(spell_ob->other_arch); 1459 object *effect = arch_to_object (spell_ob->other_arch);
1460
1306 effect->x = sx; 1461 effect->x = sx;
1307 effect->y = sy; 1462 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0); 1463 insert_ob_in_map (effect, m, op, 0);
1309 } 1464 }
1310 } 1465 }
1311 } 1466 }
1312 } 1467 }
1313 } 1468 }
1314 } 1469 }
1315 } 1470 }
1316 op->skill = skill; 1471 op->skill = skill;
1317 return 1; 1472 return 1;
1318} 1473}
1319 1474
1320/*************************************************************************** 1475/***************************************************************************
1321 * 1476 *
1322 * CURSE 1477 * CURSE
1323 * 1478 *
1324 ***************************************************************************/ 1479 ***************************************************************************/
1325 1480
1481int
1326int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1482cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{
1327 object *god = find_god(determine_god(op)); 1484 object *god = find_god (determine_god (op));
1328 object *tmp, *force; 1485 object *tmp, *force;
1329 1486
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1487 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) { 1488 if (!tmp)
1333 new_draw_info(NDI_UNIQUE, 0, op, 1489 {
1334 "There is no one in that direction to curse."); 1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1335 return 0; 1491 return 0;
1336 } 1492 }
1337 1493
1338 /* If we've already got a force of this type, don't add a new one. */ 1494 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) { 1495 for (force = tmp->inv; force != NULL; force = force->below)
1496 {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 {
1341 if (force->name == spell_ob->name) { 1499 if (force->name == spell_ob->name)
1500 {
1342 break; 1501 break;
1343 } 1502 }
1344 else if (spell_ob->race && spell_ob->race == force->name) { 1503 else if (spell_ob->race && spell_ob->race == force->name)
1345 new_draw_info_format(NDI_UNIQUE, 0, op, 1504 {
1346 "You can not cast %s while %s is in effect", 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1347 &spell_ob->name, &force->name_pl);
1348 return 0; 1506 return 0;
1349 } 1507 }
1350 } 1508 }
1351 } 1509 }
1352 1510
1353 if(force==NULL) { 1511 if (force == NULL)
1512 {
1354 force=get_archetype(FORCE_NAME); 1513 force = get_archetype (FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY; 1514 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race) 1515 if (spell_ob->race)
1357 force->name = spell_ob->race; 1516 force->name = spell_ob->race;
1358 else 1517 else
1359 force->name = spell_ob->name; 1518 force->name = spell_ob->name;
1360 1519
1361 force->name_pl = spell_ob->name; 1520 force->name_pl = spell_ob->name;
1362 1521
1363 } else { 1522 }
1523 else
1524 {
1364 int duration; 1525 int duration;
1365 1526
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1527 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) { 1528 if (duration > force->duration)
1529 {
1368 force->duration = duration; 1530 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 }
1370 } else { 1533 else
1534 {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 } 1536 }
1373 return 1; 1537 return 1;
1374 } 1538 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1376 force->speed = 1.0; 1540 force->speed = 1.0;
1377 force->speed_left = -1.0; 1541 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED); 1542 SET_FLAG (force, FLAG_APPLIED);
1379 1543
1380 if(god) { 1544 if (god)
1545 {
1381 if (spell_ob->last_grace) 1546 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled; 1547 force->path_repelled = god->path_repelled;
1383 if (spell_ob->last_grace) 1548 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied; 1549 force->path_denied = god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1550 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1386 "You are a victim of %s's curse!", &god->name); 1551 }
1387 } else 1552 else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1389 1554
1390 1555
1391 if(tmp!=op && op->type==PLAYER) 1556 if (tmp != op && op->type == PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); 1557 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393 1558
1394 force->stats.ac = spell_ob->stats.ac; 1559 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc; 1560 force->stats.wc = spell_ob->stats.wc;
1396 1561
1397 change_abil(tmp,force); /* Mostly to display any messages */ 1562 change_abil (tmp, force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp); 1563 insert_ob_in_ob (force, tmp);
1399 fix_player(tmp); 1564 fix_player (tmp);
1400 return 1; 1565 return 1;
1401 1566
1402} 1567}
1403 1568
1404 1569
1405/********************************************************************** 1570/**********************************************************************
1409 ***********************************************************************/ 1574 ***********************************************************************/
1410 1575
1411/* This covers the various spells that change the moods of monsters - 1576/* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc. 1577 * makes them angry, peacful, friendly, etc.
1413 */ 1578 */
1579int
1414int mood_change(object *op, object *caster, object *spell) { 1580mood_change (object *op, object *caster, object *spell)
1581{
1415 object *tmp, *god, *head; 1582 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at; 1583 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny; 1584 sint16 x, y, nx, ny;
1418 mapstruct *m; 1585 mapstruct *m;
1419 const char *race; 1586 const char *race;
1420 1587
1421 /* We precompute some values here so that we don't have to keep 1588 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again. 1589 * doing it over and over again.
1423 */ 1590 */
1424 god=find_god(determine_god(op)); 1591 god = find_god (determine_god (op));
1425 level=caster_level(caster, spell); 1592 level = caster_level (caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell); 1593 range = spell->range + SP_level_range_adjust (caster, spell);
1427 1594
1428 /* On the bright side, no monster should ever have a race of GOD_... 1595 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it 1596 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything. 1597 * won't ever match anything.
1431 */ 1598 */
1432 if (!spell->race) race=NULL; 1599 if (!spell->race)
1600 race = NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1601 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1602 race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1603 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race;
1605 else
1435 else race = spell->race; 1606 race = spell->race;
1436
1437 1607
1608
1438 for (x = op->x - range; x <= op->x + range; x++) 1609 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) { 1610 for (y = op->y - range; y <= op->y + range; y++)
1611 {
1440 1612
1441 done_one=0; 1613 done_one = 0;
1442 m = op->map; 1614 m = op->map;
1443 nx = x; 1615 nx = x;
1444 ny = y; 1616 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue; 1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1447 1620
1448 /* If there is nothing living on this space, no need to go further */ 1621 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue; 1622 if (!(mflags & P_IS_ALIVE))
1623 continue;
1450 1624
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1626 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break;
1453 1628
1454 /* There can be living objects that are not monsters */ 1629 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue; 1630 if (!tmp || tmp->type == PLAYER)
1631 continue;
1456 1632
1457 /* Only the head has meaningful data, so resolve to that */ 1633 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head; 1634 if (tmp->head)
1635 head = tmp->head;
1636 else
1459 else head=tmp; 1637 head = tmp;
1460 1638
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue; 1640 if (race && head->race && !strstr (race, head->race))
1641 continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue;
1464 1644
1465 /* Now do a bunch of stuff related to saving throws */ 1645 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1; 1646 best_at = -1;
1467 if (spell->attacktype) { 1647 if (spell->attacktype)
1648 {
1468 for (at=0; at < NROFATTACKS; at++) 1649 for (at = 0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at)) 1650 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1651 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at;
1471 1653
1472 if (best_at == -1) at=0; 1654 if (best_at == -1)
1655 at = 0;
1656 else
1657 {
1658 if (head->resist[best_at] == 100)
1659 continue;
1473 else { 1660 else
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5; 1661 at = head->resist[best_at] / 5;
1476 } 1662 }
1477 at -= level / 5; 1663 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue; 1664 if (did_make_save (head, head->level, at))
1665 continue;
1479 } 1666 }
1480 else /* spell->attacktype */ 1667 else /* spell->attacktype */
1481 /* 1668 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving: 1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go 1670 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485 1672
1486 The chance will then be in the range [20-70] percent, not too bad. 1673 The chance will then be in the range [20-70] percent, not too bad.
1487 1674
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can 1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster... 1676 charm a level 125 monster...
1490 1677
1491 Ryo, august 14th 1678 Ryo, august 14th
1492 */ 1679 */
1493 { 1680 {
1494 if ( head->level > level ) continue; 1681 if (head->level > level)
1682 continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1496 /* Failed, no effect */ 1684 /* Failed, no effect */
1497 continue; 1685 continue;
1498 } 1686 }
1499 1687
1500 /* Done with saving throw. Now start effecting the monster */ 1688 /* Done with saving throw. Now start effecting the monster */
1501 1689
1502 /* aggravation */ 1690 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1691 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 {
1504 CLEAR_FLAG(head, FLAG_SLEEP); 1693 CLEAR_FLAG (head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1506 remove_friendly_object(head); 1695 remove_friendly_object (head);
1507 1696
1508 done_one = 1; 1697 done_one = 1;
1509 head->enemy = op; 1698 head->enemy = op;
1510 } 1699 }
1511 1700
1512 /* calm monsters */ 1701 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1704 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL; 1705 head->enemy = NULL;
1516 done_one = 1; 1706 done_one = 1;
1517 } 1707 }
1518 1708
1519 /* berserk monsters */ 1709 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 {
1521 SET_FLAG(head, FLAG_BERSERK); 1712 SET_FLAG (head, FLAG_BERSERK);
1522 done_one = 1; 1713 done_one = 1;
1523 } 1714 }
1524 /* charm */ 1715 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 {
1526 SET_FLAG(head, FLAG_FRIENDLY); 1718 SET_FLAG (head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters. 1719 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile. 1720 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR); 1722 CLEAR_FLAG (head, FLAG_GENERATOR);
1531 set_owner(head, op); 1723 set_owner (head, op);
1532 set_spell_skill(op, caster, spell, head); 1724 set_spell_skill (op, caster, spell, head);
1533 add_friendly_object(head); 1725 add_friendly_object (head);
1534 head->attack_movement = PETMOVE; 1726 head->attack_movement = PETMOVE;
1535 done_one = 1; 1727 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0; 1729 head->stats.exp = 0;
1538 } 1730 }
1539 1731
1540 /* If a monster was effected, put an effect in */ 1732 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) { 1733 if (done_one && spell->other_arch)
1734 {
1542 tmp = arch_to_object(spell->other_arch); 1735 tmp = arch_to_object (spell->other_arch);
1543 tmp->x = nx; 1736 tmp->x = nx;
1544 tmp->y = ny; 1737 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0); 1738 insert_ob_in_map (tmp, m, op, 0);
1546 } 1739 }
1547 } /* for y */ 1740 } /* for y */
1548 1741
1549 return 1; 1742 return 1;
1550} 1743}
1551 1744
1552 1745
1553/* Move_ball_spell: This handles ball type spells that just sort of wander 1746/* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball 1747 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed. 1748 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect. 1749 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c 1750 * note that duration is handled by process_object() in time.c
1558 */ 1751 */
1559 1752
1753void
1560void move_ball_spell(object *op) { 1754move_ball_spell (object *op)
1755{
1561 int i,j,dam_save,dir, mflags; 1756 int i, j, dam_save, dir, mflags;
1562 sint16 nx,ny, hx, hy; 1757 sint16 nx, ny, hx, hy;
1563 object *owner; 1758 object *owner;
1564 mapstruct *m; 1759 mapstruct *m;
1565 1760
1566 owner = get_owner(op); 1761 owner = get_owner (op);
1567 1762
1568 /* the following logic makes sure that the ball doesn't move into a wall, 1763 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's 1764 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random 1765 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some 1766 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations. 1767 * deviations.
1573 */ 1768 */
1574 1769
1575 dir = 0; 1770 dir = 0;
1576 if(!(rndm(0, 3))) 1771 if (!(rndm (0, 3)))
1577 j = rndm(0, 1); 1772 j = rndm (0, 1);
1578 else j=0; 1773 else
1774 j = 0;
1579 1775
1580 for(i = 1; i < 9; i++) { 1776 for (i = 1; i < 9; i++)
1777 {
1581 /* i bit 0: alters sign of offset 1778 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset 1779 * other bits (i / 2): absolute value of offset
1583 */ 1780 */
1584 1781
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1586 int tmpdir = absdir (op->direction + offset); 1783 int tmpdir = absdir (op->direction + offset);
1587 1784
1588 nx = op->x + freearr_x[tmpdir]; 1785 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir]; 1786 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1787 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1788 {
1592 dir = tmpdir; 1789 dir = tmpdir;
1593 break; 1790 break;
1594 } 1791 }
1595 } 1792 }
1596 if (dir == 0) { 1793 if (dir == 0)
1794 {
1597 nx = op->x; 1795 nx = op->x;
1598 ny = op->y; 1796 ny = op->y;
1599 m = op->map; 1797 m = op->map;
1600 } 1798 }
1601 1799
1602 remove_ob(op); 1800 remove_ob (op);
1603 op->y=ny; 1801 op->y = ny;
1604 op->x=nx; 1802 op->x = nx;
1605 insert_ob_in_map(op,m,op,0); 1803 insert_ob_in_map (op, m, op, 0);
1606 1804
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */ 1806 surrounding squares */
1609 1807
1610 /* loop over current square and neighbors to hit. 1808 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in 1809 * if this has an other_arch field, we insert that in
1612 * the surround spaces. 1810 * the surround spaces.
1613 */ 1811 */
1614 for(j=0;j<9;j++) { 1812 for (j = 0; j < 9; j++)
1813 {
1615 object *new_ob; 1814 object *new_ob;
1616 1815
1617 hx = nx+freearr_x[j]; 1816 hx = nx + freearr_x[j];
1618 hy = ny+freearr_y[j]; 1817 hy = ny + freearr_y[j];
1619 1818
1620 m = op->map; 1819 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1622 1821
1623 if (mflags & P_OUT_OF_MAP) continue; 1822 if (mflags & P_OUT_OF_MAP)
1823 continue;
1624 1824
1625 /* first, don't ever, ever hit the owner. Don't hit out 1825 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either. 1826 * of the map either.
1627 */ 1827 */
1628 1828
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 {
1831 if (j)
1630 if(j) op->stats.dam = dam_save/2; 1832 op->stats.dam = dam_save / 2;
1631 hit_map(op,j,op->attacktype,1); 1833 hit_map (op, j, op->attacktype, 1);
1632 1834
1633 } 1835 }
1634 1836
1635 /* insert the other arch */ 1837 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 {
1637 new_ob = arch_to_object(op->other_arch); 1840 new_ob = arch_to_object (op->other_arch);
1638 new_ob->x = hx; 1841 new_ob->x = hx;
1639 new_ob->y = hy; 1842 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0); 1843 insert_ob_in_map (new_ob, m, op, 0);
1641 } 1844 }
1642 } 1845 }
1643 1846
1644 /* restore to the center location and damage*/ 1847 /* restore to the center location and damage */
1645 op->stats.dam = dam_save; 1848 op->stats.dam = dam_save;
1646 1849
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1648 1851
1649 if(i>=0) { /* we have a preferred direction! */ 1852 if (i >= 0)
1853 { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */ 1854 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1654 } 1859 }
1655 op->direction=i; 1860 op->direction = i;
1656 } 1861 }
1657} 1862}
1658 1863
1659 1864
1660/* move_swarm_spell: peterm 1865/* move_swarm_spell: peterm
1663 * is a special type of object that casts swarms of other types 1868 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells 1869 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction. 1870 * from a set of squares surrounding the caster, in a given direction.
1666 */ 1871 */
1667 1872
1873void
1668void move_swarm_spell(object *op) 1874move_swarm_spell (object *op)
1669{ 1875{
1670#if 0 1876#if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y; 1879 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir; 1880 int adjustdir;
1675 mapstruct *m; 1881 mapstruct *m;
1676#endif 1882#endif
1677 int basedir; 1883 int basedir;
1678 object *owner; 1884 object *owner;
1679 1885
1680 owner = get_owner(op); 1886 owner = get_owner (op);
1681 if(op->duration == 0 || owner == NULL) { 1887 if (op->duration == 0 || owner == NULL)
1888 {
1682 remove_ob(op); 1889 remove_ob (op);
1683 free_object(op); 1890 free_object (op);
1684 return; 1891 return;
1685 } 1892 }
1686 op->duration--; 1893 op->duration--;
1687 1894
1688 basedir = op->direction; 1895 basedir = op->direction;
1689 if(basedir == 0) { 1896 if (basedir == 0)
1897 {
1690 /* spray in all directions! 8) */ 1898 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8); 1899 basedir = rndm (1, 8);
1692 } 1900 }
1693 1901
1694#if 0 1902#if 0
1695 // this is bogus: it causes wrong places to be checked below 1903 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and 1904 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space. 1906 // space.
1699 // should be fixed later, but correctness before featurs... 1907 // should be fixed later, but correctness before featurs...
1700 // (schmorp) 1908 // (schmorp)
1701 1909
1702 /* new offset calculation to make swarm element distribution 1910 /* new offset calculation to make swarm element distribution
1703 * more uniform 1911 * more uniform
1704 */ 1912 */
1705 if(op->duration) { 1913 if (op->duration)
1914 {
1706 if(basedir & 1) { 1915 if (basedir & 1)
1916 {
1707 adjustdir = cardinal_adjust[rndm(0, 8)]; 1917 adjustdir = cardinal_adjust[rndm (0, 8)];
1918 }
1708 } else { 1919 else
1920 {
1709 adjustdir = diagonal_adjust[rndm(0, 9)]; 1921 adjustdir = diagonal_adjust[rndm (0, 9)];
1710 } 1922 }
1711 } else { 1923 }
1924 else
1925 {
1712 adjustdir = 0; /* fire the last one from forward. */ 1926 adjustdir = 0; /* fire the last one from forward. */
1713 } 1927 }
1714 1928
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; 1929 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; 1930 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1717 1931
1718 /* back up one space so we can hit point-blank targets, but this 1932 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below 1933 * necessitates extra out_of_map check below
1720 */ 1934 */
1721 origin_x = target_x - freearr_x[basedir]; 1935 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir]; 1936 origin_y = target_y - freearr_y[basedir];
1723 1937
1724 1938
1725 /* spell pointer is set up for the spell this casts. Since this 1939 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory, 1940 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However, 1941 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways. 1942 * do some sanity checking anyways.
1729 */ 1943 */
1730 1944
1731 if (op->spell && op->spell->type == SPELL && 1945 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && 1946 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { 1947 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1948 {
1734 1949
1735 /* Bullet spells have a bunch more customization that needs to be done */ 1950 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET) 1951 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell); 1952 fire_bullet (owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1953 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); 1954 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 } 1955 }
1741#endif 1956#endif
1742 1957
1743 /* spell pointer is set up for the spell this casts. Since this 1958 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory, 1959 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However, 1960 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways. 1961 * do some sanity checking anyways.
1747 */ 1962 */
1748 1963
1749 if (op->spell && op->spell->type == SPELL) 1964 if (op->spell && op->spell->type == SPELL)
1750 { 1965 {
1751 /* Bullet spells have a bunch more customization that needs to be done */ 1966 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET) 1967 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell); 1968 fire_bullet (owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1969 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 } 1971 }
1757} 1972}
1758 1973
1759 1974
1760 1975
1761 1976
1769 * dir: the direction everything will be fired in 1984 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell. 1985 * spell - the spell that is this spell.
1771 * n: the number to be fired. 1986 * n: the number to be fired.
1772 */ 1987 */
1773 1988
1989int
1774int fire_swarm (object *op, object *caster, object *spell, int dir) 1990fire_swarm (object *op, object *caster, object *spell, int dir)
1775{ 1991{
1776 object *tmp; 1992 object *tmp;
1777 int i; 1993 int i;
1778 1994
1779 if (!spell->other_arch) return 0; 1995 if (!spell->other_arch)
1996 return 0;
1780 1997
1781 tmp=get_archetype(SWARM_SPELL); 1998 tmp = get_archetype (SWARM_SPELL);
1782 tmp->x=op->x; 1999 tmp->x = op->x;
1783 tmp->y=op->y; 2000 tmp->y = op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1785 set_spell_skill(op, caster, spell, tmp); 2002 set_spell_skill (op, caster, spell, tmp);
1786 2003
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1788 tmp->spell = arch_to_object(spell->other_arch); 2005 tmp->spell = arch_to_object (spell->other_arch);
1789 2006
1790 tmp->attacktype = tmp->spell->attacktype; 2007 tmp->attacktype = tmp->spell->attacktype;
1791 2008
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
1793 if ( ! tailor_god_spell (tmp, op)) 2011 if (!tailor_god_spell (tmp, op))
1794 return 1; 2012 return 1;
1795 } 2013 }
1796 tmp->duration = SP_level_duration_adjust(caster, spell); 2014 tmp->duration = SP_level_duration_adjust (caster, spell);
1797 for (i=0; i< spell->duration; i++) 2015 for (i = 0; i < spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1799 2017
1800 tmp->direction=dir; 2018 tmp->direction = dir;
1801 tmp->invisible=1; 2019 tmp->invisible = 1;
1802 insert_ob_in_map(tmp,op->map,op,0); 2020 insert_ob_in_map (tmp, op->map, op, 0);
1803 return 1; 2021 return 1;
1804} 2022}
1805 2023
1806 2024
1807/* See the spells documentation file for why this is its own 2025/* See the spells documentation file for why this is its own
1808 * function. 2026 * function.
1809 */ 2027 */
2028int
1810int cast_light(object *op,object *caster,object *spell, int dir) { 2029cast_light (object *op, object *caster, object *spell, int dir)
2030{
1811 object *target=NULL,*tmp=NULL; 2031 object *target = NULL, *tmp = NULL;
1812 sint16 x,y; 2032 sint16 x, y;
1813 int dam, mflags; 2033 int dam, mflags;
1814 mapstruct *m; 2034 mapstruct *m;
1815 2035
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 2037
1818 if(!dir) { 2038 if (!dir)
2039 {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1820 return 0; 2041 return 0;
1821 } 2042 }
1822 2043
1823 x=op->x+freearr_x[dir]; 2044 x = op->x + freearr_x[dir];
1824 y=op->y+freearr_y[dir]; 2045 y = op->y + freearr_y[dir];
1825 m = op->map; 2046 m = op->map;
1826 2047
1827 mflags = get_map_flags(m, &m, x, y, &x, &y); 2048 mflags = get_map_flags (m, &m, x, y, &x, &y);
1828 2049
1829 if (mflags & P_OUT_OF_MAP) { 2050 if (mflags & P_OUT_OF_MAP)
2051 {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1831 return 0; 2053 return 0;
1832 } 2054 }
1833 2055
1834 if (mflags & P_IS_ALIVE && spell->attacktype) { 2056 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 {
1835 for(target=get_map_ob(m,x,y);target;target=target->above) 2058 for (target = get_map_ob (m, x, y); target; target = target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2059 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 {
1837 /* oky doky. got a target monster. Lets make a blinding attack */ 2061 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head)
1838 if(target->head) target = target->head; 2063 target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1); 2064 (void) hit_player (target, dam, op, spell->attacktype, 1);
1840 return 1; /* one success only! */ 2065 return 1; /* one success only! */
1841 } 2066 }
1842 } 2067 }
1843 2068
1844 /* no live target, perhaps a wall is in the way? */ 2069 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1847 return 0; 2073 return 0;
1848 } 2074 }
1849 2075
1850 /* ok, looks groovy to just insert a new light on the map */ 2076 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch); 2077 tmp = arch_to_object (spell->other_arch);
1852 if(!tmp) { 2078 if (!tmp)
2079 {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1854 return 0; 2081 return 0;
1855 } 2082 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1857 if (tmp->glow_radius) { 2084 if (tmp->glow_radius)
2085 {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2087 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII;
1860 } 2089 }
1861 tmp->x=x; 2090 tmp->x = x;
1862 tmp->y=y; 2091 tmp->y = y;
1863 insert_ob_in_map(tmp,m,op,0); 2092 insert_ob_in_map (tmp, m, op, 0);
1864 return 1; 2093 return 1;
1865} 2094}
1866 2095
1867 2096
1868 2097
1869 2098
1872 * op is the player/monster, caster is the object, dir is the direction 2101 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number 2102 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c? 2103 * perhaps this should actually be in disease.c?
1875 */ 2104 */
1876 2105
2106int
1877int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2107cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{
1878 sint16 x,y; 2109 sint16 x, y;
1879 int i, mflags, range, dam_mod, dur_mod; 2110 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk; 2111 object *walk;
1881 mapstruct *m; 2112 mapstruct *m;
1882 2113
1883 x = op->x; 2114 x = op->x;
1884 y = op->y; 2115 y = op->y;
1885 2116
1886 /* If casting from a scroll, no direction will be available, so refer to the 2117 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing. 2118 * direction the player is pointing.
1888 */ 2119 */
2120 if (!dir)
1889 if (!dir) dir=op->facing; 2121 dir = op->facing;
2122 if (!dir)
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2123 return 0; /* won't find anything if casting on ourself, so just return */
1891 2124
1892 /* Calculate these once here */ 2125 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell); 2126 range = spell->range + SP_level_range_adjust (caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell); 2127 dam_mod = SP_level_dam_adjust (caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell); 2128 dur_mod = SP_level_duration_adjust (caster, spell);
1896 2129
1897 /* search in a line for a victim */ 2130 /* search in a line for a victim */
1898 for(i=1; i<range; i++) { 2131 for (i = 1; i < range; i++)
2132 {
1899 x = op->x + i * freearr_x[dir]; 2133 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir]; 2134 y = op->y + i * freearr_y[dir];
1901 m = op->map; 2135 m = op->map;
1902 2136
1903 mflags = get_map_flags(m, &m, x, y, &x, &y); 2137 mflags = get_map_flags (m, &m, x, y, &x, &y);
1904 2138
1905 if (mflags & P_OUT_OF_MAP) return 0; 2139 if (mflags & P_OUT_OF_MAP)
2140 return 0;
1906 2141
1907 /* don't go through walls - presume diseases are airborne */ 2142 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2143 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2144 return 0;
1909 2145
1910 /* Only bother looking on this space if there is something living here */ 2146 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) { 2147 if (mflags & P_IS_ALIVE)
2148 {
1912 /* search this square for a victim */ 2149 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch); 2153 object *disease = arch_to_object (spell->other_arch);
1916 2154
1917 set_owner(disease,op); 2155 set_owner (disease, op);
1918 set_spell_skill(op, caster, spell, disease); 2156 set_spell_skill (op, caster, spell, disease);
1919 disease->stats.exp = 0; 2157 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell); 2158 disease->level = caster_level (caster, spell);
1921 2159
1922 /* do level adjustments */ 2160 /* do level adjustments */
1923 if(disease->stats.wc) 2161 if (disease->stats.wc)
1924 disease->stats.wc += dur_mod/2; 2162 disease->stats.wc += dur_mod / 2;
1925 2163
1926 if(disease->magic> 0) 2164 if (disease->magic > 0)
1927 disease->magic += dur_mod/4; 2165 disease->magic += dur_mod / 4;
1928 2166
1929 if(disease->stats.maxhp>0) 2167 if (disease->stats.maxhp > 0)
1930 disease->stats.maxhp += dur_mod; 2168 disease->stats.maxhp += dur_mod;
1931 2169
1932 if(disease->stats.maxgrace>0) 2170 if (disease->stats.maxgrace > 0)
1933 disease->stats.maxgrace += dur_mod; 2171 disease->stats.maxgrace += dur_mod;
1934 2172
1935 if(disease->stats.dam) { 2173 if (disease->stats.dam)
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951 2174 {
1952 if(disease->stats.ac) 2175 if (disease->stats.dam > 0)
1953 disease->stats.ac += dam_mod; 2176 disease->stats.dam += dam_mod;
1954 2177 else
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod; 2178 disease->stats.dam -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 } 2179 }
2180
2181 if (disease->last_sp)
2182 {
2183 disease->last_sp -= 2 * dam_mod;
2184 if (disease->last_sp < 1)
2185 disease->last_sp = 1;
2186 }
2187
2188 if (disease->stats.maxsp)
2189 {
2190 if (disease->stats.maxsp > 0)
2191 disease->stats.maxsp += dam_mod;
2192 else
2193 disease->stats.maxsp -= dam_mod;
2194 }
2195
2196 if (disease->stats.ac)
2197 disease->stats.ac += dam_mod;
2198
2199 if (disease->last_eat)
2200 disease->last_eat -= dam_mod;
2201
2202 if (disease->stats.hp)
2203 disease->stats.hp -= dam_mod;
2204
2205 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod;
2207
2208 if (infect_object (walk, disease, 1))
2209 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213
2214 free_object (disease); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1;
2221 }
1977 free_object(disease); 2222 free_object (disease);
1978 } 2223 }
1979 } /* if living creature */ 2224 } /* if living creature */
1980 } /* for range of spaces */ 2225 } /* for range of spaces */
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1982 return 1; 2227 return 1;
1983} 2228}

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