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Revision: 1.102
Committed: Sun Apr 11 00:34:06 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.101: +27 -27 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.49 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.28 *
4 root 1.99 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.98 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.28 *
8 root 1.88 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.28 *
13 root 1.42 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.28 *
18 root 1.88 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.37 *
22 root 1.49 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.28 */
24 elmex 1.1
25     /* This file contains all the spell attack code. Grouping this code
26     * together should hopefully make it easier to find the relevent bits
27     * of code
28     */
29    
30     #include <global.h>
31     #include <object.h>
32     #include <living.h>
33 root 1.24 #include <sproto.h>
34 elmex 1.1 #include <spells.h>
35     #include <sounds.h>
36    
37     /* this function checks to see if a spell pushes objects as well
38     * as flies over and damages them (only used for cones for now)
39     * but moved here so it could be applied to bolts too
40     * op is the spell object.
41     */
42 root 1.89 static void
43 root 1.9 check_spell_knockback (object *op)
44     {
45     int weight_move;
46     int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47    
48     if (!op->weight)
49     { /*shouldn't happen but if cone object has no weight drop out */
50     /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
51     return;
52     }
53     else
54     {
55     weight_move = op->weight + (op->weight * op->level) / 3;
56     /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57     }
58    
59 root 1.58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 root 1.9 {
61     int num_sections = 1;
62    
63     /* don't move DM */
64 root 1.102 if (tmp->flag [FLAG_WIZ])
65 root 1.9 return;
66    
67     /* don't move parts of objects */
68     if (tmp->head)
69     continue;
70    
71     /* don't move floors or immobile objects */
72 root 1.102 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
73 root 1.9 continue;
74    
75     /* count the object's sections */
76 root 1.58 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 root 1.9 num_sections++;
78    
79     /* I'm not sure if it makes sense to divide by num_sections - bigger
80     * objects should be harder to move, and we are moving the entire
81     * object, not just the head, so the total weight should be relevant.
82     */
83    
84     /* surface area? -tm */
85    
86     if (tmp->move_type & MOVE_FLYING)
87     frictionmod = 1; /* flying objects loose the friction modifier */
88    
89     if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90     { /* move it. */
91     /* move_object is really for monsters, but looking at
92     * the move_object function, it appears that it should
93     * also be safe for objects.
94     * This does return if successful or not, but
95     * I don't see us doing anything useful with that information
96     * right now.
97     */
98 root 1.97 tmp->move (absdir (op->stats.sp));
99 root 1.6 }
100 elmex 1.1
101     }
102     }
103    
104     /***************************************************************************
105     *
106     * BOLT CODE
107     *
108     ***************************************************************************/
109    
110 root 1.57 /* Causes op to fork. op is the original bolt, tmp
111 elmex 1.1 * is the first piece of the fork.
112     */
113 root 1.90 static void
114 root 1.9 forklightning (object *op, object *tmp)
115     {
116     int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117     int t_dir; /* stores temporary dir calculation */
118 root 1.15 maptile *m;
119 root 1.9 sint16 sx, sy;
120     object *new_bolt;
121    
122     /* pick a fork direction. tmp->stats.Con is the left bias
123     * i.e., the chance in 100 of forking LEFT
124     * Should start out at 50, down to 25 for one already going left
125     * down to 0 for one going 90 degrees left off original path
126     */
127    
128     if (rndm (0, 99) < tmp->stats.Con) /* fork left */
129     new_dir = -1;
130    
131     /* check the new dir for a wall and in the map */
132     t_dir = absdir (tmp->direction + new_dir);
133    
134     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)
135     return;
136    
137     if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138     return;
139    
140     /* OK, we made a fork */
141 root 1.18 new_bolt = tmp->clone ();
142 root 1.9
143     /* reduce chances of subsequent forking */
144     new_bolt->stats.Dex -= 10;
145     tmp->stats.Dex -= 10; /* less forks from main bolt too */
146     new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
147 root 1.33 new_bolt->speed_left = -0.1f;
148 root 1.9 new_bolt->direction = t_dir;
149     new_bolt->duration++;
150     new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151     new_bolt->stats.dam++;
152     tmp->stats.dam /= 2; /* reduce father bolt damage */
153     tmp->stats.dam++;
154 root 1.60
155 root 1.25 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
156     update_turn_face (new_bolt);
157 elmex 1.1 }
158    
159     /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
160     * and checks for various things that may stop it.
161     */
162 root 1.9 void
163     move_bolt (object *op)
164     {
165     int mflags;
166     sint16 x, y;
167 root 1.15 maptile *m;
168 root 1.9
169 root 1.25 if (--op->duration < 0)
170 root 1.9 {
171 root 1.66 op->drop_and_destroy ();
172 root 1.9 return;
173     }
174 root 1.11
175 root 1.9 hit_map (op, 0, op->attacktype, 1);
176    
177     if (!op->direction)
178     return;
179    
180     if (--op->range < 0)
181 root 1.25 op->range = 0;
182 root 1.9 else
183     {
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)
190     return;
191    
192     /* We are about to run into something - we may bounce */
193     /* Calling reflwall is pretty costly, as it has to look at all the objects
194     * on the space. So only call reflwall if we think the data it returns
195     * will be useful.
196     */
197     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198     {
199 root 1.102 if (!op->flag [FLAG_REFLECTING])
200 root 1.9 return;
201 root 1.6
202 root 1.9 /* Since walls don't run diagonal, if the bolt is in
203     * one of 4 main directions, it just reflects back in the
204     * opposite direction. However, if the bolt is travelling
205     * on the diagonal, it is trickier - eg, a bolt travelling
206     * northwest bounces different if it hits a north/south
207     * wall (bounces to northeast) vs an east/west (bounces
208     * to the southwest.
209     */
210     if (op->direction & 1)
211     op->direction = absdir (op->direction + 4);
212     else
213     {
214     int left, right;
215     int mflags;
216 root 1.6
217 root 1.9 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218     * over a corner in a tiled map, it is possible that
219     * op->direction is within an adjacent map but either
220     * op->direction-1 or op->direction+1 does not exist.
221     */
222     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223     op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224    
225     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226    
227     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228     op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230    
231     if (left == right)
232     op->direction = absdir (op->direction + 4);
233     else if (left)
234     op->direction = absdir (op->direction + 2);
235     else if (right)
236     op->direction = absdir (op->direction - 2);
237 root 1.6 }
238 root 1.25
239 root 1.9 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240     return;
241 root 1.6 }
242 root 1.9 else
243     { /* Create a copy of this object and put it ahead */
244 root 1.25 object *tmp = op->clone ();
245 root 1.18
246 root 1.25 m->insert (tmp, x, y, op);
247 root 1.33 tmp->speed_left = -0.1f;
248 root 1.9 /* To make up for the decrease at the top of the function */
249     tmp->duration++;
250    
251     /* New forking code. Possibly create forks of this object
252     * going off in other directions.
253     */
254 root 1.58 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255     forklightning (op, tmp); /* stats.Dex % of forking */
256 root 1.25
257 root 1.9 /* In this way, the object left behind sticks on the space, but
258     * doesn't create any bolts that continue to move onward.
259     */
260     op->range = 0;
261     } /* copy object and move it along */
262     } /* if move bolt along */
263 elmex 1.1 }
264    
265     /* fire_bolt
266     * object op (cast from caster) files a bolt in dir.
267     * spob is the spell object for the bolt.
268     * we remove the magic flag - that can be derived from
269     * spob->attacktype.
270     * This function sets up the appropriate owner and skill
271     * pointers.
272     */
273 root 1.9 int
274     fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275     {
276     object *tmp = NULL;
277     int mflags;
278 elmex 1.1
279 root 1.9 if (!spob->other_arch)
280     return 0;
281 elmex 1.1
282 root 1.93 tmp = spob->other_arch->instance ();
283 root 1.9 if (tmp == NULL)
284     return 0;
285    
286     /* peterm: level dependency for bolts */
287     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
288     tmp->attacktype = spob->attacktype;
289 root 1.58
290 root 1.9 if (spob->slaying)
291     tmp->slaying = spob->slaying;
292 root 1.58
293 root 1.9 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294     tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295     tmp->stats.Dex = spob->stats.Dex;
296     tmp->stats.Con = spob->stats.Con;
297    
298     tmp->direction = dir;
299 root 1.102 if (tmp->flag [FLAG_IS_TURNABLE])
300 root 1.9 SET_ANIMATION (tmp, dir);
301    
302 root 1.19 tmp->set_owner (op);
303 root 1.9 set_spell_skill (op, caster, spob, tmp);
304    
305     tmp->x = op->x + DIRX (tmp);
306     tmp->y = op->y + DIRY (tmp);
307     tmp->map = op->map;
308 elmex 1.1
309 root 1.23 maptile *newmap;
310     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 root 1.9 if (mflags & P_OUT_OF_MAP)
312     {
313 root 1.66 tmp->drop_and_destroy ();
314 root 1.9 return 0;
315 elmex 1.1 }
316 root 1.17
317 root 1.23 tmp->map = newmap;
318    
319 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320     {
321 root 1.102 if (!tmp->flag [FLAG_REFLECTING])
322 root 1.9 {
323 root 1.66 tmp->drop_and_destroy ();
324 root 1.9 return 0;
325     }
326 root 1.17
327 root 1.9 tmp->x = op->x;
328     tmp->y = op->y;
329     tmp->direction = absdir (tmp->direction + 4);
330     tmp->map = op->map;
331 elmex 1.1 }
332 root 1.17
333 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
334 elmex 1.1 move_bolt (tmp);
335 root 1.17
336 root 1.9 return 1;
337 elmex 1.1 }
338    
339     /***************************************************************************
340     *
341     * BULLET/BALL CODE
342     *
343     ***************************************************************************/
344    
345     /* expands an explosion. op is a piece of the
346 root 1.46 * explosion - this expands it in the different directions.
347 elmex 1.1 * At least that is what I think this does.
348     */
349 root 1.9 void
350     explosion (object *op)
351     {
352 root 1.15 maptile *m = op->map;
353 root 1.9 int i;
354    
355 root 1.25 if (--op->duration < 0)
356 root 1.9 {
357 root 1.67 op->destroy ();
358 root 1.9 return;
359 elmex 1.1 }
360 root 1.17
361 root 1.9 hit_map (op, 0, op->attacktype, 0);
362 elmex 1.1
363 root 1.9 if (op->range > 0)
364     {
365     for (i = 1; i < 9; i++)
366     {
367     sint16 dx, dy;
368    
369     dx = op->x + freearr_x[i];
370     dy = op->y + freearr_y[i];
371 root 1.25
372 root 1.9 /* ok_to_put_more already does things like checks for walls,
373     * out of map, etc.
374     */
375     if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
376     {
377 root 1.25 object *tmp = op->clone ();
378    
379 root 1.9 tmp->state = 0;
380 root 1.33 tmp->speed_left = -0.21f;
381 root 1.9 tmp->range--;
382     tmp->value = 0;
383 root 1.25
384     m->insert (tmp, dx, dy, op);
385 root 1.6 }
386     }
387 elmex 1.1 }
388     }
389    
390     /* Causes an object to explode, eg, a firebullet,
391     * poison cloud ball, etc. op is the object to
392     * explode.
393     */
394 root 1.89 static void
395 root 1.9 explode_bullet (object *op)
396 elmex 1.1 {
397 root 1.9 object *tmp, *owner;
398 elmex 1.1
399 root 1.63 if (!op->other_arch)
400 root 1.9 {
401     LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 root 1.67 op->destroy ();
403 root 1.9 return;
404 elmex 1.1 }
405    
406 root 1.9 if (op->env)
407     {
408 root 1.50 object *env = op->outer_env ();
409    
410     if (!env->map || out_of_map (env->map, env->x, env->y))
411 root 1.9 {
412     LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 root 1.67 op->destroy ();
414 root 1.9 return;
415     }
416 root 1.17
417 root 1.25 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 root 1.9 }
419     else if (out_of_map (op->map, op->x, op->y))
420     {
421     LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 root 1.67 op->destroy ();
423 root 1.9 return;
424     }
425    
426     // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427     // NOTE: If this breaks something important: remove this. I can't think of anything
428     // bad at the moment that might happen from this.
429     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430     {
431 root 1.67 op->destroy ();
432 root 1.9 return;
433 elmex 1.1 }
434    
435 root 1.9 if (op->attacktype)
436     {
437     hit_map (op, 0, op->attacktype, 1);
438 root 1.58
439 root 1.14 if (op->destroyed ())
440 elmex 1.2 return;
441 elmex 1.1 }
442    
443 root 1.9 /* other_arch contains what this explodes into */
444 root 1.93 tmp = op->other_arch->instance ();
445 elmex 1.1
446 root 1.19 tmp->set_owner (op);
447 root 1.9 tmp->skill = op->skill;
448 elmex 1.1
449 root 1.19 owner = op->owner;
450 root 1.10
451 root 1.65 if ((tmp->attacktype & AT_HOLYWORD
452     || tmp->attacktype & AT_GODPOWER)
453     && owner
454     && !tailor_god_spell (tmp, owner))
455 root 1.9 {
456 root 1.67 op->destroy ();
457 root 1.9 return;
458 elmex 1.1 }
459 root 1.10
460 root 1.9 /* special for bombs - it actually has sane values for these */
461     if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462     {
463     tmp->attacktype = op->attacktype;
464     tmp->range = op->range;
465     tmp->stats.dam = op->stats.dam;
466     tmp->duration = op->duration;
467     }
468     else
469     {
470     if (op->attacktype & AT_MAGIC)
471     tmp->attacktype |= AT_MAGIC;
472 root 1.25
473 root 1.9 /* Spell doc describes what is going on here */
474     tmp->stats.dam = op->dam_modifier;
475     tmp->range = op->stats.maxhp;
476     tmp->duration = op->stats.hp;
477     /* Used for spell tracking - just need a unique val for this spell -
478     * the count of the parent should work fine.
479     */
480     tmp->stats.maxhp = op->count;
481     }
482    
483     /* Set direction of cone explosion */
484     if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
485     tmp->stats.sp = op->direction;
486    
487     /* Prevent recursion */
488     op->move_on = 0;
489    
490 root 1.25 tmp->insert_at (op, op);
491 root 1.45 tmp->play_sound (tmp->sound);
492    
493 root 1.9 /* remove the firebullet */
494 root 1.67 op->destroy ();
495 elmex 1.1 }
496    
497     /* checks to see what op should do, given the space it is on
498     * (eg, explode, damage player, etc)
499     */
500 root 1.9 void
501     check_bullet (object *op)
502 elmex 1.1 {
503 root 1.9 object *tmp;
504     int dam, mflags;
505 root 1.15 maptile *m;
506 root 1.9 sint16 sx, sy;
507 elmex 1.1
508 root 1.9 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
509 elmex 1.1
510 root 1.9 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
511     return;
512 elmex 1.1
513 root 1.9 if (op->other_arch)
514     {
515     /* explode object will also remove op */
516     explode_bullet (op);
517     return;
518 elmex 1.1 }
519    
520 root 1.9 /* If nothing alive on this space, no reason to do anything further */
521     if (!(mflags & P_IS_ALIVE))
522     return;
523 elmex 1.1
524 root 1.31 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 elmex 1.1 {
526 root 1.102 if (tmp->flag [FLAG_ALIVE])
527 root 1.9 {
528     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 root 1.58
530 root 1.65 // TODO: can't understand the following if's
531 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
532 elmex 1.1 {
533 root 1.102 if (!op->flag [FLAG_REMOVED])
534 root 1.9 {
535 root 1.67 op->destroy ();
536 root 1.9 return;
537 root 1.6 }
538 elmex 1.1 }
539     }
540     }
541     }
542    
543     /* Basically, we move 'op' one square, and if it hits something,
544     * call check_bullet.
545     * This function is only applicable to bullets, but not to all
546     * fired arches (eg, bolts).
547     */
548 root 1.9 void
549     move_bullet (object *op)
550 elmex 1.1 {
551     #if 0
552 root 1.9 /* We need a better general purpose way to do this */
553 elmex 1.1
554 root 1.9 /* peterm: added to make comet leave a trail of burnouts
555     it's an unadulterated hack, but the effect is cool. */
556     if (op->stats.sp == SP_METEOR)
557     {
558     replace_insert_ob_in_map ("fire_trail", op);
559 root 1.14 if (op->destroyed ())
560 elmex 1.1 return;
561 root 1.9 } /* end addition. */
562 elmex 1.1 #endif
563    
564 root 1.9 /* Reached the end of its life - remove it */
565     if (--op->range <= 0)
566     {
567     if (op->other_arch)
568 root 1.17 explode_bullet (op);
569 root 1.9 else
570 root 1.67 op->destroy ();
571 root 1.17
572 root 1.9 return;
573 elmex 1.1 }
574    
575 root 1.87 mapxy pos (op);
576     pos.move (op->direction);
577 root 1.9
578 root 1.87 if (!pos.normalise ())
579 root 1.9 {
580 root 1.67 op->destroy ();
581 root 1.9 return;
582 elmex 1.1 }
583    
584 root 1.87 mapspace &ms = pos.ms ();
585    
586     ms.update ();
587    
588     if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
589 root 1.9 {
590     if (op->other_arch)
591 root 1.17 explode_bullet (op);
592 root 1.9 else
593 root 1.67 op->destroy ();
594 root 1.17
595 root 1.9 return;
596 elmex 1.1 }
597    
598 root 1.87 if (!(op = pos.insert (op, op)))
599 root 1.9 return;
600 elmex 1.1
601 root 1.9 if (reflwall (op->map, op->x, op->y, op))
602     {
603     op->direction = absdir (op->direction + 4);
604     update_turn_face (op);
605     }
606     else
607 root 1.23 check_bullet (op);
608 elmex 1.1 }
609    
610     /* fire_bullet
611     * object op (cast from caster) files a bolt in dir.
612     * spob is the spell object for the bolt.
613     * we remove the magic flag - that can be derived from
614     * spob->attacktype.
615     * This function sets up the appropriate owner and skill
616     * pointers.
617     */
618 root 1.9 int
619     fire_bullet (object *op, object *caster, int dir, object *spob)
620     {
621     object *tmp = NULL;
622     int mflags;
623 elmex 1.1
624 root 1.9 if (!spob->other_arch)
625     return 0;
626 elmex 1.1
627 root 1.55 tmp = spob->other_arch->instance ();
628     if (!tmp)
629 root 1.9 return 0;
630    
631 root 1.55 /* peterm: level dependency for bolts */
632 root 1.9 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633     tmp->attacktype = spob->attacktype;
634     if (spob->slaying)
635     tmp->slaying = spob->slaying;
636    
637     tmp->range = 50;
638    
639     /* Need to store duration/range for the ball to use */
640     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
643    
644     tmp->direction = dir;
645 root 1.102 if (tmp->flag [FLAG_IS_TURNABLE])
646 root 1.9 SET_ANIMATION (tmp, dir);
647    
648 root 1.19 tmp->set_owner (op);
649 root 1.9 set_spell_skill (op, caster, spob, tmp);
650    
651 root 1.55 tmp->x = op->x + freearr_x[dir];
652     tmp->y = op->y + freearr_y[dir];
653 root 1.9 tmp->map = op->map;
654 elmex 1.1
655 root 1.23 maptile *newmap;
656     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 root 1.9 if (mflags & P_OUT_OF_MAP)
658     {
659 root 1.67 tmp->destroy ();
660 root 1.9 return 0;
661 elmex 1.1 }
662 root 1.17
663 root 1.23 tmp->map = newmap;
664    
665 elmex 1.95 // in case the bullet has direction 0 we explode it in place.
666     // direction 0 is possible for instance when a poison cloud trap springs.
667     if (tmp->direction == 0)
668     {
669     if (tmp->other_arch
670     && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671     explode_bullet (tmp); // explode object will/should remove tmp
672     else
673     tmp->destroy ();
674    
675     return 0;
676     }
677    
678 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
679     {
680 root 1.102 if (!tmp->flag [FLAG_REFLECTING])
681 root 1.9 {
682 root 1.67 tmp->destroy ();
683 root 1.9 return 0;
684     }
685 root 1.17
686 root 1.9 tmp->x = op->x;
687     tmp->y = op->y;
688     tmp->direction = absdir (tmp->direction + 4);
689     tmp->map = op->map;
690 elmex 1.1 }
691 root 1.17
692 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
693 root 1.17 check_bullet (tmp);
694    
695 root 1.9 return 1;
696 elmex 1.1 }
697    
698     /*****************************************************************************
699     *
700     * CONE RELATED FUNCTIONS
701     *
702     *****************************************************************************/
703    
704     /* drops an object based on what is in the cone's "other_arch" */
705 root 1.89 static void
706 root 1.9 cone_drop (object *op)
707     {
708 root 1.93 object *new_ob = op->other_arch->instance ();
709 elmex 1.1
710 root 1.9 new_ob->level = op->level;
711 root 1.19 new_ob->set_owner (op->owner);
712 root 1.9
713     /* preserve skill ownership */
714     if (op->skill && op->skill != new_ob->skill)
715 root 1.25 new_ob->skill = op->skill;
716 root 1.9
717 root 1.25 new_ob->insert_at (op, op);
718 elmex 1.1 }
719    
720     /* move_cone: causes cone object 'op' to move a space/hit creatures */
721    
722 root 1.9 void
723     move_cone (object *op)
724     {
725     /* if no map then hit_map will crash so just ignore object */
726     if (!op->map)
727     {
728     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
729 root 1.24 op->set_speed (0);
730 root 1.9 return;
731 elmex 1.1 }
732    
733 root 1.9 /* lava saves it's life, but not yours :) */
734 root 1.102 if (op->flag [FLAG_LIFESAVE])
735 root 1.9 {
736     hit_map (op, 0, op->attacktype, 0);
737     return;
738 elmex 1.1 }
739    
740     #if 0
741 root 1.9 /* Disable this - enabling it makes monsters easier, as
742     * when their cone dies when they die.
743     */
744     /* If no owner left, the spell dies out. */
745 root 1.19 if (op->owner == NULL)
746 root 1.9 {
747 root 1.67 op->destroy ();
748 root 1.9 return;
749 elmex 1.1 }
750     #endif
751    
752 root 1.9 hit_map (op, 0, op->attacktype, 0);
753 elmex 1.1
754 elmex 1.68 if (!op->is_on_map ())
755     return;
756    
757 root 1.9 /* Check to see if we should push anything.
758     * Spell objects with weight push whatever they encounter to some
759     * degree.
760     */
761     if (op->weight)
762 elmex 1.68 {
763     check_spell_knockback (op);
764 elmex 1.1
765 elmex 1.68 if (!op->is_on_map ())
766     return;
767     }
768 elmex 1.1
769 root 1.62 if (op->duration-- < 0)
770 root 1.9 {
771 root 1.67 op->destroy ();
772 root 1.9 return;
773     }
774     /* Object has hit maximum range, so don't have it move
775     * any further. When the duration above expires,
776     * then the object will get removed.
777     */
778     if (--op->range < 0)
779     {
780     op->range = 0; /* just so it doesn't wrap */
781     return;
782 elmex 1.1 }
783    
784 root 1.58 for (int i = -1; i <= 1; i++)
785 root 1.9 {
786     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
787    
788     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
789     {
790 root 1.18 object *tmp = op->clone ();
791 root 1.9
792     tmp->duration = op->duration + 1;
793    
794     /* Use for spell tracking - see ok_to_put_more() */
795     tmp->stats.maxhp = op->stats.maxhp;
796 root 1.25
797     op->map->insert (tmp, x, y, op);
798    
799 root 1.9 if (tmp->other_arch)
800     cone_drop (tmp);
801 root 1.6 }
802 elmex 1.1 }
803     }
804    
805     /* cast_cone: casts a cone spell.
806     * op: person firing the object.
807     * caster: object casting the spell.
808     * dir: direction to fire in.
809     * spell: spell that is being fired. It uses other_arch for the archetype
810     * to fire.
811     * returns 0 on failure, 1 on success.
812     */
813 root 1.9 int
814     cast_cone (object *op, object *caster, int dir, object *spell)
815 elmex 1.1 {
816 root 1.9 object *tmp;
817     int i, success = 0, range_min = -1, range_max = 1;
818 root 1.15 maptile *m;
819 root 1.9 sint16 sx, sy;
820     MoveType movetype;
821    
822     if (!spell->other_arch)
823     return 0;
824    
825 root 1.102 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
826 root 1.9 {
827     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828     return 0;
829     }
830    
831     if (!dir)
832     {
833     range_min = 0;
834     range_max = 8;
835 elmex 1.1 }
836    
837 root 1.9 /* Need to know what the movetype of the object we are about
838     * to create is, so we can know if the space we are about to
839     * insert it into is blocked.
840     */
841 root 1.39 movetype = spell->other_arch->move_type;
842 root 1.6
843 root 1.9 for (i = range_min; i <= range_max; i++)
844     {
845 root 1.83 sint16 x, y;
846 elmex 1.1
847 root 1.9 /* We can't use absdir here, because it never returns
848 root 1.76 * 0. If this is a rune, we want to hit the person on top
849 root 1.9 * of the trap (d==0). If it is not a rune, then we don't want
850     * to hit that person.
851     */
852 root 1.83 int d = dir ? absdir (dir + i) : i;
853 root 1.9
854     /* If it's not a rune, we don't want to blast the caster.
855     * In that case, we have to see - if dir is specified,
856     * turn this into direction 8. If dir is not specified (all
857     * direction) skip - otherwise, one line would do more damage
858     * becase 0 direction will go through 9 directions - necessary
859     * for the rune code.
860     */
861     if (caster->type != RUNE && d == 0)
862     {
863     if (dir != 0)
864     d = 8;
865     else
866 root 1.6 continue;
867 root 1.9 }
868 elmex 1.1
869 root 1.9 x = op->x + freearr_x[d];
870     y = op->y + freearr_y[d];
871 root 1.6
872 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
873     continue;
874 root 1.6
875 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
876     continue;
877 root 1.6
878 root 1.9 success = 1;
879 root 1.93 tmp = spell->other_arch->instance ();
880 root 1.19 tmp->set_owner (op);
881 root 1.9 set_spell_skill (op, caster, spell, tmp);
882 root 1.64 tmp->level = casting_level (caster, spell);
883 root 1.9 tmp->attacktype = spell->attacktype;
884    
885     /* holy word stuff */
886     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
887 root 1.10 if (!tailor_god_spell (tmp, op))
888     return 0;
889 root 1.6
890 root 1.9 if (dir)
891     tmp->stats.sp = dir;
892     else
893     tmp->stats.sp = i;
894    
895     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
896    
897     /* If casting it in all directions, it doesn't go as far */
898     if (dir == 0)
899     {
900     tmp->range /= 4;
901     if (tmp->range < 2 && spell->range >= 2)
902     tmp->range = 2;
903     }
904 root 1.10
905 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
906     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
907    
908     /* Special bonus for fear attacks */
909     if (tmp->attacktype & AT_FEAR)
910     {
911     if (caster->type == PLAYER)
912     tmp->duration += fear_bonus[caster->stats.Cha];
913     else
914     tmp->duration += caster->level / 3;
915     }
916 root 1.10
917 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
918     {
919     if (caster->type == PLAYER)
920     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921     else
922     tmp->duration += caster->level / 3;
923 root 1.6 }
924    
925 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
926 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
927 root 1.9
928     if (!tmp->move_on && tmp->stats.dam)
929 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
930 root 1.10
931 root 1.25 m->insert (tmp, sx, sy, op);
932 root 1.9
933     /* This is used for tracking spells so that one effect doesn't hit
934     * a single space too many times.
935     */
936     tmp->stats.maxhp = tmp->count;
937 root 1.6
938 root 1.9 if (tmp->other_arch)
939     cone_drop (tmp);
940 elmex 1.1 }
941 root 1.10
942 root 1.9 return success;
943 elmex 1.1 }
944    
945     /****************************************************************************
946     *
947     * BOMB related code
948     *
949     ****************************************************************************/
950    
951     /* This handles an exploding bomb.
952     * op is the original bomb object.
953     */
954 root 1.9 void
955     animate_bomb (object *op)
956     {
957     if (op->state != NUM_ANIMATIONS (op) - 1)
958     return;
959 elmex 1.1
960 root 1.50 object *env = op->outer_env ();
961 elmex 1.1
962 root 1.9 if (op->env)
963     {
964 root 1.84 if (!env->map)
965 root 1.9 return;
966 elmex 1.1
967 root 1.25 if (!(op = op->insert_at (env, op)))
968 root 1.9 return;
969 elmex 1.1 }
970    
971 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
972     // on a safe map. I don't like this special casing, but it seems to be neccessary
973     // as bombs can be carried.
974 root 1.84 if (op->ms ().flags () & P_SAFE)
975 root 1.9 {
976 root 1.67 op->destroy ();
977 root 1.9 return;
978     }
979 elmex 1.3
980 root 1.9 /* This copies a lot of the code from the fire bullet,
981     * but using the cast_bullet isn't really feasible,
982     * so just set up the appropriate values.
983     */
984 root 1.25 if (archetype *at = archetype::find (SPLINT))
985 root 1.9 {
986 root 1.50 for (int i = 1; i < 9; i++)
987 root 1.9 {
988     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
989     continue;
990 root 1.25
991 root 1.93 object *tmp = at->instance ();
992 root 1.9 tmp->direction = i;
993     tmp->range = op->range;
994     tmp->stats.dam = op->stats.dam;
995     tmp->duration = op->duration;
996     tmp->attacktype = op->attacktype;
997 root 1.19 tmp->set_owner (op);
998 root 1.9 if (op->skill && op->skill != tmp->skill)
999 root 1.25 tmp->skill = op->skill;
1000    
1001 root 1.102 if (tmp->flag [FLAG_IS_TURNABLE])
1002 root 1.9 SET_ANIMATION (tmp, i);
1003 root 1.25
1004     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1005 root 1.9 move_bullet (tmp);
1006 root 1.6 }
1007 elmex 1.1 }
1008    
1009 root 1.9 explode_bullet (op);
1010 elmex 1.1 }
1011    
1012 root 1.9 int
1013     create_bomb (object *op, object *caster, int dir, object *spell)
1014     {
1015     object *tmp;
1016     int mflags;
1017     sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1018 root 1.15 maptile *m;
1019 elmex 1.1
1020 root 1.9 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021 elmex 1.70
1022     // when creating a bomb below ourself it should always work, even
1023     // when movement is blocked (somehow we got here, somehow we are here,
1024     // so we should also be able to make a bomb here). (originally added
1025     // to fix create bomb traps in doors, which cast with dir=0).
1026     if (dir)
1027 root 1.9 {
1028 elmex 1.70 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1029     {
1030     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1031     return 0;
1032     }
1033 elmex 1.1 }
1034 root 1.51
1035 root 1.93 tmp = spell->other_arch->instance ();
1036 elmex 1.1
1037 root 1.9 /* level dependencies for bomb */
1038     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1039     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1040     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041     tmp->attacktype = spell->attacktype;
1042    
1043 root 1.19 tmp->set_owner (op);
1044 root 1.9 set_spell_skill (op, caster, spell, tmp);
1045 root 1.25
1046     m->insert (tmp, dx, dy, op);
1047 root 1.9 return 1;
1048 elmex 1.1 }
1049    
1050     /****************************************************************************
1051     *
1052     * smite related spell code.
1053     *
1054     ****************************************************************************/
1055    
1056     /* get_pointed_target() - this is used by finger of death
1057     * and the 'smite' spells. Returns the pointer to the first
1058     * monster in the direction which is pointed to by op. b.t.
1059     * op is the caster - really only used for the source location.
1060     * dir is the direction to look in.
1061     * range is how far out to look.
1062     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1063     * this info is used for blocked magic/unholy spaces.
1064     */
1065 root 1.90 static object *
1066 root 1.9 get_pointed_target (object *op, int dir, int range, int type)
1067     {
1068     object *target;
1069     sint16 x, y;
1070     int dist, mflags;
1071 root 1.15 maptile *mp;
1072 root 1.9
1073     if (dir == 0)
1074     return NULL;
1075    
1076     for (dist = 1; dist < range; dist++)
1077     {
1078     x = op->x + freearr_x[dir] * dist;
1079     y = op->y + freearr_y[dir] * dist;
1080     mp = op->map;
1081     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1082    
1083     if (mflags & P_OUT_OF_MAP)
1084     return NULL;
1085     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1086     return NULL;
1087     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1088     return NULL;
1089     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1090     return NULL;
1091    
1092     if (mflags & P_IS_ALIVE)
1093 root 1.41 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1094 root 1.102 if (target->flag [FLAG_MONSTER])
1095 root 1.41 return target;
1096 elmex 1.1 }
1097 root 1.41
1098 root 1.9 return NULL;
1099 elmex 1.1 }
1100    
1101     /* cast_smite_arch() - the priest points to a creature and causes
1102     * a 'godly curse' to decend.
1103     * usual params -
1104     * op = player
1105     * caster = object casting the spell.
1106     * dir = direction being cast
1107     * spell = spell object
1108     */
1109 root 1.9 int
1110     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111     {
1112     object *effect, *target;
1113     object *god = find_god (determine_god (op));
1114     int range;
1115    
1116     range = spell->range + SP_level_range_adjust (caster, spell);
1117     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1118    
1119     /* Bunch of conditions for casting this spell. Note that only
1120     * require a god if this is a cleric spell (requires grace).
1121     * This makes this spell much more general purpose - it can be used
1122     * by wizards also, which is good, because I think this is a very
1123     * interesting spell.
1124     * if it is a cleric spell, you need a god, and the creature
1125     * can't be friendly to your god.
1126     */
1127    
1128 root 1.77 if (!target
1129     || target->flag [FLAG_REFL_SPELL]
1130 root 1.9 || (!god && spell->stats.grace)
1131 root 1.80 || (god && target->title == god->name)
1132     || (god && target->race.contains (god->race)))
1133 root 1.9 {
1134     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135     return 0;
1136     }
1137    
1138     if (spell->other_arch)
1139 root 1.93 effect = spell->other_arch->instance ();
1140 root 1.9 else
1141     return 0;
1142    
1143     /* tailor the effect by priest level and worshipped God */
1144 root 1.64 effect->level = casting_level (caster, spell);
1145 root 1.9 effect->attacktype = spell->attacktype;
1146     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147     {
1148     if (tailor_god_spell (effect, op))
1149 root 1.77 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1150 root 1.9 else
1151     {
1152     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153     return 0;
1154     }
1155 elmex 1.1 }
1156    
1157 root 1.9 /* size of the area of destruction */
1158     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1159     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1160    
1161     if (effect->attacktype & AT_DEATH)
1162     {
1163     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1164 elmex 1.1
1165 root 1.9 /* casting death spells at undead isn't a good thing */
1166 root 1.102 if (target->flag [FLAG_UNDEAD])
1167 root 1.9 {
1168     if (random_roll (0, 2, op, PREFER_LOW))
1169     {
1170     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1171     effect->x = op->x;
1172     effect->y = op->y;
1173     }
1174     else
1175     {
1176     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177     target->stats.hp = target->stats.maxhp * 2;
1178 root 1.67 effect->destroy ();
1179 root 1.9 return 0;
1180 root 1.6 }
1181     }
1182 elmex 1.1 }
1183 root 1.9 else
1184     {
1185     /* how much woe to inflict :) */
1186     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1187     }
1188    
1189 root 1.19 effect->set_owner (op);
1190 root 1.9 set_spell_skill (op, caster, spell, effect);
1191    
1192     /* ok, tell it where to be, and insert! */
1193 root 1.25 effect->insert_at (target, op);
1194 elmex 1.1
1195 root 1.9 return 1;
1196 elmex 1.1 }
1197    
1198     /****************************************************************************
1199     *
1200     * MAGIC MISSILE code.
1201     * note that the fire_bullet is used to fire the missile. The
1202     * code here is just to move the missile.
1203     ****************************************************************************/
1204    
1205     /* op is a missile that needs to be moved */
1206 root 1.9 void
1207     move_missile (object *op)
1208     {
1209     if (op->range-- <= 0)
1210     {
1211 root 1.66 op->drop_and_destroy ();
1212 root 1.9 return;
1213 elmex 1.1 }
1214    
1215 root 1.58 mapxy pos (op);
1216     pos.move (op->direction);
1217    
1218     if (!pos.normalise ())
1219 root 1.9 {
1220 root 1.67 op->destroy ();
1221 root 1.9 return;
1222 elmex 1.1 }
1223    
1224 root 1.58 mapspace &ms = pos.ms ();
1225 root 1.9
1226 root 1.58 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 root 1.9 {
1228     hit_map (op, op->direction, AT_MAGIC, 1);
1229     /* Basically, missile only hits one thing then goes away.
1230     * we need to remove it if someone hasn't already done so.
1231     */
1232 root 1.67 op->destroy ();
1233 root 1.9 return;
1234 elmex 1.1 }
1235    
1236 root 1.58 if (!op->direction)
1237 root 1.9 {
1238 root 1.67 op->destroy ();
1239 root 1.9 return;
1240 elmex 1.1 }
1241 root 1.14
1242 root 1.58 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1243 root 1.9 if (i > 0 && i != op->direction)
1244     {
1245     op->direction = i;
1246     SET_ANIMATION (op, op->direction);
1247 elmex 1.1 }
1248 root 1.14
1249 root 1.58 pos.insert (op, op);
1250 elmex 1.1 }
1251    
1252     /****************************************************************************
1253     * Destruction
1254     ****************************************************************************/
1255 root 1.9
1256 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1257     * we do this by creating a force and inserting it in the
1258     * object. if time is 0, the object glows permanently. To truely
1259     * make this work for non-living objects, we would have to
1260     * give them the capability to have an inventory. b.t.
1261     */
1262 root 1.90 static int
1263 root 1.9 make_object_glow (object *op, int radius, int time)
1264     {
1265     /* some things are unaffected... */
1266     if (op->path_denied & PATH_LIGHT)
1267     return 0;
1268    
1269 root 1.43 object *tmp = get_archetype (FORCE_NAME);
1270 root 1.9 tmp->speed = 0.01;
1271     tmp->stats.food = time;
1272 root 1.102 tmp->set_flag (FLAG_IS_USED_UP);
1273 elmex 1.81 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1275 root 1.43
1276 root 1.9 if (tmp->glow_radius > op->glow_radius)
1277 elmex 1.81 op->set_glow_radius (tmp->glow_radius);
1278 root 1.9
1279     return 1;
1280     }
1281    
1282     int
1283     cast_destruction (object *op, object *caster, object *spell_ob)
1284     {
1285 root 1.74 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286     int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287     int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 root 1.9
1289 root 1.74 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 root 1.9
1291 root 1.96 dynbuf buf;
1292     unordered_mapwalk (buf, op, -range, -range, range, range)
1293 root 1.9 {
1294 root 1.74 mapspace &ms = m->at (nx, ny);
1295 root 1.25
1296 root 1.74 if (ms.flags () & P_IS_ALIVE)
1297 root 1.94 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1298     {
1299     next = tmp->above;
1300    
1301     if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302     {
1303     tmp = tmp->head_ ();
1304 root 1.25
1305 root 1.94 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306     || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307     {
1308     if (spell_ob->subtype == SP_DESTRUCTION)
1309     {
1310     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311    
1312     if (spell_ob->other_arch)
1313     m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1314     }
1315     else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1316     {
1317     if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1318     m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1319     }
1320     }
1321     }
1322     }
1323 elmex 1.1 }
1324 root 1.25
1325 root 1.9 return 1;
1326 elmex 1.1 }
1327    
1328     /***************************************************************************
1329     *
1330     * CURSE
1331     *
1332     ***************************************************************************/
1333 root 1.9 int
1334     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1335     {
1336     object *god = find_god (determine_god (op));
1337     object *tmp, *force;
1338    
1339     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1340     if (!tmp)
1341     {
1342     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1343     return 0;
1344 elmex 1.1 }
1345    
1346 root 1.47 tmp = tmp->head_ ();
1347    
1348 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1349 root 1.47 for (force = tmp->inv; force; force = force->below)
1350 root 1.9 {
1351     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1352     {
1353     if (force->name == spell_ob->name)
1354     {
1355     break;
1356 root 1.6 }
1357 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1358     {
1359     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1360     return 0;
1361 root 1.6 }
1362     }
1363 elmex 1.1 }
1364    
1365 root 1.47 if (!force)
1366 root 1.9 {
1367     force = get_archetype (FORCE_NAME);
1368     force->subtype = FORCE_CHANGE_ABILITY;
1369 root 1.47
1370 root 1.9 if (spell_ob->race)
1371     force->name = spell_ob->race;
1372     else
1373     force->name = spell_ob->name;
1374 root 1.7
1375 root 1.9 force->name_pl = spell_ob->name;
1376 elmex 1.1
1377 root 1.9 }
1378     else
1379     {
1380     int duration;
1381    
1382     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1383     if (duration > force->duration)
1384     {
1385     force->duration = duration;
1386     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1387     }
1388     else
1389 root 1.47 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1390    
1391 root 1.9 return 1;
1392     }
1393 root 1.47
1394 root 1.9 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1395 root 1.33 force->speed = 1.f;
1396     force->speed_left = -1.f;
1397 root 1.102 force->set_flag (FLAG_APPLIED);
1398 elmex 1.1
1399 root 1.9 if (god)
1400     {
1401     if (spell_ob->last_grace)
1402     force->path_repelled = god->path_repelled;
1403     if (spell_ob->last_grace)
1404     force->path_denied = god->path_denied;
1405     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1406     }
1407     else
1408     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1409    
1410    
1411     if (tmp != op && op->type == PLAYER)
1412     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1413    
1414     force->stats.ac = spell_ob->stats.ac;
1415     force->stats.wc = spell_ob->stats.wc;
1416    
1417     change_abil (tmp, force); /* Mostly to display any messages */
1418     insert_ob_in_ob (force, tmp);
1419 root 1.22 tmp->update_stats ();
1420 root 1.92
1421 root 1.9 return 1;
1422 elmex 1.1 }
1423    
1424     /**********************************************************************
1425     * mood change
1426     * Arguably, this may or may not be an attack spell. But since it
1427     * effects monsters, it seems best to put it into this file
1428     ***********************************************************************/
1429    
1430     /* This covers the various spells that change the moods of monsters -
1431     * makes them angry, peacful, friendly, etc.
1432     */
1433 root 1.9 int
1434     mood_change (object *op, object *caster, object *spell)
1435     {
1436     object *tmp, *god, *head;
1437 root 1.75 int done_one, range, level, at, best_at;
1438 root 1.9 const char *race;
1439    
1440     /* We precompute some values here so that we don't have to keep
1441     * doing it over and over again.
1442     */
1443     god = find_god (determine_god (op));
1444 root 1.64 level = casting_level (caster, spell);
1445 root 1.9 range = spell->range + SP_level_range_adjust (caster, spell);
1446    
1447     /* On the bright side, no monster should ever have a race of GOD_...
1448     * so even if the player doesn't worship a god, if race=GOD_.., it
1449     * won't ever match anything.
1450     */
1451     if (!spell->race)
1452     race = NULL;
1453 root 1.79 else if (god && spell->race == shstr_GOD_SLAYING)
1454 root 1.9 race = god->slaying;
1455 root 1.79 else if (god && spell->race == shstr_GOD_FRIEND)
1456 root 1.9 race = god->race;
1457     else
1458     race = spell->race;
1459 elmex 1.1
1460 root 1.96 dynbuf buf;
1461     unordered_mapwalk (buf, op, -range, -range, range, range)
1462 root 1.75 {
1463     mapspace &ms = m->at (nx, ny);
1464    
1465     /* If there is nothing living on this space, no need to go further */
1466     if (!ms.flags () & P_IS_ALIVE)
1467     continue;
1468    
1469     // players can only affect spaces that they can actually see
1470     if (caster
1471     && caster->contr
1472     && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473     continue;
1474    
1475     for (tmp = ms.top; tmp; tmp = tmp->below)
1476     if (tmp->flag [FLAG_MONSTER])
1477     break;
1478    
1479     /* There can be living objects that are not monsters */
1480     if (!tmp)
1481     continue;
1482    
1483     /* Only the head has meaningful data, so resolve to that */
1484     head = tmp->head_ ();
1485    
1486     /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1487     if (race && head->race && !strstr (race, head->race))
1488     continue;
1489    
1490 root 1.102 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1491 root 1.75 continue;
1492    
1493     /* Now do a bunch of stuff related to saving throws */
1494     best_at = -1;
1495     if (spell->attacktype)
1496     {
1497     for (at = 0; at < NROFATTACKS; at++)
1498     if (spell->attacktype & (1 << at))
1499     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1500     best_at = at;
1501    
1502     if (best_at == -1)
1503     at = 0;
1504     else
1505     {
1506     if (head->resist[best_at] == 100)
1507     continue;
1508     else
1509     at = head->resist[best_at] / 5;
1510     }
1511    
1512     at -= level / 5;
1513     if (did_make_save (head, head->level, at))
1514     continue;
1515     }
1516     else /* spell->attacktype */
1517     {
1518     /*
1519     Spell has no attacktype (charm & such), so we'll have a specific saving:
1520     * if spell level < monster level, no go
1521     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1522    
1523     The chance will then be in the range [20-70] percent, not too bad.
1524    
1525     This is required to fix the 'charm monster' abuse, where a player level 1 can
1526     charm a level 125 monster...
1527    
1528     Ryo, august 14th
1529     */
1530     if (head->level > level)
1531     continue;
1532    
1533 root 1.91 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1534 root 1.75 /* Failed, no effect */
1535     continue;
1536     }
1537    
1538     /* Done with saving throw. Now start affecting the monster */
1539     done_one = 0;
1540    
1541     /* aggravation */
1542 root 1.102 if (spell->flag [FLAG_MONSTER])
1543 root 1.75 {
1544 root 1.102 head->clr_flag (FLAG_SLEEP);
1545 root 1.75 remove_friendly_object (head);
1546     done_one = 1;
1547     head->enemy = op;
1548     }
1549    
1550     /* calm monsters */
1551 root 1.102 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1552 root 1.75 {
1553 root 1.102 head->set_flag (FLAG_UNAGGRESSIVE);
1554 root 1.75 head->enemy = NULL;
1555     done_one = 1;
1556     }
1557    
1558     /* berserk monsters */
1559 root 1.102 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1560 root 1.75 {
1561 root 1.102 head->set_flag (FLAG_BERSERK);
1562 root 1.75 done_one = 1;
1563     }
1564    
1565     /* charm */
1566 root 1.102 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1567 root 1.75 {
1568     INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569    
1570     /* Prevent uncontrolled outbreaks of self replicating monsters.
1571     Typical use case is charm, go somwhere, use aggravation to make hostile.
1572     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1573 root 1.102 head->clr_flag (FLAG_GENERATOR);
1574 root 1.75 head->set_owner (op);
1575     set_spell_skill (op, caster, spell, head);
1576     add_friendly_object (head);
1577     head->attack_movement = PETMOVE;
1578     done_one = 1;
1579     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1580     head->stats.exp = 0;
1581     }
1582    
1583     /* If a monster was effected, put an effect in */
1584     if (done_one && spell->other_arch)
1585 root 1.93 m->insert (spell->other_arch->instance (), nx, ny, op);
1586 root 1.75 }
1587 elmex 1.1
1588 root 1.9 return 1;
1589 elmex 1.1 }
1590    
1591     /* Move_ball_spell: This handles ball type spells that just sort of wander
1592     * about. was called move_ball_lightning, but since more than the ball
1593     * lightning spell used it, that seemed misnamed.
1594     * op is the spell effect.
1595     * note that duration is handled by process_object() in time.c
1596     */
1597 root 1.9 void
1598     move_ball_spell (object *op)
1599     {
1600     int i, j, dam_save, dir, mflags;
1601     sint16 nx, ny, hx, hy;
1602     object *owner;
1603 root 1.15 maptile *m;
1604 root 1.9
1605 root 1.19 owner = op->owner;
1606 root 1.9
1607     /* the following logic makes sure that the ball doesn't move into a wall,
1608     * and makes sure that it will move along a wall to try and get at it's
1609     * victim. The block immediately below more or less chooses a random
1610     * offset to move the ball, eg, keep it mostly on course, with some
1611     * deviations.
1612     */
1613    
1614     dir = 0;
1615     if (!(rndm (0, 3)))
1616     j = rndm (0, 1);
1617     else
1618     j = 0;
1619    
1620     for (i = 1; i < 9; i++)
1621     {
1622     /* i bit 0: alters sign of offset
1623     * other bits (i / 2): absolute value of offset
1624     */
1625     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1626     int tmpdir = absdir (op->direction + offset);
1627    
1628     nx = op->x + freearr_x[tmpdir];
1629     ny = op->y + freearr_y[tmpdir];
1630     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))))
1631     {
1632     dir = tmpdir;
1633     break;
1634 root 1.6 }
1635 elmex 1.1 }
1636 root 1.71
1637 root 1.9 if (dir == 0)
1638     {
1639     nx = op->x;
1640     ny = op->y;
1641     m = op->map;
1642     }
1643    
1644 root 1.25 m->insert (op, nx, ny, op);
1645 root 1.9
1646     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1647     surrounding squares */
1648    
1649     /* loop over current square and neighbors to hit.
1650     * if this has an other_arch field, we insert that in
1651     * the surround spaces.
1652     */
1653     for (j = 0; j < 9; j++)
1654     {
1655     hx = nx + freearr_x[j];
1656     hy = ny + freearr_y[j];
1657 elmex 1.1
1658 root 1.9 m = op->map;
1659     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1660 elmex 1.1
1661 root 1.9 if (mflags & P_OUT_OF_MAP)
1662     continue;
1663 elmex 1.1
1664 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1665     * of the map either.
1666     */
1667 elmex 1.1
1668 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1669     {
1670     if (j)
1671     op->stats.dam = dam_save / 2;
1672 root 1.58
1673 root 1.9 hit_map (op, j, op->attacktype, 1);
1674 root 1.6 }
1675 elmex 1.1
1676 root 1.9 /* insert the other arch */
1677     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1678 root 1.93 m->insert (op->other_arch->instance (), hx, hy, op);
1679 elmex 1.1 }
1680    
1681 root 1.9 /* restore to the center location and damage */
1682     op->stats.dam = dam_save;
1683 elmex 1.1
1684 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1685 elmex 1.1
1686 root 1.9 if (i >= 0)
1687     { /* we have a preferred direction! */
1688     /* pick another direction if the preferred dir is blocked. */
1689     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1690     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1691 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1692    
1693 root 1.9 op->direction = i;
1694 elmex 1.1 }
1695     }
1696    
1697 root 1.55 /* move_swarm_spell: peterm
1698 elmex 1.1 * This is an implementation of the swarm spell. It was written for
1699 root 1.55 * meteor swarm, but it could be used for any swarm. A swarm spell
1700 elmex 1.1 * is a special type of object that casts swarms of other types
1701 root 1.55 * of spells. Which spell it casts is flexible. It fires the spells
1702 elmex 1.1 * from a set of squares surrounding the caster, in a given direction.
1703     */
1704 root 1.9 void
1705     move_swarm_spell (object *op)
1706 elmex 1.1 {
1707 pippijn 1.8 #if 0
1708 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1709     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1710     sint16 target_x, target_y, origin_x, origin_y;
1711     int adjustdir;
1712 root 1.15 maptile *m;
1713 pippijn 1.8 #endif
1714 root 1.55 object *owner = op->env;
1715 elmex 1.1
1716 root 1.59 if (!owner) // MUST not happen, remove when true TODO
1717     {
1718     LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1719 root 1.67 op->destroy ();
1720 root 1.59 return;
1721     }
1722    
1723 root 1.55 if (!op->duration || !owner->is_on_map ())
1724 root 1.9 {
1725 root 1.66 op->drop_and_destroy ();
1726 root 1.9 return;
1727 elmex 1.1 }
1728 root 1.17
1729 root 1.9 op->duration--;
1730 elmex 1.1
1731 root 1.55 int basedir = op->direction;
1732     if (!basedir)
1733 root 1.61 {
1734     /* spray in all directions! 8) */
1735     op->facing = (op->facing + op->state) & 7;
1736     basedir = op->facing + 1;
1737     }
1738 elmex 1.1
1739     #if 0
1740 root 1.9 // this is bogus: it causes wrong places to be checked below
1741     // (a wall 2 cells away will block the effect...) and
1742     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1743     // space.
1744 root 1.31 // should be fixed later, but correctness before features...
1745 root 1.9 // (schmorp)
1746    
1747     /* new offset calculation to make swarm element distribution
1748     * more uniform
1749     */
1750     if (op->duration)
1751     {
1752     if (basedir & 1)
1753     {
1754     adjustdir = cardinal_adjust[rndm (0, 8)];
1755     }
1756     else
1757     {
1758     adjustdir = diagonal_adjust[rndm (0, 9)];
1759     }
1760     }
1761     else
1762     {
1763     adjustdir = 0; /* fire the last one from forward. */
1764     }
1765    
1766     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1767     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1768    
1769     /* back up one space so we can hit point-blank targets, but this
1770     * necessitates extra out_of_map check below
1771     */
1772     origin_x = target_x - freearr_x[basedir];
1773     origin_y = target_y - freearr_y[basedir];
1774    
1775    
1776     /* spell pointer is set up for the spell this casts. Since this
1777     * should just be a pointer to the spell in some inventory,
1778     * it is unlikely to disappear by the time we need it. However,
1779     * do some sanity checking anyways.
1780     */
1781    
1782     if (op->spell && op->spell->type == SPELL &&
1783     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1784     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1785     {
1786    
1787     /* Bullet spells have a bunch more customization that needs to be done */
1788     if (op->spell->subtype == SP_BULLET)
1789     fire_bullet (owner, op, basedir, op->spell);
1790     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1791     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1792 elmex 1.1 }
1793     #endif
1794    
1795 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1796     * should just be a pointer to the spell in some inventory,
1797     * it is unlikely to disappear by the time we need it. However,
1798     * do some sanity checking anyways.
1799     */
1800    
1801     if (op->spell && op->spell->type == SPELL)
1802     {
1803     /* Bullet spells have a bunch more customization that needs to be done */
1804     if (op->spell->subtype == SP_BULLET)
1805     fire_bullet (owner, op, basedir, op->spell);
1806     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1807 root 1.57 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1808 root 1.9 }
1809 elmex 1.1 }
1810    
1811     /* fire_swarm:
1812     * The following routine creates a swarm of objects. It actually
1813     * sets up a specific swarm object, which then fires off all
1814     * the parts of the swarm.
1815     *
1816     * op: the owner
1817     * caster: the caster (owner, wand, rod, scroll)
1818     * dir: the direction everything will be fired in
1819     * spell - the spell that is this spell.
1820     * n: the number to be fired.
1821     */
1822 root 1.9 int
1823     fire_swarm (object *op, object *caster, object *spell, int dir)
1824 elmex 1.1 {
1825 root 1.9 if (!spell->other_arch)
1826     return 0;
1827 elmex 1.1
1828 root 1.55 object *tmp = archetype::get (SWARM_SPELL);
1829 root 1.61
1830 root 1.9 set_spell_skill (op, caster, spell, tmp);
1831 root 1.64 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1832 root 1.55 tmp->spell = spell->other_arch->instance ();
1833 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1834 elmex 1.1
1835 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1836 root 1.25 if (!tailor_god_spell (tmp, op))
1837     return 1;
1838    
1839 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1840 root 1.55 for (int i = 0; i < spell->duration; i++)
1841 root 1.9 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1842    
1843 root 1.59 tmp->invisible = 1;
1844     tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1845 root 1.9 tmp->direction = dir;
1846 root 1.57 tmp->facing = rndm (1, 8); // initial firing direction
1847 root 1.56 tmp->state = rndm (4) * 2 + 1; // direction increment
1848 root 1.25
1849 root 1.55 op->insert (tmp);
1850    
1851 root 1.9 return 1;
1852 elmex 1.1 }
1853    
1854     /* See the spells documentation file for why this is its own
1855     * function.
1856     */
1857 root 1.9 int
1858     cast_light (object *op, object *caster, object *spell, int dir)
1859     {
1860     object *target = NULL, *tmp = NULL;
1861     sint16 x, y;
1862     int dam, mflags;
1863 root 1.15 maptile *m;
1864 elmex 1.1
1865 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1866 elmex 1.1
1867 root 1.69 if (dir)
1868 root 1.9 {
1869 root 1.69 x = op->x + freearr_x[dir];
1870     y = op->y + freearr_y[dir];
1871     m = op->map;
1872 elmex 1.1
1873 root 1.69 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 elmex 1.1
1875 root 1.69 if (mflags & P_OUT_OF_MAP)
1876     {
1877     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1878     return 0;
1879     }
1880 elmex 1.1
1881 root 1.69 if (mflags & P_IS_ALIVE && spell->attacktype)
1882     {
1883     for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1884 root 1.102 if (target->flag [FLAG_MONSTER])
1885 root 1.69 {
1886     /* oky doky. got a target monster. Lets make a blinding attack */
1887     if (target->head)
1888     target = target->head;
1889 elmex 1.1
1890 root 1.69 hit_player (target, dam, op, spell->attacktype, 1);
1891     return 1; /* one success only! */
1892     }
1893     }
1894 root 1.58
1895 root 1.69 /* no live target, perhaps a wall is in the way? */
1896     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1897     {
1898     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899     return 0;
1900     }
1901 elmex 1.1 }
1902    
1903 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1904 root 1.93 tmp = spell->other_arch->instance ();
1905 root 1.9 if (!tmp)
1906     {
1907     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1908     return 0;
1909     }
1910 root 1.69
1911 root 1.9 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912 root 1.69
1913 root 1.9 if (tmp->glow_radius)
1914 elmex 1.81 tmp->set_glow_radius (
1915 root 1.85 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1916 root 1.84 );
1917 root 1.69
1918     if (dir)
1919     m->insert (tmp, x, y, op);
1920     else
1921 root 1.86 caster->outer_env_or_self ()->insert (tmp);
1922 root 1.25
1923 root 1.9 return 1;
1924 elmex 1.1 }
1925    
1926     /* cast_cause_disease: this spell looks along <dir> from the
1927     * player and infects someone.
1928     * op is the player/monster, caster is the object, dir is the direction
1929     * to cast, disease_arch is the specific disease, and type is the spell number
1930     * perhaps this should actually be in disease.c?
1931     */
1932 root 1.9 int
1933     cast_cause_disease (object *op, object *caster, object *spell, int dir)
1934     {
1935     sint16 x, y;
1936     int i, mflags, range, dam_mod, dur_mod;
1937     object *walk;
1938 root 1.15 maptile *m;
1939 root 1.9
1940     x = op->x;
1941     y = op->y;
1942    
1943     /* If casting from a scroll, no direction will be available, so refer to the
1944     * direction the player is pointing.
1945     */
1946     if (!dir)
1947     dir = op->facing;
1948 root 1.48
1949 root 1.9 if (!dir)
1950     return 0; /* won't find anything if casting on ourself, so just return */
1951    
1952     /* Calculate these once here */
1953     range = spell->range + SP_level_range_adjust (caster, spell);
1954     dam_mod = SP_level_dam_adjust (caster, spell);
1955     dur_mod = SP_level_duration_adjust (caster, spell);
1956    
1957     /* search in a line for a victim */
1958     for (i = 1; i < range; i++)
1959     {
1960     x = op->x + i * freearr_x[dir];
1961     y = op->y + i * freearr_y[dir];
1962     m = op->map;
1963    
1964     mflags = get_map_flags (m, &m, x, y, &x, &y);
1965    
1966     if (mflags & P_OUT_OF_MAP)
1967     return 0;
1968    
1969     /* don't go through walls - presume diseases are airborne */
1970     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1971     return 0;
1972    
1973     /* Only bother looking on this space if there is something living here */
1974     if (mflags & P_IS_ALIVE)
1975     {
1976     /* search this square for a victim */
1977 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1978 root 1.102 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1979 root 1.9 { /* found a victim */
1980 root 1.93 object *disease = spell->other_arch->instance ();
1981 root 1.9
1982 root 1.19 disease->set_owner (op);
1983 root 1.9 set_spell_skill (op, caster, spell, disease);
1984     disease->stats.exp = 0;
1985 root 1.64 disease->level = casting_level (caster, spell);
1986 root 1.9
1987     /* do level adjustments */
1988 root 1.100 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1989     if (disease->magic > 0) disease->magic += dur_mod / 8;
1990     if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1991     if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1992 root 1.6
1993 root 1.9 if (disease->last_sp)
1994     {
1995     disease->last_sp -= 2 * dam_mod;
1996 root 1.100
1997 root 1.9 if (disease->last_sp < 1)
1998     disease->last_sp = 1;
1999     }
2000 root 1.6
2001 root 1.100 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2002     if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2003     if (disease->stats.ac ) disease->stats.ac += dam_mod;
2004     if (disease->last_eat ) disease->last_eat -= dam_mod;
2005     if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2006     if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2007 root 1.9
2008     if (infect_object (walk, disease, 1))
2009     {
2010 root 1.100 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2011 root 1.9
2012 root 1.67 disease->destroy (); /* don't need this one anymore */
2013 root 1.91 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2014 root 1.9 return 1;
2015 root 1.6 }
2016 root 1.17
2017 root 1.67 disease->destroy ();
2018 root 1.9 }
2019     } /* if living creature */
2020     } /* for range of spaces */
2021 root 1.25
2022 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2023     return 1;
2024 elmex 1.1 }