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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.29
Committed: Mon Jan 29 16:11:48 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +8 -5 lines
Log Message:
- add visibility_at to players (only), might/should be an object method
- mood spells only affect visible spaces now.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.28 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * 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     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
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    
43 root 1.9 void
44     check_spell_knockback (object *op)
45     {
46     object *tmp, *tmp2; /* object on the map */
47     int weight_move;
48     int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49    
50     if (!op->weight)
51     { /*shouldn't happen but if cone object has no weight drop out */
52     /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
53     return;
54     }
55     else
56     {
57     weight_move = op->weight + (op->weight * op->level) / 3;
58     /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59     }
60    
61 root 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
62 root 1.9 {
63     int num_sections = 1;
64    
65     /* don't move DM */
66     if (QUERY_FLAG (tmp, FLAG_WIZ))
67     return;
68    
69     /* don't move parts of objects */
70     if (tmp->head)
71     continue;
72    
73     /* don't move floors or immobile objects */
74     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75     continue;
76    
77     /* count the object's sections */
78     for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
79     num_sections++;
80    
81     /* I'm not sure if it makes sense to divide by num_sections - bigger
82     * objects should be harder to move, and we are moving the entire
83     * object, not just the head, so the total weight should be relevant.
84     */
85    
86     /* surface area? -tm */
87    
88     if (tmp->move_type & MOVE_FLYING)
89     frictionmod = 1; /* flying objects loose the friction modifier */
90    
91     if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92     { /* move it. */
93     /* move_object is really for monsters, but looking at
94     * the move_object function, it appears that it should
95     * also be safe for objects.
96     * This does return if successful or not, but
97     * I don't see us doing anything useful with that information
98     * right now.
99     */
100     move_object (tmp, absdir (op->stats.sp));
101 root 1.6 }
102 elmex 1.1
103     }
104     }
105    
106     /***************************************************************************
107     *
108     * BOLT CODE
109     *
110     ***************************************************************************/
111    
112     /* Causes op to fork. op is the original bolt, tmp
113     * is the first piece of the fork.
114     */
115    
116 root 1.9 void
117     forklightning (object *op, object *tmp)
118     {
119     int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120     int t_dir; /* stores temporary dir calculation */
121 root 1.15 maptile *m;
122 root 1.9 sint16 sx, sy;
123     object *new_bolt;
124    
125     /* pick a fork direction. tmp->stats.Con is the left bias
126     * i.e., the chance in 100 of forking LEFT
127     * Should start out at 50, down to 25 for one already going left
128     * down to 0 for one going 90 degrees left off original path
129     */
130    
131     if (rndm (0, 99) < tmp->stats.Con) /* fork left */
132     new_dir = -1;
133    
134     /* check the new dir for a wall and in the map */
135     t_dir = absdir (tmp->direction + new_dir);
136    
137     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)
138     return;
139    
140     if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
141     return;
142    
143     /* OK, we made a fork */
144 root 1.18 new_bolt = tmp->clone ();
145 root 1.9
146     /* reduce chances of subsequent forking */
147     new_bolt->stats.Dex -= 10;
148     tmp->stats.Dex -= 10; /* less forks from main bolt too */
149     new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150     new_bolt->speed_left = -0.1;
151     new_bolt->direction = t_dir;
152     new_bolt->duration++;
153     new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154     new_bolt->stats.dam++;
155     tmp->stats.dam /= 2; /* reduce father bolt damage */
156     tmp->stats.dam++;
157 root 1.25 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158     update_turn_face (new_bolt);
159 elmex 1.1 }
160    
161     /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162     * and checks for various things that may stop it.
163     */
164    
165 root 1.9 void
166     move_bolt (object *op)
167     {
168     object *tmp;
169     int mflags;
170     sint16 x, y;
171 root 1.15 maptile *m;
172 root 1.9
173 root 1.25 if (--op->duration < 0)
174 root 1.9 {
175 root 1.17 op->destroy ();
176 root 1.9 return;
177     }
178 root 1.11
179 root 1.9 hit_map (op, 0, op->attacktype, 1);
180    
181     if (!op->direction)
182     return;
183    
184     if (--op->range < 0)
185 root 1.25 op->range = 0;
186 root 1.9 else
187     {
188     x = op->x + DIRX (op);
189     y = op->y + DIRY (op);
190     m = op->map;
191     mflags = get_map_flags (m, &m, x, y, &x, &y);
192    
193     if (mflags & P_OUT_OF_MAP)
194     return;
195    
196     /* We are about to run into something - we may bounce */
197     /* Calling reflwall is pretty costly, as it has to look at all the objects
198     * on the space. So only call reflwall if we think the data it returns
199     * will be useful.
200     */
201     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202     {
203     if (!QUERY_FLAG (op, FLAG_REFLECTING))
204     return;
205 root 1.6
206 root 1.9 /* Since walls don't run diagonal, if the bolt is in
207     * one of 4 main directions, it just reflects back in the
208     * opposite direction. However, if the bolt is travelling
209     * on the diagonal, it is trickier - eg, a bolt travelling
210     * northwest bounces different if it hits a north/south
211     * wall (bounces to northeast) vs an east/west (bounces
212     * to the southwest.
213     */
214     if (op->direction & 1)
215     op->direction = absdir (op->direction + 4);
216     else
217     {
218     int left, right;
219     int mflags;
220 root 1.6
221 root 1.9 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
222     * over a corner in a tiled map, it is possible that
223     * op->direction is within an adjacent map but either
224     * op->direction-1 or op->direction+1 does not exist.
225     */
226     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);
228    
229     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230    
231     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
232     op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
233     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
234    
235     if (left == right)
236     op->direction = absdir (op->direction + 4);
237     else if (left)
238     op->direction = absdir (op->direction + 2);
239     else if (right)
240     op->direction = absdir (op->direction - 2);
241 root 1.6 }
242 root 1.25
243 root 1.9 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
244     return;
245 root 1.6 }
246 root 1.9 else
247     { /* Create a copy of this object and put it ahead */
248 root 1.25 object *tmp = op->clone ();
249 root 1.18
250 root 1.25 m->insert (tmp, x, y, op);
251 root 1.9 tmp->speed_left = -0.1;
252     /* To make up for the decrease at the top of the function */
253     tmp->duration++;
254    
255     /* New forking code. Possibly create forks of this object
256     * going off in other directions.
257     */
258     if (rndm (0, 99) < tmp->stats.Dex)
259     { /* stats.Dex % of forking */
260     forklightning (op, tmp);
261 root 1.6 }
262 root 1.25
263 root 1.9 /* In this way, the object left behind sticks on the space, but
264     * doesn't create any bolts that continue to move onward.
265     */
266     op->range = 0;
267     } /* copy object and move it along */
268     } /* if move bolt along */
269 elmex 1.1 }
270    
271     /* fire_bolt
272     * object op (cast from caster) files a bolt in dir.
273     * spob is the spell object for the bolt.
274     * we remove the magic flag - that can be derived from
275     * spob->attacktype.
276     * This function sets up the appropriate owner and skill
277     * pointers.
278     */
279 root 1.9 int
280     fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
281     {
282     object *tmp = NULL;
283     int mflags;
284 elmex 1.1
285 root 1.9 if (!spob->other_arch)
286     return 0;
287 elmex 1.1
288 root 1.9 tmp = arch_to_object (spob->other_arch);
289     if (tmp == NULL)
290     return 0;
291    
292     /* peterm: level dependency for bolts */
293     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294     tmp->attacktype = spob->attacktype;
295     if (spob->slaying)
296     tmp->slaying = spob->slaying;
297     tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298     tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299     tmp->stats.Dex = spob->stats.Dex;
300     tmp->stats.Con = spob->stats.Con;
301    
302     tmp->direction = dir;
303     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
304     SET_ANIMATION (tmp, dir);
305    
306 root 1.19 tmp->set_owner (op);
307 root 1.9 set_spell_skill (op, caster, spob, tmp);
308    
309     tmp->x = op->x + DIRX (tmp);
310     tmp->y = op->y + DIRY (tmp);
311     tmp->map = op->map;
312 elmex 1.1
313 root 1.23 maptile *newmap;
314     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
315 root 1.9 if (mflags & P_OUT_OF_MAP)
316     {
317 root 1.17 tmp->destroy ();
318 root 1.9 return 0;
319 elmex 1.1 }
320 root 1.17
321 root 1.23 tmp->map = newmap;
322    
323 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324     {
325     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326     {
327 root 1.17 tmp->destroy ();
328 root 1.9 return 0;
329     }
330 root 1.17
331 root 1.9 tmp->x = op->x;
332     tmp->y = op->y;
333     tmp->direction = absdir (tmp->direction + 4);
334     tmp->map = op->map;
335 elmex 1.1 }
336 root 1.17
337 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
338 elmex 1.1 move_bolt (tmp);
339 root 1.17
340 root 1.9 return 1;
341 elmex 1.1 }
342    
343    
344    
345     /***************************************************************************
346     *
347     * BULLET/BALL CODE
348     *
349     ***************************************************************************/
350    
351     /* expands an explosion. op is a piece of the
352     * explosion - this expans it in the different directions.
353     * At least that is what I think this does.
354     */
355 root 1.9 void
356     explosion (object *op)
357     {
358 root 1.15 maptile *m = op->map;
359 root 1.9 int i;
360    
361 root 1.25 if (--op->duration < 0)
362 root 1.9 {
363 root 1.17 op->destroy ();
364 root 1.9 return;
365 elmex 1.1 }
366 root 1.17
367 root 1.9 hit_map (op, 0, op->attacktype, 0);
368 elmex 1.1
369 root 1.9 if (op->range > 0)
370     {
371     for (i = 1; i < 9; i++)
372     {
373     sint16 dx, dy;
374    
375     dx = op->x + freearr_x[i];
376     dy = op->y + freearr_y[i];
377 root 1.25
378 root 1.9 /* ok_to_put_more already does things like checks for walls,
379     * out of map, etc.
380     */
381     if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382     {
383 root 1.25 object *tmp = op->clone ();
384    
385 root 1.9 tmp->state = 0;
386     tmp->speed_left = -0.21;
387     tmp->range--;
388     tmp->value = 0;
389 root 1.25
390     m->insert (tmp, dx, dy, op);
391 root 1.6 }
392     }
393 elmex 1.1 }
394     }
395    
396    
397     /* Causes an object to explode, eg, a firebullet,
398     * poison cloud ball, etc. op is the object to
399     * explode.
400     */
401 root 1.9 void
402     explode_bullet (object *op)
403 elmex 1.1 {
404 root 1.9 object *tmp, *owner;
405 elmex 1.1
406 root 1.9 if (op->other_arch == NULL)
407     {
408     LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 root 1.17 op->destroy ();
410 root 1.9 return;
411 elmex 1.1 }
412    
413 root 1.9 if (op->env)
414     {
415 root 1.25 object *env = object_get_env_recursive (op);
416 root 1.9 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
417     {
418     LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 root 1.17 op->destroy ();
420 root 1.9 return;
421     }
422 root 1.17
423 root 1.25 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
424 root 1.9 }
425     else if (out_of_map (op->map, op->x, op->y))
426     {
427     LOG (llevError, "BUG: explode_bullet(): op out of map\n");
428 root 1.17 op->destroy ();
429 root 1.9 return;
430     }
431    
432     // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
433     // NOTE: If this breaks something important: remove this. I can't think of anything
434     // bad at the moment that might happen from this.
435     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
436     {
437 root 1.17 op->destroy ();
438 root 1.9 return;
439 elmex 1.1 }
440    
441 root 1.9 if (op->attacktype)
442     {
443     hit_map (op, 0, op->attacktype, 1);
444 root 1.14 if (op->destroyed ())
445 elmex 1.2 return;
446 elmex 1.1 }
447    
448 root 1.9 /* other_arch contains what this explodes into */
449     tmp = arch_to_object (op->other_arch);
450 elmex 1.1
451 root 1.19 tmp->set_owner (op);
452 root 1.9 tmp->skill = op->skill;
453 elmex 1.1
454 root 1.19 owner = op->owner;
455 root 1.10
456 root 1.9 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
457     {
458 root 1.17 op->destroy ();
459 root 1.9 return;
460 elmex 1.1 }
461 root 1.10
462 root 1.9 /* special for bombs - it actually has sane values for these */
463     if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
464     {
465     tmp->attacktype = op->attacktype;
466     tmp->range = op->range;
467     tmp->stats.dam = op->stats.dam;
468     tmp->duration = op->duration;
469     }
470     else
471     {
472     if (op->attacktype & AT_MAGIC)
473     tmp->attacktype |= AT_MAGIC;
474 root 1.25
475 root 1.9 /* Spell doc describes what is going on here */
476     tmp->stats.dam = op->dam_modifier;
477     tmp->range = op->stats.maxhp;
478     tmp->duration = op->stats.hp;
479     /* Used for spell tracking - just need a unique val for this spell -
480     * the count of the parent should work fine.
481     */
482     tmp->stats.maxhp = op->count;
483     }
484    
485     /* Set direction of cone explosion */
486     if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
487     tmp->stats.sp = op->direction;
488    
489     /* Prevent recursion */
490     op->move_on = 0;
491    
492 root 1.25 tmp->insert_at (op, op);
493 root 1.9 /* remove the firebullet */
494 root 1.25 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 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
525 elmex 1.1 {
526 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527     {
528     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 elmex 1.1 {
531 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
532     {
533 root 1.17 op->destroy ();
534 root 1.9 return;
535 root 1.6 }
536 elmex 1.1 }
537     }
538     }
539     }
540    
541     /* Basically, we move 'op' one square, and if it hits something,
542     * call check_bullet.
543     * This function is only applicable to bullets, but not to all
544     * fired arches (eg, bolts).
545     */
546 root 1.9 void
547     move_bullet (object *op)
548 elmex 1.1 {
549 root 1.9 sint16 new_x, new_y;
550     int mflags;
551 root 1.15 maptile *m;
552 elmex 1.1
553     #if 0
554 root 1.9 /* We need a better general purpose way to do this */
555 elmex 1.1
556 root 1.9 /* peterm: added to make comet leave a trail of burnouts
557     it's an unadulterated hack, but the effect is cool. */
558     if (op->stats.sp == SP_METEOR)
559     {
560     replace_insert_ob_in_map ("fire_trail", op);
561 root 1.14 if (op->destroyed ())
562 elmex 1.1 return;
563 root 1.9 } /* end addition. */
564 elmex 1.1 #endif
565    
566 root 1.9 /* Reached the end of its life - remove it */
567     if (--op->range <= 0)
568     {
569     if (op->other_arch)
570 root 1.17 explode_bullet (op);
571 root 1.9 else
572 root 1.17 op->destroy ();
573    
574 root 1.9 return;
575 elmex 1.1 }
576    
577 root 1.9 new_x = op->x + DIRX (op);
578     new_y = op->y + DIRY (op);
579     m = op->map;
580     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581    
582     if (mflags & P_OUT_OF_MAP)
583     {
584 root 1.17 op->destroy ();
585 root 1.9 return;
586 elmex 1.1 }
587    
588 root 1.9 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589     {
590     if (op->other_arch)
591 root 1.17 explode_bullet (op);
592 root 1.9 else
593 root 1.17 op->destroy ();
594    
595 root 1.9 return;
596 elmex 1.1 }
597    
598 root 1.25 if (!(op = m->insert (op, new_x, new_y, 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    
611    
612    
613     /* fire_bullet
614     * object op (cast from caster) files a bolt in dir.
615     * spob is the spell object for the bolt.
616     * we remove the magic flag - that can be derived from
617     * spob->attacktype.
618     * This function sets up the appropriate owner and skill
619     * pointers.
620     */
621    
622 root 1.9 int
623     fire_bullet (object *op, object *caster, int dir, object *spob)
624     {
625     object *tmp = NULL;
626     int mflags;
627 elmex 1.1
628 root 1.9 if (!spob->other_arch)
629     return 0;
630 elmex 1.1
631 root 1.9 tmp = arch_to_object (spob->other_arch);
632     if (tmp == NULL)
633     return 0;
634    
635     /* peterm: level dependency for bolts */
636     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637     tmp->attacktype = spob->attacktype;
638     if (spob->slaying)
639     tmp->slaying = spob->slaying;
640    
641     tmp->range = 50;
642    
643     /* Need to store duration/range for the ball to use */
644     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
645     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
646     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
647    
648     tmp->direction = dir;
649     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
650     SET_ANIMATION (tmp, dir);
651    
652 root 1.19 tmp->set_owner (op);
653 root 1.9 set_spell_skill (op, caster, spob, tmp);
654    
655     tmp->x = op->x + freearr_x[dir];
656     tmp->y = op->y + freearr_y[dir];
657     tmp->map = op->map;
658 elmex 1.1
659 root 1.23 maptile *newmap;
660     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 root 1.9 if (mflags & P_OUT_OF_MAP)
662     {
663 root 1.17 tmp->destroy ();
664 root 1.9 return 0;
665 elmex 1.1 }
666 root 1.17
667 root 1.23 tmp->map = newmap;
668    
669 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670     {
671     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672     {
673 root 1.17 tmp->destroy ();
674 root 1.9 return 0;
675     }
676 root 1.17
677 root 1.9 tmp->x = op->x;
678     tmp->y = op->y;
679     tmp->direction = absdir (tmp->direction + 4);
680     tmp->map = op->map;
681 elmex 1.1 }
682 root 1.17
683 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
684 root 1.17 check_bullet (tmp);
685    
686 root 1.9 return 1;
687 elmex 1.1 }
688    
689    
690    
691    
692     /*****************************************************************************
693     *
694     * CONE RELATED FUNCTIONS
695     *
696     *****************************************************************************/
697    
698    
699     /* drops an object based on what is in the cone's "other_arch" */
700 root 1.9 void
701     cone_drop (object *op)
702     {
703     object *new_ob = arch_to_object (op->other_arch);
704 elmex 1.1
705 root 1.9 new_ob->level = op->level;
706 root 1.19 new_ob->set_owner (op->owner);
707 root 1.9
708     /* preserve skill ownership */
709     if (op->skill && op->skill != new_ob->skill)
710 root 1.25 new_ob->skill = op->skill;
711 root 1.9
712 root 1.25 new_ob->insert_at (op, op);
713 elmex 1.1 }
714    
715     /* move_cone: causes cone object 'op' to move a space/hit creatures */
716    
717 root 1.9 void
718     move_cone (object *op)
719     {
720     int i;
721    
722     /* if no map then hit_map will crash so just ignore object */
723     if (!op->map)
724     {
725     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 root 1.24 op->set_speed (0);
727 root 1.9 return;
728 elmex 1.1 }
729    
730 root 1.9 /* lava saves it's life, but not yours :) */
731     if (QUERY_FLAG (op, FLAG_LIFESAVE))
732     {
733     hit_map (op, 0, op->attacktype, 0);
734     return;
735 elmex 1.1 }
736    
737     #if 0
738 root 1.9 /* Disable this - enabling it makes monsters easier, as
739     * when their cone dies when they die.
740     */
741     /* If no owner left, the spell dies out. */
742 root 1.19 if (op->owner == NULL)
743 root 1.9 {
744 root 1.17 op->destroy ();
745 root 1.9 return;
746 elmex 1.1 }
747     #endif
748    
749 root 1.9 hit_map (op, 0, op->attacktype, 0);
750 elmex 1.1
751 root 1.9 /* Check to see if we should push anything.
752     * Spell objects with weight push whatever they encounter to some
753     * degree.
754     */
755     if (op->weight)
756     check_spell_knockback (op);
757 elmex 1.1
758 root 1.14 if (op->destroyed ())
759 root 1.9 return;
760 elmex 1.1
761 root 1.9 if ((op->duration--) < 0)
762     {
763 root 1.17 op->destroy ();
764 root 1.9 return;
765     }
766     /* Object has hit maximum range, so don't have it move
767     * any further. When the duration above expires,
768     * then the object will get removed.
769     */
770     if (--op->range < 0)
771     {
772     op->range = 0; /* just so it doesn't wrap */
773     return;
774 elmex 1.1 }
775    
776 root 1.9 for (i = -1; i < 2; i++)
777     {
778     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779    
780     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781     {
782 root 1.18 object *tmp = op->clone ();
783 root 1.9
784     tmp->duration = op->duration + 1;
785    
786     /* Use for spell tracking - see ok_to_put_more() */
787     tmp->stats.maxhp = op->stats.maxhp;
788 root 1.25
789     op->map->insert (tmp, x, y, op);
790    
791 root 1.9 if (tmp->other_arch)
792     cone_drop (tmp);
793 root 1.6 }
794 elmex 1.1 }
795     }
796    
797     /* cast_cone: casts a cone spell.
798     * op: person firing the object.
799     * caster: object casting the spell.
800     * dir: direction to fire in.
801     * spell: spell that is being fired. It uses other_arch for the archetype
802     * to fire.
803     * returns 0 on failure, 1 on success.
804     */
805 root 1.9 int
806     cast_cone (object *op, object *caster, int dir, object *spell)
807 elmex 1.1 {
808 root 1.9 object *tmp;
809     int i, success = 0, range_min = -1, range_max = 1;
810 root 1.15 maptile *m;
811 root 1.9 sint16 sx, sy;
812     MoveType movetype;
813    
814     if (!spell->other_arch)
815     return 0;
816    
817     if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
818     {
819     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
820     return 0;
821     }
822    
823     if (!dir)
824     {
825     range_min = 0;
826     range_max = 8;
827 elmex 1.1 }
828    
829 root 1.9 /* Need to know what the movetype of the object we are about
830     * to create is, so we can know if the space we are about to
831     * insert it into is blocked.
832     */
833     movetype = spell->other_arch->clone.move_type;
834 root 1.6
835 root 1.9 for (i = range_min; i <= range_max; i++)
836     {
837     sint16 x, y, d;
838 elmex 1.1
839 root 1.9 /* We can't use absdir here, because it never returns
840     * 0. If this is a rune, we want to hit the person on top
841     * of the trap (d==0). If it is not a rune, then we don't want
842     * to hit that person.
843     */
844     d = dir + i;
845     while (d < 0)
846     d += 8;
847     while (d > 8)
848     d -= 8;
849    
850     /* If it's not a rune, we don't want to blast the caster.
851     * In that case, we have to see - if dir is specified,
852     * turn this into direction 8. If dir is not specified (all
853     * direction) skip - otherwise, one line would do more damage
854     * becase 0 direction will go through 9 directions - necessary
855     * for the rune code.
856     */
857     if (caster->type != RUNE && d == 0)
858     {
859     if (dir != 0)
860     d = 8;
861     else
862 root 1.6 continue;
863 root 1.9 }
864 elmex 1.1
865 root 1.9 x = op->x + freearr_x[d];
866     y = op->y + freearr_y[d];
867 root 1.6
868 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
869     continue;
870 root 1.6
871 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
872     continue;
873 root 1.6
874 root 1.9 success = 1;
875     tmp = arch_to_object (spell->other_arch);
876 root 1.19 tmp->set_owner (op);
877 root 1.9 set_spell_skill (op, caster, spell, tmp);
878     tmp->level = caster_level (caster, spell);
879     tmp->attacktype = spell->attacktype;
880    
881     /* holy word stuff */
882     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 root 1.10 if (!tailor_god_spell (tmp, op))
884     return 0;
885 root 1.6
886 root 1.9 if (dir)
887     tmp->stats.sp = dir;
888     else
889     tmp->stats.sp = i;
890    
891     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
892    
893     /* If casting it in all directions, it doesn't go as far */
894     if (dir == 0)
895     {
896     tmp->range /= 4;
897     if (tmp->range < 2 && spell->range >= 2)
898     tmp->range = 2;
899     }
900 root 1.10
901 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
902     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
903    
904     /* Special bonus for fear attacks */
905     if (tmp->attacktype & AT_FEAR)
906     {
907     if (caster->type == PLAYER)
908     tmp->duration += fear_bonus[caster->stats.Cha];
909     else
910     tmp->duration += caster->level / 3;
911     }
912 root 1.10
913 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
914     {
915     if (caster->type == PLAYER)
916     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
917     else
918     tmp->duration += caster->level / 3;
919 root 1.6 }
920    
921 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
922     LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
923    
924     if (!tmp->move_on && tmp->stats.dam)
925 root 1.25 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
926 root 1.10
927 root 1.25 m->insert (tmp, sx, sy, op);
928 root 1.9
929     /* This is used for tracking spells so that one effect doesn't hit
930     * a single space too many times.
931     */
932     tmp->stats.maxhp = tmp->count;
933 root 1.6
934 root 1.9 if (tmp->other_arch)
935     cone_drop (tmp);
936 elmex 1.1 }
937 root 1.10
938 root 1.9 return success;
939 elmex 1.1 }
940    
941     /****************************************************************************
942     *
943     * BOMB related code
944     *
945     ****************************************************************************/
946    
947    
948     /* This handles an exploding bomb.
949     * op is the original bomb object.
950     */
951 root 1.9 void
952     animate_bomb (object *op)
953     {
954     int i;
955     object *env, *tmp;
956 elmex 1.1
957 root 1.9 if (op->state != NUM_ANIMATIONS (op) - 1)
958     return;
959 elmex 1.1
960 root 1.9 env = object_get_env_recursive (op);
961 elmex 1.1
962 root 1.9 if (op->env)
963     {
964     if (env->map == NULL)
965     return;
966 elmex 1.1
967 root 1.9 if (env->type == PLAYER)
968     esrv_del_item (env->contr, op->count);
969 elmex 1.1
970 root 1.25 if (!(op = op->insert_at (env, op)))
971 root 1.9 return;
972 elmex 1.1 }
973    
974 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975     // on a safe map. I don't like this special casing, but it seems to be neccessary
976     // as bombs can be carried.
977     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978     {
979 root 1.17 op->destroy ();
980 root 1.9 return;
981     }
982 elmex 1.3
983 root 1.9 /* This copies a lot of the code from the fire bullet,
984     * but using the cast_bullet isn't really feasible,
985     * so just set up the appropriate values.
986     */
987 root 1.25 if (archetype *at = archetype::find (SPLINT))
988 root 1.9 {
989     for (i = 1; i < 9; i++)
990     {
991     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992     continue;
993 root 1.25
994 root 1.9 tmp = arch_to_object (at);
995     tmp->direction = i;
996     tmp->range = op->range;
997     tmp->stats.dam = op->stats.dam;
998     tmp->duration = op->duration;
999     tmp->attacktype = op->attacktype;
1000 root 1.19 tmp->set_owner (op);
1001 root 1.9 if (op->skill && op->skill != tmp->skill)
1002 root 1.25 tmp->skill = op->skill;
1003    
1004 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1005     SET_ANIMATION (tmp, i);
1006 root 1.25
1007     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 root 1.9 move_bullet (tmp);
1009 root 1.6 }
1010 elmex 1.1 }
1011    
1012 root 1.9 explode_bullet (op);
1013 elmex 1.1 }
1014    
1015 root 1.9 int
1016     create_bomb (object *op, object *caster, int dir, object *spell)
1017     {
1018 elmex 1.1
1019 root 1.9 object *tmp;
1020     int mflags;
1021     sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 root 1.15 maptile *m;
1023 elmex 1.1
1024 root 1.9 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1025     if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026     {
1027     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028     return 0;
1029 elmex 1.1 }
1030 root 1.9 tmp = arch_to_object (spell->other_arch);
1031 elmex 1.1
1032 root 1.9 /* level dependencies for bomb */
1033     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1035     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1036     tmp->attacktype = spell->attacktype;
1037    
1038 root 1.19 tmp->set_owner (op);
1039 root 1.9 set_spell_skill (op, caster, spell, tmp);
1040 root 1.25
1041     m->insert (tmp, dx, dy, op);
1042 root 1.9 return 1;
1043 elmex 1.1 }
1044    
1045     /****************************************************************************
1046     *
1047     * smite related spell code.
1048     *
1049     ****************************************************************************/
1050    
1051     /* get_pointed_target() - this is used by finger of death
1052     * and the 'smite' spells. Returns the pointer to the first
1053     * monster in the direction which is pointed to by op. b.t.
1054     * op is the caster - really only used for the source location.
1055     * dir is the direction to look in.
1056     * range is how far out to look.
1057     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058     * this info is used for blocked magic/unholy spaces.
1059     */
1060 root 1.9
1061     object *
1062     get_pointed_target (object *op, int dir, int range, int type)
1063     {
1064     object *target;
1065     sint16 x, y;
1066     int dist, mflags;
1067 root 1.15 maptile *mp;
1068 root 1.9
1069     if (dir == 0)
1070     return NULL;
1071    
1072     for (dist = 1; dist < range; dist++)
1073     {
1074     x = op->x + freearr_x[dir] * dist;
1075     y = op->y + freearr_y[dir] * dist;
1076     mp = op->map;
1077     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078    
1079     if (mflags & P_OUT_OF_MAP)
1080     return NULL;
1081     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1082     return NULL;
1083     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1084     return NULL;
1085     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086     return NULL;
1087    
1088     if (mflags & P_IS_ALIVE)
1089     {
1090 root 1.21 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 root 1.9 {
1092     if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093     {
1094     return target;
1095 root 1.6 }
1096     }
1097     }
1098 elmex 1.1 }
1099 root 1.9 return NULL;
1100 elmex 1.1 }
1101    
1102    
1103     /* cast_smite_arch() - the priest points to a creature and causes
1104     * a 'godly curse' to decend.
1105     * usual params -
1106     * op = player
1107     * caster = object casting the spell.
1108     * dir = direction being cast
1109     * spell = spell object
1110     */
1111    
1112 root 1.9 int
1113     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114     {
1115     object *effect, *target;
1116     object *god = find_god (determine_god (op));
1117     int range;
1118    
1119     range = spell->range + SP_level_range_adjust (caster, spell);
1120     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1121    
1122     /* Bunch of conditions for casting this spell. Note that only
1123     * require a god if this is a cleric spell (requires grace).
1124     * This makes this spell much more general purpose - it can be used
1125     * by wizards also, which is good, because I think this is a very
1126     * interesting spell.
1127     * if it is a cleric spell, you need a god, and the creature
1128     * can't be friendly to your god.
1129     */
1130    
1131     if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1132     || (!god && spell->stats.grace)
1133     || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1134     {
1135     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1136     return 0;
1137     }
1138    
1139     if (spell->other_arch)
1140     effect = arch_to_object (spell->other_arch);
1141     else
1142     return 0;
1143    
1144     /* tailor the effect by priest level and worshipped God */
1145     effect->level = caster_level (caster, spell);
1146     effect->attacktype = spell->attacktype;
1147     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148     {
1149     if (tailor_god_spell (effect, op))
1150     new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1151     else
1152     {
1153     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1154     return 0;
1155     }
1156 elmex 1.1 }
1157    
1158 root 1.9 /* size of the area of destruction */
1159     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1160     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1161    
1162     if (effect->attacktype & AT_DEATH)
1163     {
1164     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1165 elmex 1.1
1166 root 1.9 /* casting death spells at undead isn't a good thing */
1167 root 1.20 if (QUERY_FLAG (target, FLAG_UNDEAD))
1168 root 1.9 {
1169     if (random_roll (0, 2, op, PREFER_LOW))
1170     {
1171     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1172     effect->x = op->x;
1173     effect->y = op->y;
1174     }
1175     else
1176     {
1177     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1178     target->stats.hp = target->stats.maxhp * 2;
1179 root 1.17 effect->destroy ();
1180 root 1.9 return 0;
1181 root 1.6 }
1182     }
1183 elmex 1.1 }
1184 root 1.9 else
1185     {
1186     /* how much woe to inflict :) */
1187     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1188     }
1189    
1190 root 1.19 effect->set_owner (op);
1191 root 1.9 set_spell_skill (op, caster, spell, effect);
1192    
1193     /* ok, tell it where to be, and insert! */
1194 root 1.25 effect->insert_at (target, op);
1195 elmex 1.1
1196 root 1.9 return 1;
1197 elmex 1.1 }
1198    
1199    
1200     /****************************************************************************
1201     *
1202     * MAGIC MISSILE code.
1203     * note that the fire_bullet is used to fire the missile. The
1204     * code here is just to move the missile.
1205     ****************************************************************************/
1206    
1207     /* op is a missile that needs to be moved */
1208 root 1.9 void
1209     move_missile (object *op)
1210     {
1211     int i, mflags;
1212     object *owner;
1213     sint16 new_x, new_y;
1214 root 1.15 maptile *m;
1215 root 1.9
1216     if (op->range-- <= 0)
1217     {
1218 root 1.17 op->destroy ();
1219 root 1.9 return;
1220 elmex 1.1 }
1221    
1222 root 1.19 owner = op->owner;
1223 elmex 1.1 #if 0
1224 root 1.9 /* It'd make things nastier if this wasn't here - spells cast by
1225     * monster that are then killed would continue to survive
1226     */
1227     if (owner == NULL)
1228     {
1229 root 1.17 op->destroy ();
1230 root 1.9 return;
1231 elmex 1.1 }
1232     #endif
1233    
1234 root 1.9 new_x = op->x + DIRX (op);
1235     new_y = op->y + DIRY (op);
1236    
1237     mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238 elmex 1.1
1239 root 1.9 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240     {
1241     hit_map (op, op->direction, AT_MAGIC, 1);
1242     /* Basically, missile only hits one thing then goes away.
1243     * we need to remove it if someone hasn't already done so.
1244     */
1245 root 1.14 if (!op->destroyed ())
1246 root 1.17 op->destroy ();
1247 root 1.14
1248 root 1.9 return;
1249 elmex 1.1 }
1250    
1251 root 1.16 op->remove ();
1252 root 1.14
1253 root 1.9 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254     {
1255 root 1.17 op->destroy ();
1256 root 1.9 return;
1257 elmex 1.1 }
1258 root 1.14
1259 root 1.25 i = spell_find_dir (m, new_x, new_y, op->owner);
1260 root 1.9 if (i > 0 && i != op->direction)
1261     {
1262     op->direction = i;
1263     SET_ANIMATION (op, op->direction);
1264 elmex 1.1 }
1265 root 1.14
1266 root 1.25 m->insert (op, new_x, new_y, op);
1267 elmex 1.1 }
1268    
1269     /****************************************************************************
1270     * Destruction
1271     ****************************************************************************/
1272 root 1.9
1273 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1274     * we do this by creating a force and inserting it in the
1275     * object. if time is 0, the object glows permanently. To truely
1276     * make this work for non-living objects, we would have to
1277     * give them the capability to have an inventory. b.t.
1278     */
1279    
1280 root 1.9 int
1281     make_object_glow (object *op, int radius, int time)
1282     {
1283     object *tmp;
1284    
1285     /* some things are unaffected... */
1286     if (op->path_denied & PATH_LIGHT)
1287     return 0;
1288    
1289     tmp = get_archetype (FORCE_NAME);
1290     tmp->speed = 0.01;
1291     tmp->stats.food = time;
1292     SET_FLAG (tmp, FLAG_IS_USED_UP);
1293     tmp->glow_radius = radius;
1294     if (tmp->glow_radius > MAX_LIGHT_RADII)
1295     tmp->glow_radius = MAX_LIGHT_RADII;
1296    
1297     tmp->x = op->x;
1298     tmp->y = op->y;
1299     if (tmp->speed < MIN_ACTIVE_SPEED)
1300     tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301     tmp = insert_ob_in_ob (tmp, op);
1302     if (tmp->glow_radius > op->glow_radius)
1303     op->glow_radius = tmp->glow_radius;
1304    
1305     if (!tmp->env || op != tmp->env)
1306     {
1307     LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308     return 0;
1309     }
1310     return 1;
1311     }
1312    
1313 elmex 1.1
1314    
1315    
1316 root 1.9 int
1317     cast_destruction (object *op, object *caster, object *spell_ob)
1318     {
1319     int i, j, range, mflags, friendly = 0, dam, dur;
1320     sint16 sx, sy;
1321 root 1.15 maptile *m;
1322 root 1.9 object *tmp;
1323     const char *skill;
1324    
1325     range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326     dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1327     dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328     if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329     friendly = 1;
1330    
1331     /* destruction doesn't use another spell object, so we need
1332     * update op's skill pointer so that exp is properly awarded.
1333     * We do some shortcuts here - since this is just temporary
1334     * and we'll reset the values back, we don't need to go through
1335     * the full share string/free_string route.
1336     */
1337     skill = op->skill;
1338     if (caster == op)
1339     op->skill = spell_ob->skill;
1340     else if (caster->skill)
1341     op->skill = caster->skill;
1342     else
1343     op->skill = NULL;
1344 elmex 1.1
1345 root 1.9 change_skill (op, find_skill_by_name (op, op->skill), 1);
1346 elmex 1.1
1347 root 1.9 for (i = -range; i < range; i++)
1348     {
1349     for (j = -range; j < range; j++)
1350     {
1351     m = op->map;
1352     sx = op->x + i;
1353     sy = op->y + j;
1354 root 1.25
1355 root 1.9 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356     if (mflags & P_OUT_OF_MAP)
1357     continue;
1358 root 1.25
1359 root 1.9 if (mflags & P_IS_ALIVE)
1360     {
1361 root 1.21 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1362 root 1.25 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363     break;
1364    
1365 root 1.9 if (tmp)
1366     {
1367     if (tmp->head)
1368     tmp = tmp->head;
1369    
1370     if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1371     (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372     {
1373     if (spell_ob->subtype == SP_DESTRUCTION)
1374     {
1375     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1376     if (spell_ob->other_arch)
1377 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 root 1.6 }
1379 root 1.9 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380     {
1381     if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1383 root 1.6 }
1384     }
1385     }
1386     }
1387     }
1388 elmex 1.1 }
1389 root 1.25
1390 root 1.9 op->skill = skill;
1391     return 1;
1392 elmex 1.1 }
1393    
1394     /***************************************************************************
1395     *
1396     * CURSE
1397     *
1398     ***************************************************************************/
1399    
1400 root 1.9 int
1401     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402     {
1403     object *god = find_god (determine_god (op));
1404     object *tmp, *force;
1405    
1406     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1407     if (!tmp)
1408     {
1409     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410     return 0;
1411 elmex 1.1 }
1412    
1413 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1414     for (force = tmp->inv; force != NULL; force = force->below)
1415     {
1416     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417     {
1418     if (force->name == spell_ob->name)
1419     {
1420     break;
1421 root 1.6 }
1422 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1423     {
1424     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1425     return 0;
1426 root 1.6 }
1427     }
1428 elmex 1.1 }
1429    
1430 root 1.9 if (force == NULL)
1431     {
1432     force = get_archetype (FORCE_NAME);
1433     force->subtype = FORCE_CHANGE_ABILITY;
1434     if (spell_ob->race)
1435     force->name = spell_ob->race;
1436     else
1437     force->name = spell_ob->name;
1438 root 1.7
1439 root 1.9 force->name_pl = spell_ob->name;
1440 elmex 1.1
1441 root 1.9 }
1442     else
1443     {
1444     int duration;
1445    
1446     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1447     if (duration > force->duration)
1448     {
1449     force->duration = duration;
1450     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451     }
1452     else
1453     {
1454     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455     }
1456     return 1;
1457     }
1458     force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459     force->speed = 1.0;
1460     force->speed_left = -1.0;
1461     SET_FLAG (force, FLAG_APPLIED);
1462 elmex 1.1
1463 root 1.9 if (god)
1464     {
1465     if (spell_ob->last_grace)
1466     force->path_repelled = god->path_repelled;
1467     if (spell_ob->last_grace)
1468     force->path_denied = god->path_denied;
1469     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1470     }
1471     else
1472     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1473    
1474    
1475     if (tmp != op && op->type == PLAYER)
1476     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1477    
1478     force->stats.ac = spell_ob->stats.ac;
1479     force->stats.wc = spell_ob->stats.wc;
1480    
1481     change_abil (tmp, force); /* Mostly to display any messages */
1482     insert_ob_in_ob (force, tmp);
1483 root 1.22 tmp->update_stats ();
1484 root 1.9 return 1;
1485 elmex 1.1
1486     }
1487    
1488     /**********************************************************************
1489     * mood change
1490     * Arguably, this may or may not be an attack spell. But since it
1491     * effects monsters, it seems best to put it into this file
1492     ***********************************************************************/
1493    
1494     /* This covers the various spells that change the moods of monsters -
1495     * makes them angry, peacful, friendly, etc.
1496     */
1497 root 1.9 int
1498     mood_change (object *op, object *caster, object *spell)
1499     {
1500     object *tmp, *god, *head;
1501     int done_one, range, mflags, level, at, best_at;
1502     sint16 x, y, nx, ny;
1503 root 1.15 maptile *m;
1504 root 1.9 const char *race;
1505    
1506     /* We precompute some values here so that we don't have to keep
1507     * doing it over and over again.
1508     */
1509     god = find_god (determine_god (op));
1510     level = caster_level (caster, spell);
1511     range = spell->range + SP_level_range_adjust (caster, spell);
1512    
1513     /* On the bright side, no monster should ever have a race of GOD_...
1514     * so even if the player doesn't worship a god, if race=GOD_.., it
1515     * won't ever match anything.
1516     */
1517     if (!spell->race)
1518     race = NULL;
1519     else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1520     race = god->slaying;
1521     else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522     race = god->race;
1523     else
1524     race = spell->race;
1525 elmex 1.1
1526 root 1.9 for (x = op->x - range; x <= op->x + range; x++)
1527     for (y = op->y - range; y <= op->y + range; y++)
1528     {
1529     done_one = 0;
1530     m = op->map;
1531     nx = x;
1532     ny = y;
1533     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1534     if (mflags & P_OUT_OF_MAP)
1535     continue;
1536    
1537     /* If there is nothing living on this space, no need to go further */
1538     if (!(mflags & P_IS_ALIVE))
1539     continue;
1540 elmex 1.1
1541 root 1.29 // players can only affect spaces that they can actually see
1542     if (caster && caster->contr
1543     && caster->contr->visibility_at (m, nx, ny) < 70)
1544     continue;
1545    
1546     for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1547 root 1.9 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1548     break;
1549 root 1.6
1550 root 1.9 /* There can be living objects that are not monsters */
1551     if (!tmp || tmp->type == PLAYER)
1552     continue;
1553    
1554     /* Only the head has meaningful data, so resolve to that */
1555     if (tmp->head)
1556     head = tmp->head;
1557     else
1558     head = tmp;
1559 root 1.6
1560 root 1.9 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1561     if (race && head->race && !strstr (race, head->race))
1562     continue;
1563 root 1.29
1564 root 1.9 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1565     continue;
1566    
1567     /* Now do a bunch of stuff related to saving throws */
1568     best_at = -1;
1569     if (spell->attacktype)
1570     {
1571     for (at = 0; at < NROFATTACKS; at++)
1572     if (spell->attacktype & (1 << at))
1573     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1574     best_at = at;
1575 elmex 1.1
1576 root 1.9 if (best_at == -1)
1577     at = 0;
1578     else
1579     {
1580     if (head->resist[best_at] == 100)
1581     continue;
1582     else
1583     at = head->resist[best_at] / 5;
1584     }
1585     at -= level / 5;
1586     if (did_make_save (head, head->level, at))
1587     continue;
1588     }
1589     else /* spell->attacktype */
1590     /*
1591     Spell has no attacktype (charm & such), so we'll have a specific saving:
1592     * if spell level < monster level, no go
1593     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594    
1595     The chance will then be in the range [20-70] percent, not too bad.
1596    
1597     This is required to fix the 'charm monster' abuse, where a player level 1 can
1598     charm a level 125 monster...
1599    
1600     Ryo, august 14th
1601     */
1602     {
1603     if (head->level > level)
1604     continue;
1605     if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1606     /* Failed, no effect */
1607     continue;
1608     }
1609    
1610 root 1.29 /* Done with saving throw. Now start affecting the monster */
1611 root 1.9
1612     /* aggravation */
1613     if (QUERY_FLAG (spell, FLAG_MONSTER))
1614     {
1615     CLEAR_FLAG (head, FLAG_SLEEP);
1616     if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617     remove_friendly_object (head);
1618    
1619     done_one = 1;
1620     head->enemy = op;
1621     }
1622    
1623     /* calm monsters */
1624     if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1625     {
1626     SET_FLAG (head, FLAG_UNAGGRESSIVE);
1627     head->enemy = NULL;
1628     done_one = 1;
1629     }
1630    
1631     /* berserk monsters */
1632     if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1633     {
1634     SET_FLAG (head, FLAG_BERSERK);
1635     done_one = 1;
1636     }
1637 root 1.27
1638 root 1.9 /* charm */
1639     if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1640     {
1641     /* Prevent uncontolled outbreaks of self replicating monsters.
1642     Typical use case is charm, go somwhere, use aggravation to make hostile.
1643     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1644     CLEAR_FLAG (head, FLAG_GENERATOR);
1645 root 1.19 head->set_owner (op);
1646 root 1.9 set_spell_skill (op, caster, spell, head);
1647     add_friendly_object (head);
1648     head->attack_movement = PETMOVE;
1649     done_one = 1;
1650     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1651     head->stats.exp = 0;
1652     }
1653    
1654     /* If a monster was effected, put an effect in */
1655     if (done_one && spell->other_arch)
1656 root 1.25 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1657 root 1.9 } /* for y */
1658 elmex 1.1
1659 root 1.9 return 1;
1660 elmex 1.1 }
1661    
1662    
1663     /* Move_ball_spell: This handles ball type spells that just sort of wander
1664     * about. was called move_ball_lightning, but since more than the ball
1665     * lightning spell used it, that seemed misnamed.
1666     * op is the spell effect.
1667     * note that duration is handled by process_object() in time.c
1668     */
1669    
1670 root 1.9 void
1671     move_ball_spell (object *op)
1672     {
1673     int i, j, dam_save, dir, mflags;
1674     sint16 nx, ny, hx, hy;
1675     object *owner;
1676 root 1.15 maptile *m;
1677 root 1.9
1678 root 1.19 owner = op->owner;
1679 root 1.9
1680     /* the following logic makes sure that the ball doesn't move into a wall,
1681     * and makes sure that it will move along a wall to try and get at it's
1682     * victim. The block immediately below more or less chooses a random
1683     * offset to move the ball, eg, keep it mostly on course, with some
1684     * deviations.
1685     */
1686    
1687     dir = 0;
1688     if (!(rndm (0, 3)))
1689     j = rndm (0, 1);
1690     else
1691     j = 0;
1692    
1693     for (i = 1; i < 9; i++)
1694     {
1695     /* i bit 0: alters sign of offset
1696     * other bits (i / 2): absolute value of offset
1697     */
1698    
1699     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1700     int tmpdir = absdir (op->direction + offset);
1701    
1702     nx = op->x + freearr_x[tmpdir];
1703     ny = op->y + freearr_y[tmpdir];
1704     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))))
1705     {
1706     dir = tmpdir;
1707     break;
1708 root 1.6 }
1709 elmex 1.1 }
1710 root 1.9 if (dir == 0)
1711     {
1712     nx = op->x;
1713     ny = op->y;
1714     m = op->map;
1715     }
1716    
1717 root 1.25 m->insert (op, nx, ny, op);
1718 root 1.9
1719     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1720     surrounding squares */
1721    
1722     /* loop over current square and neighbors to hit.
1723     * if this has an other_arch field, we insert that in
1724     * the surround spaces.
1725     */
1726     for (j = 0; j < 9; j++)
1727     {
1728     object *new_ob;
1729 elmex 1.1
1730 root 1.9 hx = nx + freearr_x[j];
1731     hy = ny + freearr_y[j];
1732 elmex 1.1
1733 root 1.9 m = op->map;
1734     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1735 elmex 1.1
1736 root 1.9 if (mflags & P_OUT_OF_MAP)
1737     continue;
1738 elmex 1.1
1739 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1740     * of the map either.
1741     */
1742 elmex 1.1
1743 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1744     {
1745     if (j)
1746     op->stats.dam = dam_save / 2;
1747     hit_map (op, j, op->attacktype, 1);
1748 elmex 1.1
1749 root 1.6 }
1750 elmex 1.1
1751 root 1.9 /* insert the other arch */
1752     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1753 root 1.25 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1754 elmex 1.1 }
1755    
1756 root 1.9 /* restore to the center location and damage */
1757     op->stats.dam = dam_save;
1758 elmex 1.1
1759 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1760 elmex 1.1
1761 root 1.9 if (i >= 0)
1762     { /* we have a preferred direction! */
1763     /* pick another direction if the preferred dir is blocked. */
1764     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1765     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1766 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1767    
1768 root 1.9 op->direction = i;
1769 elmex 1.1 }
1770     }
1771    
1772    
1773     /* move_swarm_spell: peterm
1774     * This is an implementation of the swarm spell. It was written for
1775     * meteor swarm, but it could be used for any swarm. A swarm spell
1776     * is a special type of object that casts swarms of other types
1777     * of spells. Which spell it casts is flexible. It fires the spells
1778     * from a set of squares surrounding the caster, in a given direction.
1779     */
1780    
1781 root 1.9 void
1782     move_swarm_spell (object *op)
1783 elmex 1.1 {
1784 pippijn 1.8 #if 0
1785 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1786     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1787     sint16 target_x, target_y, origin_x, origin_y;
1788     int adjustdir;
1789 root 1.15 maptile *m;
1790 pippijn 1.8 #endif
1791 root 1.9 int basedir;
1792     object *owner;
1793 elmex 1.1
1794 root 1.19 owner = op->owner;
1795 root 1.9 if (op->duration == 0 || owner == NULL)
1796     {
1797 root 1.17 op->destroy ();
1798 root 1.9 return;
1799 elmex 1.1 }
1800 root 1.17
1801 root 1.9 op->duration--;
1802 elmex 1.1
1803 root 1.9 basedir = op->direction;
1804     if (basedir == 0)
1805     {
1806     /* spray in all directions! 8) */
1807     basedir = rndm (1, 8);
1808 elmex 1.1 }
1809    
1810     #if 0
1811 root 1.9 // this is bogus: it causes wrong places to be checked below
1812     // (a wall 2 cells away will block the effect...) and
1813     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814     // space.
1815     // should be fixed later, but correctness before featurs...
1816     // (schmorp)
1817    
1818     /* new offset calculation to make swarm element distribution
1819     * more uniform
1820     */
1821     if (op->duration)
1822     {
1823     if (basedir & 1)
1824     {
1825     adjustdir = cardinal_adjust[rndm (0, 8)];
1826     }
1827     else
1828     {
1829     adjustdir = diagonal_adjust[rndm (0, 9)];
1830     }
1831     }
1832     else
1833     {
1834     adjustdir = 0; /* fire the last one from forward. */
1835     }
1836    
1837     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1838     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1839    
1840     /* back up one space so we can hit point-blank targets, but this
1841     * necessitates extra out_of_map check below
1842     */
1843     origin_x = target_x - freearr_x[basedir];
1844     origin_y = target_y - freearr_y[basedir];
1845    
1846    
1847     /* spell pointer is set up for the spell this casts. Since this
1848     * should just be a pointer to the spell in some inventory,
1849     * it is unlikely to disappear by the time we need it. However,
1850     * do some sanity checking anyways.
1851     */
1852    
1853     if (op->spell && op->spell->type == SPELL &&
1854     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1855     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1856     {
1857    
1858     /* Bullet spells have a bunch more customization that needs to be done */
1859     if (op->spell->subtype == SP_BULLET)
1860     fire_bullet (owner, op, basedir, op->spell);
1861     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1862     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1863 elmex 1.1 }
1864     #endif
1865    
1866 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1867     * should just be a pointer to the spell in some inventory,
1868     * it is unlikely to disappear by the time we need it. However,
1869     * do some sanity checking anyways.
1870     */
1871    
1872     if (op->spell && op->spell->type == SPELL)
1873     {
1874     /* Bullet spells have a bunch more customization that needs to be done */
1875     if (op->spell->subtype == SP_BULLET)
1876     fire_bullet (owner, op, basedir, op->spell);
1877     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878     fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1879     }
1880 elmex 1.1 }
1881    
1882    
1883    
1884    
1885     /* fire_swarm:
1886     * The following routine creates a swarm of objects. It actually
1887     * sets up a specific swarm object, which then fires off all
1888     * the parts of the swarm.
1889     *
1890     * op: the owner
1891     * caster: the caster (owner, wand, rod, scroll)
1892     * dir: the direction everything will be fired in
1893     * spell - the spell that is this spell.
1894     * n: the number to be fired.
1895     */
1896    
1897 root 1.9 int
1898     fire_swarm (object *op, object *caster, object *spell, int dir)
1899 elmex 1.1 {
1900 root 1.9 object *tmp;
1901     int i;
1902 elmex 1.1
1903 root 1.9 if (!spell->other_arch)
1904     return 0;
1905 elmex 1.1
1906 root 1.9 tmp = get_archetype (SWARM_SPELL);
1907 root 1.19 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1908 root 1.9 set_spell_skill (op, caster, spell, tmp);
1909 elmex 1.1
1910 root 1.9 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1911     tmp->spell = arch_to_object (spell->other_arch);
1912 elmex 1.1
1913 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1914 elmex 1.1
1915 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 root 1.25 if (!tailor_god_spell (tmp, op))
1917     return 1;
1918    
1919 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1920     for (i = 0; i < spell->duration; i++)
1921     tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922    
1923     tmp->direction = dir;
1924     tmp->invisible = 1;
1925 root 1.25
1926     tmp->insert_at (op, op);
1927 root 1.9 return 1;
1928 elmex 1.1 }
1929    
1930    
1931     /* See the spells documentation file for why this is its own
1932     * function.
1933     */
1934 root 1.9 int
1935     cast_light (object *op, object *caster, object *spell, int dir)
1936     {
1937     object *target = NULL, *tmp = NULL;
1938     sint16 x, y;
1939     int dam, mflags;
1940 root 1.15 maptile *m;
1941 elmex 1.1
1942 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1943 elmex 1.1
1944 root 1.9 if (!dir)
1945     {
1946     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1947     return 0;
1948 elmex 1.1 }
1949    
1950 root 1.9 x = op->x + freearr_x[dir];
1951     y = op->y + freearr_y[dir];
1952     m = op->map;
1953 elmex 1.1
1954 root 1.9 mflags = get_map_flags (m, &m, x, y, &x, &y);
1955 elmex 1.1
1956 root 1.9 if (mflags & P_OUT_OF_MAP)
1957     {
1958     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1959     return 0;
1960 elmex 1.1 }
1961    
1962 root 1.9 if (mflags & P_IS_ALIVE && spell->attacktype)
1963     {
1964 root 1.21 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1965 root 1.9 if (QUERY_FLAG (target, FLAG_MONSTER))
1966     {
1967     /* oky doky. got a target monster. Lets make a blinding attack */
1968     if (target->head)
1969     target = target->head;
1970     (void) hit_player (target, dam, op, spell->attacktype, 1);
1971     return 1; /* one success only! */
1972     }
1973 elmex 1.1 }
1974    
1975 root 1.9 /* no live target, perhaps a wall is in the way? */
1976     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1977     {
1978     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1979     return 0;
1980 elmex 1.1 }
1981    
1982 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1983     tmp = arch_to_object (spell->other_arch);
1984     if (!tmp)
1985     {
1986     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1987     return 0;
1988     }
1989     tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1990     if (tmp->glow_radius)
1991     {
1992     tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1993     if (tmp->glow_radius > MAX_LIGHT_RADII)
1994     tmp->glow_radius = MAX_LIGHT_RADII;
1995 elmex 1.1 }
1996 root 1.25
1997     m->insert (tmp, x, y, op);
1998 root 1.9 return 1;
1999 elmex 1.1 }
2000    
2001    
2002    
2003    
2004     /* cast_cause_disease: this spell looks along <dir> from the
2005     * player and infects someone.
2006     * op is the player/monster, caster is the object, dir is the direction
2007     * to cast, disease_arch is the specific disease, and type is the spell number
2008     * perhaps this should actually be in disease.c?
2009     */
2010    
2011 root 1.9 int
2012     cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013     {
2014     sint16 x, y;
2015     int i, mflags, range, dam_mod, dur_mod;
2016     object *walk;
2017 root 1.15 maptile *m;
2018 root 1.9
2019     x = op->x;
2020     y = op->y;
2021    
2022     /* If casting from a scroll, no direction will be available, so refer to the
2023     * direction the player is pointing.
2024     */
2025     if (!dir)
2026     dir = op->facing;
2027     if (!dir)
2028     return 0; /* won't find anything if casting on ourself, so just return */
2029    
2030     /* Calculate these once here */
2031     range = spell->range + SP_level_range_adjust (caster, spell);
2032     dam_mod = SP_level_dam_adjust (caster, spell);
2033     dur_mod = SP_level_duration_adjust (caster, spell);
2034    
2035     /* search in a line for a victim */
2036     for (i = 1; i < range; i++)
2037     {
2038     x = op->x + i * freearr_x[dir];
2039     y = op->y + i * freearr_y[dir];
2040     m = op->map;
2041    
2042     mflags = get_map_flags (m, &m, x, y, &x, &y);
2043    
2044     if (mflags & P_OUT_OF_MAP)
2045     return 0;
2046    
2047     /* don't go through walls - presume diseases are airborne */
2048     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2049     return 0;
2050    
2051     /* Only bother looking on this space if there is something living here */
2052     if (mflags & P_IS_ALIVE)
2053     {
2054     /* search this square for a victim */
2055 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2056 root 1.9 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2057     { /* found a victim */
2058     object *disease = arch_to_object (spell->other_arch);
2059    
2060 root 1.19 disease->set_owner (op);
2061 root 1.9 set_spell_skill (op, caster, spell, disease);
2062     disease->stats.exp = 0;
2063     disease->level = caster_level (caster, spell);
2064    
2065     /* do level adjustments */
2066     if (disease->stats.wc)
2067     disease->stats.wc += dur_mod / 2;
2068    
2069     if (disease->magic > 0)
2070     disease->magic += dur_mod / 4;
2071    
2072     if (disease->stats.maxhp > 0)
2073     disease->stats.maxhp += dur_mod;
2074    
2075     if (disease->stats.maxgrace > 0)
2076     disease->stats.maxgrace += dur_mod;
2077    
2078     if (disease->stats.dam)
2079     {
2080     if (disease->stats.dam > 0)
2081     disease->stats.dam += dam_mod;
2082     else
2083     disease->stats.dam -= dam_mod;
2084     }
2085 root 1.6
2086 root 1.9 if (disease->last_sp)
2087     {
2088     disease->last_sp -= 2 * dam_mod;
2089     if (disease->last_sp < 1)
2090     disease->last_sp = 1;
2091     }
2092 root 1.6
2093 root 1.9 if (disease->stats.maxsp)
2094     {
2095     if (disease->stats.maxsp > 0)
2096     disease->stats.maxsp += dam_mod;
2097     else
2098     disease->stats.maxsp -= dam_mod;
2099     }
2100 root 1.6
2101 root 1.9 if (disease->stats.ac)
2102     disease->stats.ac += dam_mod;
2103 root 1.6
2104 root 1.9 if (disease->last_eat)
2105     disease->last_eat -= dam_mod;
2106 root 1.6
2107 root 1.9 if (disease->stats.hp)
2108     disease->stats.hp -= dam_mod;
2109 root 1.6
2110 root 1.9 if (disease->stats.sp)
2111     disease->stats.sp -= dam_mod;
2112    
2113     if (infect_object (walk, disease, 1))
2114     {
2115     object *flash; /* visual effect for inflicting disease */
2116    
2117     new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2118    
2119 root 1.17 disease->destroy (); /* don't need this one anymore */
2120 root 1.25 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2121 root 1.9 return 1;
2122 root 1.6 }
2123 root 1.17
2124     disease->destroy ();
2125 root 1.9 }
2126     } /* if living creature */
2127     } /* for range of spaces */
2128 root 1.25
2129 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2130     return 1;
2131 elmex 1.1 }