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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.44
Committed: Sun Jul 22 14:17:58 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -1 lines
Log Message:
fix crash problem

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.37 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.28 *
4 root 1.37 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.28 *
8 root 1.42 * Crossfire TRT 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 3 of the License, or
11     * (at your 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 1.42 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.37 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.28 */
23 elmex 1.1
24     /* This file contains all the spell attack code. Grouping this code
25     * together should hopefully make it easier to find the relevent bits
26     * of code
27     */
28    
29     #include <global.h>
30     #include <object.h>
31     #include <living.h>
32 root 1.24 #include <sproto.h>
33 elmex 1.1 #include <spells.h>
34     #include <sounds.h>
35    
36     /* this function checks to see if a spell pushes objects as well
37     * as flies over and damages them (only used for cones for now)
38     * but moved here so it could be applied to bolts too
39     * op is the spell object.
40     */
41    
42 root 1.9 void
43     check_spell_knockback (object *op)
44     {
45     object *tmp, *tmp2; /* object on the map */
46     int weight_move;
47     int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48    
49     if (!op->weight)
50     { /*shouldn't happen but if cone object has no weight drop out */
51     /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
52     return;
53     }
54     else
55     {
56     weight_move = op->weight + (op->weight * op->level) / 3;
57     /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58     }
59    
60 root 1.21 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
61 root 1.9 {
62     int num_sections = 1;
63    
64     /* don't move DM */
65     if (QUERY_FLAG (tmp, FLAG_WIZ))
66     return;
67    
68     /* don't move parts of objects */
69     if (tmp->head)
70     continue;
71    
72     /* don't move floors or immobile objects */
73     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74     continue;
75    
76     /* count the object's sections */
77     for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78     num_sections++;
79    
80     /* I'm not sure if it makes sense to divide by num_sections - bigger
81     * objects should be harder to move, and we are moving the entire
82     * object, not just the head, so the total weight should be relevant.
83     */
84    
85     /* surface area? -tm */
86    
87     if (tmp->move_type & MOVE_FLYING)
88     frictionmod = 1; /* flying objects loose the friction modifier */
89    
90     if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91     { /* move it. */
92     /* move_object is really for monsters, but looking at
93     * the move_object function, it appears that it should
94     * also be safe for objects.
95     * This does return if successful or not, but
96     * I don't see us doing anything useful with that information
97     * right now.
98     */
99     move_object (tmp, absdir (op->stats.sp));
100 root 1.6 }
101 elmex 1.1
102     }
103     }
104    
105     /***************************************************************************
106     *
107     * BOLT CODE
108     *
109     ***************************************************************************/
110    
111     /* Causes op to fork. op is the original bolt, tmp
112     * is the first piece of the fork.
113     */
114    
115 root 1.9 void
116     forklightning (object *op, object *tmp)
117     {
118     int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119     int t_dir; /* stores temporary dir calculation */
120 root 1.15 maptile *m;
121 root 1.9 sint16 sx, sy;
122     object *new_bolt;
123    
124     /* pick a fork direction. tmp->stats.Con is the left bias
125     * i.e., the chance in 100 of forking LEFT
126     * Should start out at 50, down to 25 for one already going left
127     * down to 0 for one going 90 degrees left off original path
128     */
129    
130     if (rndm (0, 99) < tmp->stats.Con) /* fork left */
131     new_dir = -1;
132    
133     /* check the new dir for a wall and in the map */
134     t_dir = absdir (tmp->direction + new_dir);
135    
136     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)
137     return;
138    
139     if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
140     return;
141    
142     /* OK, we made a fork */
143 root 1.18 new_bolt = tmp->clone ();
144 root 1.9
145     /* reduce chances of subsequent forking */
146     new_bolt->stats.Dex -= 10;
147     tmp->stats.Dex -= 10; /* less forks from main bolt too */
148     new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 root 1.33 new_bolt->speed_left = -0.1f;
150 root 1.9 new_bolt->direction = t_dir;
151     new_bolt->duration++;
152     new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153     new_bolt->stats.dam++;
154     tmp->stats.dam /= 2; /* reduce father bolt damage */
155     tmp->stats.dam++;
156 root 1.25 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157     update_turn_face (new_bolt);
158 elmex 1.1 }
159    
160     /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161     * and checks for various things that may stop it.
162     */
163    
164 root 1.9 void
165     move_bolt (object *op)
166     {
167     int mflags;
168     sint16 x, y;
169 root 1.15 maptile *m;
170 root 1.9
171 root 1.25 if (--op->duration < 0)
172 root 1.9 {
173 root 1.17 op->destroy ();
174 root 1.9 return;
175     }
176 root 1.11
177 root 1.9 hit_map (op, 0, op->attacktype, 1);
178    
179     if (!op->direction)
180     return;
181    
182     if (--op->range < 0)
183 root 1.25 op->range = 0;
184 root 1.9 else
185     {
186     x = op->x + DIRX (op);
187     y = op->y + DIRY (op);
188     m = op->map;
189     mflags = get_map_flags (m, &m, x, y, &x, &y);
190    
191     if (mflags & P_OUT_OF_MAP)
192     return;
193    
194     /* We are about to run into something - we may bounce */
195     /* Calling reflwall is pretty costly, as it has to look at all the objects
196     * on the space. So only call reflwall if we think the data it returns
197     * will be useful.
198     */
199     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200     {
201     if (!QUERY_FLAG (op, FLAG_REFLECTING))
202     return;
203 root 1.6
204 root 1.9 /* Since walls don't run diagonal, if the bolt is in
205     * one of 4 main directions, it just reflects back in the
206     * opposite direction. However, if the bolt is travelling
207     * on the diagonal, it is trickier - eg, a bolt travelling
208     * northwest bounces different if it hits a north/south
209     * wall (bounces to northeast) vs an east/west (bounces
210     * to the southwest.
211     */
212     if (op->direction & 1)
213     op->direction = absdir (op->direction + 4);
214     else
215     {
216     int left, right;
217     int mflags;
218 root 1.6
219 root 1.9 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220     * over a corner in a tiled map, it is possible that
221     * op->direction is within an adjacent map but either
222     * op->direction-1 or op->direction+1 does not exist.
223     */
224     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225     op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226    
227     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228    
229     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230     op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232    
233     if (left == right)
234     op->direction = absdir (op->direction + 4);
235     else if (left)
236     op->direction = absdir (op->direction + 2);
237     else if (right)
238     op->direction = absdir (op->direction - 2);
239 root 1.6 }
240 root 1.25
241 root 1.9 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242     return;
243 root 1.6 }
244 root 1.9 else
245     { /* Create a copy of this object and put it ahead */
246 root 1.25 object *tmp = op->clone ();
247 root 1.18
248 root 1.25 m->insert (tmp, x, y, op);
249 root 1.33 tmp->speed_left = -0.1f;
250 root 1.9 /* To make up for the decrease at the top of the function */
251     tmp->duration++;
252    
253     /* New forking code. Possibly create forks of this object
254     * going off in other directions.
255     */
256     if (rndm (0, 99) < tmp->stats.Dex)
257     { /* stats.Dex % of forking */
258     forklightning (op, tmp);
259 root 1.6 }
260 root 1.25
261 root 1.9 /* In this way, the object left behind sticks on the space, but
262     * doesn't create any bolts that continue to move onward.
263     */
264     op->range = 0;
265     } /* copy object and move it along */
266     } /* if move bolt along */
267 elmex 1.1 }
268    
269     /* fire_bolt
270     * object op (cast from caster) files a bolt in dir.
271     * spob is the spell object for the bolt.
272     * we remove the magic flag - that can be derived from
273     * spob->attacktype.
274     * This function sets up the appropriate owner and skill
275     * pointers.
276     */
277 root 1.9 int
278     fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279     {
280     object *tmp = NULL;
281     int mflags;
282 elmex 1.1
283 root 1.9 if (!spob->other_arch)
284     return 0;
285 elmex 1.1
286 root 1.9 tmp = arch_to_object (spob->other_arch);
287     if (tmp == NULL)
288     return 0;
289    
290     /* peterm: level dependency for bolts */
291     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292     tmp->attacktype = spob->attacktype;
293     if (spob->slaying)
294     tmp->slaying = spob->slaying;
295     tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296     tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297     tmp->stats.Dex = spob->stats.Dex;
298     tmp->stats.Con = spob->stats.Con;
299    
300     tmp->direction = dir;
301     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
302     SET_ANIMATION (tmp, dir);
303    
304 root 1.19 tmp->set_owner (op);
305 root 1.9 set_spell_skill (op, caster, spob, tmp);
306    
307     tmp->x = op->x + DIRX (tmp);
308     tmp->y = op->y + DIRY (tmp);
309     tmp->map = op->map;
310 elmex 1.1
311 root 1.23 maptile *newmap;
312     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 root 1.9 if (mflags & P_OUT_OF_MAP)
314     {
315 root 1.17 tmp->destroy ();
316 root 1.9 return 0;
317 elmex 1.1 }
318 root 1.17
319 root 1.23 tmp->map = newmap;
320    
321 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322     {
323     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324     {
325 root 1.17 tmp->destroy ();
326 root 1.9 return 0;
327     }
328 root 1.17
329 root 1.9 tmp->x = op->x;
330     tmp->y = op->y;
331     tmp->direction = absdir (tmp->direction + 4);
332     tmp->map = op->map;
333 elmex 1.1 }
334 root 1.17
335 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
336 elmex 1.1 move_bolt (tmp);
337 root 1.17
338 root 1.9 return 1;
339 elmex 1.1 }
340    
341     /***************************************************************************
342     *
343     * BULLET/BALL CODE
344     *
345     ***************************************************************************/
346    
347     /* expands an explosion. op is a piece of the
348     * explosion - this expans it in the different directions.
349     * At least that is what I think this does.
350     */
351 root 1.9 void
352     explosion (object *op)
353     {
354 root 1.15 maptile *m = op->map;
355 root 1.9 int i;
356    
357 root 1.25 if (--op->duration < 0)
358 root 1.9 {
359 root 1.17 op->destroy ();
360 root 1.9 return;
361 elmex 1.1 }
362 root 1.17
363 root 1.9 hit_map (op, 0, op->attacktype, 0);
364 elmex 1.1
365 root 1.9 if (op->range > 0)
366     {
367     for (i = 1; i < 9; i++)
368     {
369     sint16 dx, dy;
370    
371     dx = op->x + freearr_x[i];
372     dy = op->y + freearr_y[i];
373 root 1.25
374 root 1.9 /* ok_to_put_more already does things like checks for walls,
375     * out of map, etc.
376     */
377     if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
378     {
379 root 1.25 object *tmp = op->clone ();
380    
381 root 1.9 tmp->state = 0;
382 root 1.33 tmp->speed_left = -0.21f;
383 root 1.9 tmp->range--;
384     tmp->value = 0;
385 root 1.25
386     m->insert (tmp, dx, dy, op);
387 root 1.6 }
388     }
389 elmex 1.1 }
390     }
391    
392     /* Causes an object to explode, eg, a firebullet,
393     * poison cloud ball, etc. op is the object to
394     * explode.
395     */
396 root 1.9 void
397     explode_bullet (object *op)
398 elmex 1.1 {
399 root 1.9 object *tmp, *owner;
400 elmex 1.1
401 root 1.9 if (op->other_arch == NULL)
402     {
403     LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 root 1.17 op->destroy ();
405 root 1.9 return;
406 elmex 1.1 }
407    
408 root 1.9 if (op->env)
409     {
410 root 1.25 object *env = object_get_env_recursive (op);
411 root 1.9 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412     {
413     LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 root 1.17 op->destroy ();
415 root 1.9 return;
416     }
417 root 1.17
418 root 1.25 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 root 1.9 }
420     else if (out_of_map (op->map, op->x, op->y))
421     {
422     LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 root 1.17 op->destroy ();
424 root 1.9 return;
425     }
426    
427     // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428     // NOTE: If this breaks something important: remove this. I can't think of anything
429     // bad at the moment that might happen from this.
430     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431     {
432 root 1.17 op->destroy ();
433 root 1.9 return;
434 elmex 1.1 }
435    
436 root 1.9 if (op->attacktype)
437     {
438     hit_map (op, 0, op->attacktype, 1);
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     tmp = arch_to_object (op->other_arch);
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 1.9 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
452     {
453 root 1.17 op->destroy ();
454 root 1.9 return;
455 elmex 1.1 }
456 root 1.10
457 root 1.9 /* special for bombs - it actually has sane values for these */
458     if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459     {
460     tmp->attacktype = op->attacktype;
461     tmp->range = op->range;
462     tmp->stats.dam = op->stats.dam;
463     tmp->duration = op->duration;
464     }
465     else
466     {
467     if (op->attacktype & AT_MAGIC)
468     tmp->attacktype |= AT_MAGIC;
469 root 1.25
470 root 1.9 /* Spell doc describes what is going on here */
471     tmp->stats.dam = op->dam_modifier;
472     tmp->range = op->stats.maxhp;
473     tmp->duration = op->stats.hp;
474     /* Used for spell tracking - just need a unique val for this spell -
475     * the count of the parent should work fine.
476     */
477     tmp->stats.maxhp = op->count;
478     }
479    
480     /* Set direction of cone explosion */
481     if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
482     tmp->stats.sp = op->direction;
483    
484     /* Prevent recursion */
485     op->move_on = 0;
486    
487 root 1.25 tmp->insert_at (op, op);
488 root 1.9 /* remove the firebullet */
489 root 1.25 op->destroy ();
490 elmex 1.1 }
491    
492     /* checks to see what op should do, given the space it is on
493     * (eg, explode, damage player, etc)
494     */
495 root 1.9 void
496     check_bullet (object *op)
497 elmex 1.1 {
498 root 1.9 object *tmp;
499     int dam, mflags;
500 root 1.15 maptile *m;
501 root 1.9 sint16 sx, sy;
502 elmex 1.1
503 root 1.9 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
504 elmex 1.1
505 root 1.9 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
506     return;
507 elmex 1.1
508 root 1.9 if (op->other_arch)
509     {
510     /* explode object will also remove op */
511     explode_bullet (op);
512     return;
513 elmex 1.1 }
514    
515 root 1.9 /* If nothing alive on this space, no reason to do anything further */
516     if (!(mflags & P_IS_ALIVE))
517     return;
518 elmex 1.1
519 root 1.31 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 elmex 1.1 {
521 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522     {
523     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 elmex 1.1 {
526 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
527     {
528 root 1.17 op->destroy ();
529 root 1.9 return;
530 root 1.6 }
531 elmex 1.1 }
532     }
533     }
534     }
535    
536     /* Basically, we move 'op' one square, and if it hits something,
537     * call check_bullet.
538     * This function is only applicable to bullets, but not to all
539     * fired arches (eg, bolts).
540     */
541 root 1.9 void
542     move_bullet (object *op)
543 elmex 1.1 {
544 root 1.9 sint16 new_x, new_y;
545     int mflags;
546 root 1.15 maptile *m;
547 elmex 1.1
548     #if 0
549 root 1.9 /* We need a better general purpose way to do this */
550 elmex 1.1
551 root 1.9 /* peterm: added to make comet leave a trail of burnouts
552     it's an unadulterated hack, but the effect is cool. */
553     if (op->stats.sp == SP_METEOR)
554     {
555     replace_insert_ob_in_map ("fire_trail", op);
556 root 1.14 if (op->destroyed ())
557 elmex 1.1 return;
558 root 1.9 } /* end addition. */
559 elmex 1.1 #endif
560    
561 root 1.9 /* Reached the end of its life - remove it */
562     if (--op->range <= 0)
563     {
564     if (op->other_arch)
565 root 1.17 explode_bullet (op);
566 root 1.9 else
567 root 1.17 op->destroy ();
568    
569 root 1.9 return;
570 elmex 1.1 }
571    
572 root 1.9 new_x = op->x + DIRX (op);
573     new_y = op->y + DIRY (op);
574     m = op->map;
575     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576    
577     if (mflags & P_OUT_OF_MAP)
578     {
579 root 1.17 op->destroy ();
580 root 1.9 return;
581 elmex 1.1 }
582    
583 root 1.9 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584     {
585     if (op->other_arch)
586 root 1.17 explode_bullet (op);
587 root 1.9 else
588 root 1.17 op->destroy ();
589    
590 root 1.9 return;
591 elmex 1.1 }
592    
593 root 1.25 if (!(op = m->insert (op, new_x, new_y, op)))
594 root 1.9 return;
595 elmex 1.1
596 root 1.9 if (reflwall (op->map, op->x, op->y, op))
597     {
598     op->direction = absdir (op->direction + 4);
599     update_turn_face (op);
600     }
601     else
602 root 1.23 check_bullet (op);
603 elmex 1.1 }
604    
605     /* fire_bullet
606     * object op (cast from caster) files a bolt in dir.
607     * spob is the spell object for the bolt.
608     * we remove the magic flag - that can be derived from
609     * spob->attacktype.
610     * This function sets up the appropriate owner and skill
611     * pointers.
612     */
613 root 1.9 int
614     fire_bullet (object *op, object *caster, int dir, object *spob)
615     {
616     object *tmp = NULL;
617     int mflags;
618 elmex 1.1
619 root 1.9 if (!spob->other_arch)
620     return 0;
621 elmex 1.1
622 root 1.9 tmp = arch_to_object (spob->other_arch);
623     if (tmp == NULL)
624     return 0;
625    
626     /* peterm: level dependency for bolts */
627     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628     tmp->attacktype = spob->attacktype;
629     if (spob->slaying)
630     tmp->slaying = spob->slaying;
631    
632     tmp->range = 50;
633    
634     /* Need to store duration/range for the ball to use */
635     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
636     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
637     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
638    
639     tmp->direction = dir;
640     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
641     SET_ANIMATION (tmp, dir);
642    
643 root 1.19 tmp->set_owner (op);
644 root 1.9 set_spell_skill (op, caster, spob, tmp);
645    
646     tmp->x = op->x + freearr_x[dir];
647     tmp->y = op->y + freearr_y[dir];
648     tmp->map = op->map;
649 elmex 1.1
650 root 1.23 maptile *newmap;
651     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 root 1.9 if (mflags & P_OUT_OF_MAP)
653     {
654 root 1.17 tmp->destroy ();
655 root 1.9 return 0;
656 elmex 1.1 }
657 root 1.17
658 root 1.23 tmp->map = newmap;
659    
660 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661     {
662     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663     {
664 root 1.17 tmp->destroy ();
665 root 1.9 return 0;
666     }
667 root 1.17
668 root 1.9 tmp->x = op->x;
669     tmp->y = op->y;
670     tmp->direction = absdir (tmp->direction + 4);
671     tmp->map = op->map;
672 elmex 1.1 }
673 root 1.17
674 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
675 root 1.17 check_bullet (tmp);
676    
677 root 1.9 return 1;
678 elmex 1.1 }
679    
680     /*****************************************************************************
681     *
682     * CONE RELATED FUNCTIONS
683     *
684     *****************************************************************************/
685    
686     /* drops an object based on what is in the cone's "other_arch" */
687 root 1.9 void
688     cone_drop (object *op)
689     {
690     object *new_ob = arch_to_object (op->other_arch);
691 elmex 1.1
692 root 1.9 new_ob->level = op->level;
693 root 1.19 new_ob->set_owner (op->owner);
694 root 1.9
695     /* preserve skill ownership */
696     if (op->skill && op->skill != new_ob->skill)
697 root 1.25 new_ob->skill = op->skill;
698 root 1.9
699 root 1.25 new_ob->insert_at (op, op);
700 elmex 1.1 }
701    
702     /* move_cone: causes cone object 'op' to move a space/hit creatures */
703    
704 root 1.9 void
705     move_cone (object *op)
706     {
707     int i;
708    
709     /* if no map then hit_map will crash so just ignore object */
710     if (!op->map)
711     {
712     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 root 1.24 op->set_speed (0);
714 root 1.9 return;
715 elmex 1.1 }
716    
717 root 1.9 /* lava saves it's life, but not yours :) */
718     if (QUERY_FLAG (op, FLAG_LIFESAVE))
719     {
720     hit_map (op, 0, op->attacktype, 0);
721     return;
722 elmex 1.1 }
723    
724     #if 0
725 root 1.9 /* Disable this - enabling it makes monsters easier, as
726     * when their cone dies when they die.
727     */
728     /* If no owner left, the spell dies out. */
729 root 1.19 if (op->owner == NULL)
730 root 1.9 {
731 root 1.17 op->destroy ();
732 root 1.9 return;
733 elmex 1.1 }
734     #endif
735    
736 root 1.9 hit_map (op, 0, op->attacktype, 0);
737 elmex 1.1
738 root 1.9 /* Check to see if we should push anything.
739     * Spell objects with weight push whatever they encounter to some
740     * degree.
741     */
742     if (op->weight)
743     check_spell_knockback (op);
744 elmex 1.1
745 root 1.14 if (op->destroyed ())
746 root 1.9 return;
747 elmex 1.1
748 root 1.9 if ((op->duration--) < 0)
749     {
750 root 1.17 op->destroy ();
751 root 1.9 return;
752     }
753     /* Object has hit maximum range, so don't have it move
754     * any further. When the duration above expires,
755     * then the object will get removed.
756     */
757     if (--op->range < 0)
758     {
759     op->range = 0; /* just so it doesn't wrap */
760     return;
761 elmex 1.1 }
762    
763 root 1.9 for (i = -1; i < 2; i++)
764     {
765     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766    
767     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768     {
769 root 1.18 object *tmp = op->clone ();
770 root 1.9
771     tmp->duration = op->duration + 1;
772    
773     /* Use for spell tracking - see ok_to_put_more() */
774     tmp->stats.maxhp = op->stats.maxhp;
775 root 1.25
776     op->map->insert (tmp, x, y, op);
777    
778 root 1.9 if (tmp->other_arch)
779     cone_drop (tmp);
780 root 1.6 }
781 elmex 1.1 }
782     }
783    
784     /* cast_cone: casts a cone spell.
785     * op: person firing the object.
786     * caster: object casting the spell.
787     * dir: direction to fire in.
788     * spell: spell that is being fired. It uses other_arch for the archetype
789     * to fire.
790     * returns 0 on failure, 1 on success.
791     */
792 root 1.9 int
793     cast_cone (object *op, object *caster, int dir, object *spell)
794 elmex 1.1 {
795 root 1.9 object *tmp;
796     int i, success = 0, range_min = -1, range_max = 1;
797 root 1.15 maptile *m;
798 root 1.9 sint16 sx, sy;
799     MoveType movetype;
800    
801     if (!spell->other_arch)
802     return 0;
803    
804     if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
805     {
806     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807     return 0;
808     }
809    
810     if (!dir)
811     {
812     range_min = 0;
813     range_max = 8;
814 elmex 1.1 }
815    
816 root 1.9 /* Need to know what the movetype of the object we are about
817     * to create is, so we can know if the space we are about to
818     * insert it into is blocked.
819     */
820 root 1.39 movetype = spell->other_arch->move_type;
821 root 1.6
822 root 1.9 for (i = range_min; i <= range_max; i++)
823     {
824     sint16 x, y, d;
825 elmex 1.1
826 root 1.9 /* We can't use absdir here, because it never returns
827     * 0. If this is a rune, we want to hit the person on top
828     * of the trap (d==0). If it is not a rune, then we don't want
829     * to hit that person.
830     */
831     d = dir + i;
832     while (d < 0)
833     d += 8;
834     while (d > 8)
835     d -= 8;
836    
837     /* If it's not a rune, we don't want to blast the caster.
838     * In that case, we have to see - if dir is specified,
839     * turn this into direction 8. If dir is not specified (all
840     * direction) skip - otherwise, one line would do more damage
841     * becase 0 direction will go through 9 directions - necessary
842     * for the rune code.
843     */
844     if (caster->type != RUNE && d == 0)
845     {
846     if (dir != 0)
847     d = 8;
848     else
849 root 1.6 continue;
850 root 1.9 }
851 elmex 1.1
852 root 1.9 x = op->x + freearr_x[d];
853     y = op->y + freearr_y[d];
854 root 1.6
855 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856     continue;
857 root 1.6
858 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859     continue;
860 root 1.6
861 root 1.9 success = 1;
862     tmp = arch_to_object (spell->other_arch);
863 root 1.19 tmp->set_owner (op);
864 root 1.9 set_spell_skill (op, caster, spell, tmp);
865     tmp->level = caster_level (caster, spell);
866     tmp->attacktype = spell->attacktype;
867    
868     /* holy word stuff */
869     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 root 1.10 if (!tailor_god_spell (tmp, op))
871     return 0;
872 root 1.6
873 root 1.9 if (dir)
874     tmp->stats.sp = dir;
875     else
876     tmp->stats.sp = i;
877    
878     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
879    
880     /* If casting it in all directions, it doesn't go as far */
881     if (dir == 0)
882     {
883     tmp->range /= 4;
884     if (tmp->range < 2 && spell->range >= 2)
885     tmp->range = 2;
886     }
887 root 1.10
888 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
889     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
890    
891     /* Special bonus for fear attacks */
892     if (tmp->attacktype & AT_FEAR)
893     {
894     if (caster->type == PLAYER)
895     tmp->duration += fear_bonus[caster->stats.Cha];
896     else
897     tmp->duration += caster->level / 3;
898     }
899 root 1.10
900 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901     {
902     if (caster->type == PLAYER)
903     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904     else
905     tmp->duration += caster->level / 3;
906 root 1.6 }
907    
908 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
909 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
910 root 1.9
911     if (!tmp->move_on && tmp->stats.dam)
912 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
913 root 1.10
914 root 1.25 m->insert (tmp, sx, sy, op);
915 root 1.9
916     /* This is used for tracking spells so that one effect doesn't hit
917     * a single space too many times.
918     */
919     tmp->stats.maxhp = tmp->count;
920 root 1.6
921 root 1.9 if (tmp->other_arch)
922     cone_drop (tmp);
923 elmex 1.1 }
924 root 1.10
925 root 1.9 return success;
926 elmex 1.1 }
927    
928     /****************************************************************************
929     *
930     * BOMB related code
931     *
932     ****************************************************************************/
933    
934     /* This handles an exploding bomb.
935     * op is the original bomb object.
936     */
937 root 1.9 void
938     animate_bomb (object *op)
939     {
940     int i;
941     object *env, *tmp;
942 elmex 1.1
943 root 1.9 if (op->state != NUM_ANIMATIONS (op) - 1)
944     return;
945 elmex 1.1
946 root 1.9 env = object_get_env_recursive (op);
947 elmex 1.1
948 root 1.9 if (op->env)
949     {
950     if (env->map == NULL)
951     return;
952 elmex 1.1
953 root 1.9 if (env->type == PLAYER)
954     esrv_del_item (env->contr, op->count);
955 elmex 1.1
956 root 1.25 if (!(op = op->insert_at (env, op)))
957 root 1.9 return;
958 elmex 1.1 }
959    
960 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961     // on a safe map. I don't like this special casing, but it seems to be neccessary
962     // as bombs can be carried.
963     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964     {
965 root 1.17 op->destroy ();
966 root 1.9 return;
967     }
968 elmex 1.3
969 root 1.9 /* This copies a lot of the code from the fire bullet,
970     * but using the cast_bullet isn't really feasible,
971     * so just set up the appropriate values.
972     */
973 root 1.25 if (archetype *at = archetype::find (SPLINT))
974 root 1.9 {
975     for (i = 1; i < 9; i++)
976     {
977     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978     continue;
979 root 1.25
980 root 1.9 tmp = arch_to_object (at);
981     tmp->direction = i;
982     tmp->range = op->range;
983     tmp->stats.dam = op->stats.dam;
984     tmp->duration = op->duration;
985     tmp->attacktype = op->attacktype;
986 root 1.19 tmp->set_owner (op);
987 root 1.9 if (op->skill && op->skill != tmp->skill)
988 root 1.25 tmp->skill = op->skill;
989    
990 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991     SET_ANIMATION (tmp, i);
992 root 1.25
993     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 root 1.9 move_bullet (tmp);
995 root 1.6 }
996 elmex 1.1 }
997    
998 root 1.9 explode_bullet (op);
999 elmex 1.1 }
1000    
1001 root 1.9 int
1002     create_bomb (object *op, object *caster, int dir, object *spell)
1003     {
1004 elmex 1.1
1005 root 1.9 object *tmp;
1006     int mflags;
1007     sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 root 1.15 maptile *m;
1009 elmex 1.1
1010 root 1.9 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1011     if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012     {
1013     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014     return 0;
1015 elmex 1.1 }
1016 root 1.9 tmp = arch_to_object (spell->other_arch);
1017 elmex 1.1
1018 root 1.9 /* level dependencies for bomb */
1019     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1022     tmp->attacktype = spell->attacktype;
1023    
1024 root 1.19 tmp->set_owner (op);
1025 root 1.9 set_spell_skill (op, caster, spell, tmp);
1026 root 1.25
1027     m->insert (tmp, dx, dy, op);
1028 root 1.9 return 1;
1029 elmex 1.1 }
1030    
1031     /****************************************************************************
1032     *
1033     * smite related spell code.
1034     *
1035     ****************************************************************************/
1036    
1037     /* get_pointed_target() - this is used by finger of death
1038     * and the 'smite' spells. Returns the pointer to the first
1039     * monster in the direction which is pointed to by op. b.t.
1040     * op is the caster - really only used for the source location.
1041     * dir is the direction to look in.
1042     * range is how far out to look.
1043     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044     * this info is used for blocked magic/unholy spaces.
1045     */
1046 root 1.9 object *
1047     get_pointed_target (object *op, int dir, int range, int type)
1048     {
1049     object *target;
1050     sint16 x, y;
1051     int dist, mflags;
1052 root 1.15 maptile *mp;
1053 root 1.9
1054     if (dir == 0)
1055     return NULL;
1056    
1057     for (dist = 1; dist < range; dist++)
1058     {
1059     x = op->x + freearr_x[dir] * dist;
1060     y = op->y + freearr_y[dir] * dist;
1061     mp = op->map;
1062     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063    
1064     if (mflags & P_OUT_OF_MAP)
1065     return NULL;
1066     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067     return NULL;
1068     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069     return NULL;
1070     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071     return NULL;
1072    
1073     if (mflags & P_IS_ALIVE)
1074 root 1.41 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075     if (QUERY_FLAG (target, FLAG_MONSTER))
1076     return target;
1077 elmex 1.1 }
1078 root 1.41
1079 root 1.9 return NULL;
1080 elmex 1.1 }
1081    
1082     /* cast_smite_arch() - the priest points to a creature and causes
1083     * a 'godly curse' to decend.
1084     * usual params -
1085     * op = player
1086     * caster = object casting the spell.
1087     * dir = direction being cast
1088     * spell = spell object
1089     */
1090 root 1.9 int
1091     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092     {
1093     object *effect, *target;
1094     object *god = find_god (determine_god (op));
1095     int range;
1096    
1097     range = spell->range + SP_level_range_adjust (caster, spell);
1098     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1099    
1100     /* Bunch of conditions for casting this spell. Note that only
1101     * require a god if this is a cleric spell (requires grace).
1102     * This makes this spell much more general purpose - it can be used
1103     * by wizards also, which is good, because I think this is a very
1104     * interesting spell.
1105     * if it is a cleric spell, you need a god, and the creature
1106     * can't be friendly to your god.
1107     */
1108    
1109     if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1110     || (!god && spell->stats.grace)
1111     || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1112     {
1113     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114     return 0;
1115     }
1116    
1117     if (spell->other_arch)
1118     effect = arch_to_object (spell->other_arch);
1119     else
1120     return 0;
1121    
1122     /* tailor the effect by priest level and worshipped God */
1123     effect->level = caster_level (caster, spell);
1124     effect->attacktype = spell->attacktype;
1125     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126     {
1127     if (tailor_god_spell (effect, op))
1128     new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1129     else
1130     {
1131     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132     return 0;
1133     }
1134 elmex 1.1 }
1135    
1136 root 1.9 /* size of the area of destruction */
1137     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1138     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1139    
1140     if (effect->attacktype & AT_DEATH)
1141     {
1142     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1143 elmex 1.1
1144 root 1.9 /* casting death spells at undead isn't a good thing */
1145 root 1.20 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 root 1.9 {
1147     if (random_roll (0, 2, op, PREFER_LOW))
1148     {
1149     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1150     effect->x = op->x;
1151     effect->y = op->y;
1152     }
1153     else
1154     {
1155     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1156     target->stats.hp = target->stats.maxhp * 2;
1157 root 1.17 effect->destroy ();
1158 root 1.9 return 0;
1159 root 1.6 }
1160     }
1161 elmex 1.1 }
1162 root 1.9 else
1163     {
1164     /* how much woe to inflict :) */
1165     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1166     }
1167    
1168 root 1.19 effect->set_owner (op);
1169 root 1.9 set_spell_skill (op, caster, spell, effect);
1170    
1171     /* ok, tell it where to be, and insert! */
1172 root 1.25 effect->insert_at (target, op);
1173 elmex 1.1
1174 root 1.9 return 1;
1175 elmex 1.1 }
1176    
1177    
1178     /****************************************************************************
1179     *
1180     * MAGIC MISSILE code.
1181     * note that the fire_bullet is used to fire the missile. The
1182     * code here is just to move the missile.
1183     ****************************************************************************/
1184    
1185     /* op is a missile that needs to be moved */
1186 root 1.9 void
1187     move_missile (object *op)
1188     {
1189     int i, mflags;
1190     object *owner;
1191     sint16 new_x, new_y;
1192 root 1.15 maptile *m;
1193 root 1.9
1194     if (op->range-- <= 0)
1195     {
1196 root 1.17 op->destroy ();
1197 root 1.9 return;
1198 elmex 1.1 }
1199    
1200 root 1.19 owner = op->owner;
1201 elmex 1.1 #if 0
1202 root 1.9 /* It'd make things nastier if this wasn't here - spells cast by
1203     * monster that are then killed would continue to survive
1204     */
1205     if (owner == NULL)
1206     {
1207 root 1.17 op->destroy ();
1208 root 1.9 return;
1209 elmex 1.1 }
1210     #endif
1211    
1212 root 1.9 new_x = op->x + DIRX (op);
1213     new_y = op->y + DIRY (op);
1214    
1215     mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216 elmex 1.1
1217 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))))
1218     {
1219     hit_map (op, op->direction, AT_MAGIC, 1);
1220     /* Basically, missile only hits one thing then goes away.
1221     * we need to remove it if someone hasn't already done so.
1222     */
1223 root 1.14 if (!op->destroyed ())
1224 root 1.17 op->destroy ();
1225 root 1.14
1226 root 1.9 return;
1227 elmex 1.1 }
1228    
1229 root 1.16 op->remove ();
1230 root 1.14
1231 root 1.9 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232     {
1233 root 1.17 op->destroy ();
1234 root 1.9 return;
1235 elmex 1.1 }
1236 root 1.14
1237 root 1.25 i = spell_find_dir (m, new_x, new_y, op->owner);
1238 root 1.9 if (i > 0 && i != op->direction)
1239     {
1240     op->direction = i;
1241     SET_ANIMATION (op, op->direction);
1242 elmex 1.1 }
1243 root 1.14
1244 root 1.25 m->insert (op, new_x, new_y, op);
1245 elmex 1.1 }
1246    
1247     /****************************************************************************
1248     * Destruction
1249     ****************************************************************************/
1250 root 1.9
1251 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1252     * we do this by creating a force and inserting it in the
1253     * object. if time is 0, the object glows permanently. To truely
1254     * make this work for non-living objects, we would have to
1255     * give them the capability to have an inventory. b.t.
1256     */
1257 root 1.9 int
1258     make_object_glow (object *op, int radius, int time)
1259     {
1260     /* some things are unaffected... */
1261     if (op->path_denied & PATH_LIGHT)
1262     return 0;
1263    
1264 root 1.43 object *tmp = get_archetype (FORCE_NAME);
1265 root 1.9 tmp->speed = 0.01;
1266     tmp->stats.food = time;
1267     SET_FLAG (tmp, FLAG_IS_USED_UP);
1268     tmp->glow_radius = radius;
1269     if (tmp->glow_radius > MAX_LIGHT_RADII)
1270     tmp->glow_radius = MAX_LIGHT_RADII;
1271    
1272     tmp = insert_ob_in_ob (tmp, op);
1273 root 1.43
1274 root 1.9 if (tmp->glow_radius > op->glow_radius)
1275     op->glow_radius = tmp->glow_radius;
1276    
1277     return 1;
1278     }
1279    
1280     int
1281     cast_destruction (object *op, object *caster, object *spell_ob)
1282     {
1283     int i, j, range, mflags, friendly = 0, dam, dur;
1284     sint16 sx, sy;
1285 root 1.15 maptile *m;
1286 root 1.9 object *tmp;
1287     const char *skill;
1288    
1289     range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1290     dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1291     dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1292     if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1293     friendly = 1;
1294    
1295     /* destruction doesn't use another spell object, so we need
1296     * update op's skill pointer so that exp is properly awarded.
1297     * We do some shortcuts here - since this is just temporary
1298     * and we'll reset the values back, we don't need to go through
1299     * the full share string/free_string route.
1300     */
1301     skill = op->skill;
1302     if (caster == op)
1303     op->skill = spell_ob->skill;
1304     else if (caster->skill)
1305     op->skill = caster->skill;
1306     else
1307     op->skill = NULL;
1308 elmex 1.1
1309 root 1.35 op->change_skill (find_skill_by_name (op, op->skill));
1310 elmex 1.1
1311 root 1.9 for (i = -range; i < range; i++)
1312     {
1313     for (j = -range; j < range; j++)
1314     {
1315     m = op->map;
1316     sx = op->x + i;
1317     sy = op->y + j;
1318 root 1.25
1319 root 1.9 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1320     if (mflags & P_OUT_OF_MAP)
1321     continue;
1322 root 1.25
1323 root 1.9 if (mflags & P_IS_ALIVE)
1324     {
1325 root 1.21 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1326 root 1.25 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327     break;
1328    
1329 root 1.9 if (tmp)
1330     {
1331     if (tmp->head)
1332     tmp = tmp->head;
1333    
1334     if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1335     (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336     {
1337     if (spell_ob->subtype == SP_DESTRUCTION)
1338     {
1339     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1340     if (spell_ob->other_arch)
1341 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1342 root 1.6 }
1343 root 1.9 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1344     {
1345     if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1346 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1347 root 1.6 }
1348     }
1349     }
1350     }
1351     }
1352 elmex 1.1 }
1353 root 1.25
1354 root 1.9 op->skill = skill;
1355     return 1;
1356 elmex 1.1 }
1357    
1358     /***************************************************************************
1359     *
1360     * CURSE
1361     *
1362     ***************************************************************************/
1363    
1364 root 1.9 int
1365     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366     {
1367     object *god = find_god (determine_god (op));
1368     object *tmp, *force;
1369    
1370     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1371     if (!tmp)
1372     {
1373     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374     return 0;
1375 elmex 1.1 }
1376    
1377 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1378     for (force = tmp->inv; force != NULL; force = force->below)
1379     {
1380     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381     {
1382     if (force->name == spell_ob->name)
1383     {
1384     break;
1385 root 1.6 }
1386 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1387     {
1388     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1389     return 0;
1390 root 1.6 }
1391     }
1392 elmex 1.1 }
1393    
1394 root 1.9 if (force == NULL)
1395     {
1396     force = get_archetype (FORCE_NAME);
1397     force->subtype = FORCE_CHANGE_ABILITY;
1398     if (spell_ob->race)
1399     force->name = spell_ob->race;
1400     else
1401     force->name = spell_ob->name;
1402 root 1.7
1403 root 1.9 force->name_pl = spell_ob->name;
1404 elmex 1.1
1405 root 1.9 }
1406     else
1407     {
1408     int duration;
1409    
1410     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1411     if (duration > force->duration)
1412     {
1413     force->duration = duration;
1414     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415     }
1416     else
1417     {
1418     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419     }
1420     return 1;
1421     }
1422     force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 root 1.33 force->speed = 1.f;
1424     force->speed_left = -1.f;
1425 root 1.9 SET_FLAG (force, FLAG_APPLIED);
1426 elmex 1.1
1427 root 1.9 if (god)
1428     {
1429     if (spell_ob->last_grace)
1430     force->path_repelled = god->path_repelled;
1431     if (spell_ob->last_grace)
1432     force->path_denied = god->path_denied;
1433     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1434     }
1435     else
1436     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1437    
1438    
1439     if (tmp != op && op->type == PLAYER)
1440     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1441    
1442     force->stats.ac = spell_ob->stats.ac;
1443     force->stats.wc = spell_ob->stats.wc;
1444    
1445     change_abil (tmp, force); /* Mostly to display any messages */
1446     insert_ob_in_ob (force, tmp);
1447 root 1.22 tmp->update_stats ();
1448 root 1.9 return 1;
1449 elmex 1.1
1450     }
1451    
1452     /**********************************************************************
1453     * mood change
1454     * Arguably, this may or may not be an attack spell. But since it
1455     * effects monsters, it seems best to put it into this file
1456     ***********************************************************************/
1457    
1458     /* This covers the various spells that change the moods of monsters -
1459     * makes them angry, peacful, friendly, etc.
1460     */
1461 root 1.9 int
1462     mood_change (object *op, object *caster, object *spell)
1463     {
1464     object *tmp, *god, *head;
1465     int done_one, range, mflags, level, at, best_at;
1466     sint16 x, y, nx, ny;
1467 root 1.15 maptile *m;
1468 root 1.9 const char *race;
1469    
1470     /* We precompute some values here so that we don't have to keep
1471     * doing it over and over again.
1472     */
1473     god = find_god (determine_god (op));
1474     level = caster_level (caster, spell);
1475     range = spell->range + SP_level_range_adjust (caster, spell);
1476    
1477     /* On the bright side, no monster should ever have a race of GOD_...
1478     * so even if the player doesn't worship a god, if race=GOD_.., it
1479     * won't ever match anything.
1480     */
1481     if (!spell->race)
1482     race = NULL;
1483     else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1484     race = god->slaying;
1485     else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1486     race = god->race;
1487     else
1488     race = spell->race;
1489 elmex 1.1
1490 root 1.9 for (x = op->x - range; x <= op->x + range; x++)
1491     for (y = op->y - range; y <= op->y + range; y++)
1492     {
1493     done_one = 0;
1494     m = op->map;
1495     nx = x;
1496     ny = y;
1497     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1498     if (mflags & P_OUT_OF_MAP)
1499     continue;
1500    
1501     /* If there is nothing living on this space, no need to go further */
1502     if (!(mflags & P_IS_ALIVE))
1503     continue;
1504 elmex 1.1
1505 root 1.29 // players can only affect spaces that they can actually see
1506     if (caster && caster->contr
1507     && caster->contr->visibility_at (m, nx, ny) < 70)
1508     continue;
1509    
1510     for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1511 root 1.9 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1512     break;
1513 root 1.6
1514 root 1.9 /* There can be living objects that are not monsters */
1515     if (!tmp || tmp->type == PLAYER)
1516     continue;
1517    
1518     /* Only the head has meaningful data, so resolve to that */
1519     if (tmp->head)
1520     head = tmp->head;
1521     else
1522     head = tmp;
1523 root 1.6
1524 root 1.9 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1525     if (race && head->race && !strstr (race, head->race))
1526     continue;
1527 root 1.29
1528 root 1.9 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529     continue;
1530    
1531     /* Now do a bunch of stuff related to saving throws */
1532     best_at = -1;
1533     if (spell->attacktype)
1534     {
1535     for (at = 0; at < NROFATTACKS; at++)
1536     if (spell->attacktype & (1 << at))
1537     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538     best_at = at;
1539 elmex 1.1
1540 root 1.9 if (best_at == -1)
1541     at = 0;
1542     else
1543     {
1544     if (head->resist[best_at] == 100)
1545     continue;
1546     else
1547     at = head->resist[best_at] / 5;
1548     }
1549     at -= level / 5;
1550     if (did_make_save (head, head->level, at))
1551     continue;
1552     }
1553     else /* spell->attacktype */
1554 root 1.36 {
1555     /*
1556     Spell has no attacktype (charm & such), so we'll have a specific saving:
1557     * if spell level < monster level, no go
1558     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559 root 1.9
1560 root 1.36 The chance will then be in the range [20-70] percent, not too bad.
1561 root 1.9
1562 root 1.36 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563     charm a level 125 monster...
1564 root 1.9
1565 root 1.36 Ryo, august 14th
1566     */
1567 root 1.9 if (head->level > level)
1568     continue;
1569 root 1.36
1570 root 1.9 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1571     /* Failed, no effect */
1572     continue;
1573     }
1574    
1575 root 1.29 /* Done with saving throw. Now start affecting the monster */
1576 root 1.9
1577     /* aggravation */
1578     if (QUERY_FLAG (spell, FLAG_MONSTER))
1579     {
1580     CLEAR_FLAG (head, FLAG_SLEEP);
1581 root 1.32 remove_friendly_object (head);
1582 root 1.9 done_one = 1;
1583     head->enemy = op;
1584     }
1585    
1586     /* calm monsters */
1587     if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588     {
1589     SET_FLAG (head, FLAG_UNAGGRESSIVE);
1590     head->enemy = NULL;
1591     done_one = 1;
1592     }
1593    
1594     /* berserk monsters */
1595     if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596     {
1597     SET_FLAG (head, FLAG_BERSERK);
1598     done_one = 1;
1599     }
1600 root 1.27
1601 root 1.9 /* charm */
1602     if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603     {
1604     /* Prevent uncontolled outbreaks of self replicating monsters.
1605     Typical use case is charm, go somwhere, use aggravation to make hostile.
1606     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607     CLEAR_FLAG (head, FLAG_GENERATOR);
1608 root 1.19 head->set_owner (op);
1609 root 1.9 set_spell_skill (op, caster, spell, head);
1610     add_friendly_object (head);
1611     head->attack_movement = PETMOVE;
1612     done_one = 1;
1613     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1614     head->stats.exp = 0;
1615     }
1616    
1617     /* If a monster was effected, put an effect in */
1618     if (done_one && spell->other_arch)
1619 root 1.25 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1620 root 1.9 } /* for y */
1621 elmex 1.1
1622 root 1.9 return 1;
1623 elmex 1.1 }
1624    
1625    
1626     /* Move_ball_spell: This handles ball type spells that just sort of wander
1627     * about. was called move_ball_lightning, but since more than the ball
1628     * lightning spell used it, that seemed misnamed.
1629     * op is the spell effect.
1630     * note that duration is handled by process_object() in time.c
1631     */
1632    
1633 root 1.9 void
1634     move_ball_spell (object *op)
1635     {
1636     int i, j, dam_save, dir, mflags;
1637     sint16 nx, ny, hx, hy;
1638     object *owner;
1639 root 1.15 maptile *m;
1640 root 1.9
1641 root 1.19 owner = op->owner;
1642 root 1.9
1643     /* the following logic makes sure that the ball doesn't move into a wall,
1644     * and makes sure that it will move along a wall to try and get at it's
1645     * victim. The block immediately below more or less chooses a random
1646     * offset to move the ball, eg, keep it mostly on course, with some
1647     * deviations.
1648     */
1649    
1650     dir = 0;
1651     if (!(rndm (0, 3)))
1652     j = rndm (0, 1);
1653     else
1654     j = 0;
1655    
1656     for (i = 1; i < 9; i++)
1657     {
1658     /* i bit 0: alters sign of offset
1659     * other bits (i / 2): absolute value of offset
1660     */
1661    
1662     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663     int tmpdir = absdir (op->direction + offset);
1664    
1665     nx = op->x + freearr_x[tmpdir];
1666     ny = op->y + freearr_y[tmpdir];
1667     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))))
1668     {
1669     dir = tmpdir;
1670     break;
1671 root 1.6 }
1672 elmex 1.1 }
1673 root 1.9 if (dir == 0)
1674     {
1675     nx = op->x;
1676     ny = op->y;
1677     m = op->map;
1678     }
1679    
1680 root 1.25 m->insert (op, nx, ny, op);
1681 root 1.9
1682     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1683     surrounding squares */
1684    
1685     /* loop over current square and neighbors to hit.
1686     * if this has an other_arch field, we insert that in
1687     * the surround spaces.
1688     */
1689     for (j = 0; j < 9; j++)
1690     {
1691     hx = nx + freearr_x[j];
1692     hy = ny + freearr_y[j];
1693 elmex 1.1
1694 root 1.9 m = op->map;
1695     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1696 elmex 1.1
1697 root 1.9 if (mflags & P_OUT_OF_MAP)
1698     continue;
1699 elmex 1.1
1700 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1701     * of the map either.
1702     */
1703 elmex 1.1
1704 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705     {
1706     if (j)
1707     op->stats.dam = dam_save / 2;
1708     hit_map (op, j, op->attacktype, 1);
1709 elmex 1.1
1710 root 1.6 }
1711 elmex 1.1
1712 root 1.9 /* insert the other arch */
1713     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1714 root 1.25 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1715 elmex 1.1 }
1716    
1717 root 1.9 /* restore to the center location and damage */
1718     op->stats.dam = dam_save;
1719 elmex 1.1
1720 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1721 elmex 1.1
1722 root 1.9 if (i >= 0)
1723     { /* we have a preferred direction! */
1724     /* pick another direction if the preferred dir is blocked. */
1725     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1726     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1727 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1728    
1729 root 1.9 op->direction = i;
1730 elmex 1.1 }
1731     }
1732    
1733    
1734     /* move_swarm_spell: peterm
1735     * This is an implementation of the swarm spell. It was written for
1736     * meteor swarm, but it could be used for any swarm. A swarm spell
1737     * is a special type of object that casts swarms of other types
1738     * of spells. Which spell it casts is flexible. It fires the spells
1739     * from a set of squares surrounding the caster, in a given direction.
1740     */
1741    
1742 root 1.9 void
1743     move_swarm_spell (object *op)
1744 elmex 1.1 {
1745 pippijn 1.8 #if 0
1746 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1747     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1748     sint16 target_x, target_y, origin_x, origin_y;
1749     int adjustdir;
1750 root 1.15 maptile *m;
1751 pippijn 1.8 #endif
1752 root 1.9 int basedir;
1753     object *owner;
1754 elmex 1.1
1755 root 1.19 owner = op->owner;
1756 root 1.9 if (op->duration == 0 || owner == NULL)
1757     {
1758 root 1.17 op->destroy ();
1759 root 1.9 return;
1760 elmex 1.1 }
1761 root 1.17
1762 root 1.9 op->duration--;
1763 elmex 1.1
1764 root 1.9 basedir = op->direction;
1765     if (basedir == 0)
1766     {
1767     /* spray in all directions! 8) */
1768     basedir = rndm (1, 8);
1769 elmex 1.1 }
1770    
1771     #if 0
1772 root 1.9 // this is bogus: it causes wrong places to be checked below
1773     // (a wall 2 cells away will block the effect...) and
1774     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1775     // space.
1776 root 1.31 // should be fixed later, but correctness before features...
1777 root 1.9 // (schmorp)
1778    
1779     /* new offset calculation to make swarm element distribution
1780     * more uniform
1781     */
1782     if (op->duration)
1783     {
1784     if (basedir & 1)
1785     {
1786     adjustdir = cardinal_adjust[rndm (0, 8)];
1787     }
1788     else
1789     {
1790     adjustdir = diagonal_adjust[rndm (0, 9)];
1791     }
1792     }
1793     else
1794     {
1795     adjustdir = 0; /* fire the last one from forward. */
1796     }
1797    
1798     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1799     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1800    
1801     /* back up one space so we can hit point-blank targets, but this
1802     * necessitates extra out_of_map check below
1803     */
1804     origin_x = target_x - freearr_x[basedir];
1805     origin_y = target_y - freearr_y[basedir];
1806    
1807    
1808     /* spell pointer is set up for the spell this casts. Since this
1809     * should just be a pointer to the spell in some inventory,
1810     * it is unlikely to disappear by the time we need it. However,
1811     * do some sanity checking anyways.
1812     */
1813    
1814     if (op->spell && op->spell->type == SPELL &&
1815     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1816     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1817     {
1818    
1819     /* Bullet spells have a bunch more customization that needs to be done */
1820     if (op->spell->subtype == SP_BULLET)
1821     fire_bullet (owner, op, basedir, op->spell);
1822     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1823     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1824 elmex 1.1 }
1825     #endif
1826    
1827 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1828     * should just be a pointer to the spell in some inventory,
1829     * it is unlikely to disappear by the time we need it. However,
1830     * do some sanity checking anyways.
1831     */
1832    
1833     if (op->spell && op->spell->type == SPELL)
1834     {
1835     /* Bullet spells have a bunch more customization that needs to be done */
1836     if (op->spell->subtype == SP_BULLET)
1837     fire_bullet (owner, op, basedir, op->spell);
1838     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839     fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1840     }
1841 elmex 1.1 }
1842    
1843    
1844    
1845    
1846     /* fire_swarm:
1847     * The following routine creates a swarm of objects. It actually
1848     * sets up a specific swarm object, which then fires off all
1849     * the parts of the swarm.
1850     *
1851     * op: the owner
1852     * caster: the caster (owner, wand, rod, scroll)
1853     * dir: the direction everything will be fired in
1854     * spell - the spell that is this spell.
1855     * n: the number to be fired.
1856     */
1857    
1858 root 1.9 int
1859     fire_swarm (object *op, object *caster, object *spell, int dir)
1860 elmex 1.1 {
1861 root 1.9 object *tmp;
1862     int i;
1863 elmex 1.1
1864 root 1.9 if (!spell->other_arch)
1865     return 0;
1866 elmex 1.1
1867 root 1.9 tmp = get_archetype (SWARM_SPELL);
1868 root 1.19 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1869 root 1.9 set_spell_skill (op, caster, spell, tmp);
1870 elmex 1.1
1871 root 1.9 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1872     tmp->spell = arch_to_object (spell->other_arch);
1873 elmex 1.1
1874 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1875 elmex 1.1
1876 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 root 1.25 if (!tailor_god_spell (tmp, op))
1878     return 1;
1879    
1880 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1881     for (i = 0; i < spell->duration; i++)
1882     tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883    
1884     tmp->direction = dir;
1885     tmp->invisible = 1;
1886 root 1.25
1887     tmp->insert_at (op, op);
1888 root 1.9 return 1;
1889 elmex 1.1 }
1890    
1891    
1892     /* See the spells documentation file for why this is its own
1893     * function.
1894     */
1895 root 1.9 int
1896     cast_light (object *op, object *caster, object *spell, int dir)
1897     {
1898     object *target = NULL, *tmp = NULL;
1899     sint16 x, y;
1900     int dam, mflags;
1901 root 1.15 maptile *m;
1902 elmex 1.1
1903 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904 elmex 1.1
1905 root 1.9 if (!dir)
1906     {
1907     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908     return 0;
1909 elmex 1.1 }
1910    
1911 root 1.9 x = op->x + freearr_x[dir];
1912     y = op->y + freearr_y[dir];
1913     m = op->map;
1914 elmex 1.1
1915 root 1.9 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916 elmex 1.1
1917 root 1.9 if (mflags & P_OUT_OF_MAP)
1918     {
1919     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920     return 0;
1921 elmex 1.1 }
1922    
1923 root 1.9 if (mflags & P_IS_ALIVE && spell->attacktype)
1924     {
1925 root 1.21 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1926 root 1.9 if (QUERY_FLAG (target, FLAG_MONSTER))
1927     {
1928     /* oky doky. got a target monster. Lets make a blinding attack */
1929     if (target->head)
1930     target = target->head;
1931     (void) hit_player (target, dam, op, spell->attacktype, 1);
1932     return 1; /* one success only! */
1933     }
1934 elmex 1.1 }
1935    
1936 root 1.9 /* no live target, perhaps a wall is in the way? */
1937     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938     {
1939     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1940     return 0;
1941 elmex 1.1 }
1942    
1943 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1944     tmp = arch_to_object (spell->other_arch);
1945     if (!tmp)
1946     {
1947     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948     return 0;
1949     }
1950     tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1951     if (tmp->glow_radius)
1952     {
1953     tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1954     if (tmp->glow_radius > MAX_LIGHT_RADII)
1955     tmp->glow_radius = MAX_LIGHT_RADII;
1956 elmex 1.1 }
1957 root 1.25
1958     m->insert (tmp, x, y, op);
1959 root 1.9 return 1;
1960 elmex 1.1 }
1961    
1962    
1963    
1964    
1965     /* cast_cause_disease: this spell looks along <dir> from the
1966     * player and infects someone.
1967     * op is the player/monster, caster is the object, dir is the direction
1968     * to cast, disease_arch is the specific disease, and type is the spell number
1969     * perhaps this should actually be in disease.c?
1970     */
1971    
1972 root 1.9 int
1973     cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974     {
1975     sint16 x, y;
1976     int i, mflags, range, dam_mod, dur_mod;
1977     object *walk;
1978 root 1.15 maptile *m;
1979 root 1.9
1980     x = op->x;
1981     y = op->y;
1982    
1983     /* If casting from a scroll, no direction will be available, so refer to the
1984     * direction the player is pointing.
1985     */
1986     if (!dir)
1987     dir = op->facing;
1988     if (!dir)
1989     return 0; /* won't find anything if casting on ourself, so just return */
1990    
1991     /* Calculate these once here */
1992     range = spell->range + SP_level_range_adjust (caster, spell);
1993     dam_mod = SP_level_dam_adjust (caster, spell);
1994     dur_mod = SP_level_duration_adjust (caster, spell);
1995    
1996     /* search in a line for a victim */
1997     for (i = 1; i < range; i++)
1998     {
1999     x = op->x + i * freearr_x[dir];
2000     y = op->y + i * freearr_y[dir];
2001     m = op->map;
2002    
2003     mflags = get_map_flags (m, &m, x, y, &x, &y);
2004    
2005     if (mflags & P_OUT_OF_MAP)
2006     return 0;
2007    
2008     /* don't go through walls - presume diseases are airborne */
2009     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2010     return 0;
2011    
2012     /* Only bother looking on this space if there is something living here */
2013     if (mflags & P_IS_ALIVE)
2014     {
2015     /* search this square for a victim */
2016 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2017 root 1.9 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018     { /* found a victim */
2019     object *disease = arch_to_object (spell->other_arch);
2020    
2021 root 1.19 disease->set_owner (op);
2022 root 1.9 set_spell_skill (op, caster, spell, disease);
2023     disease->stats.exp = 0;
2024     disease->level = caster_level (caster, spell);
2025    
2026     /* do level adjustments */
2027     if (disease->stats.wc)
2028     disease->stats.wc += dur_mod / 2;
2029    
2030     if (disease->magic > 0)
2031     disease->magic += dur_mod / 4;
2032    
2033     if (disease->stats.maxhp > 0)
2034     disease->stats.maxhp += dur_mod;
2035    
2036     if (disease->stats.maxgrace > 0)
2037     disease->stats.maxgrace += dur_mod;
2038    
2039     if (disease->stats.dam)
2040     {
2041     if (disease->stats.dam > 0)
2042     disease->stats.dam += dam_mod;
2043     else
2044     disease->stats.dam -= dam_mod;
2045     }
2046 root 1.6
2047 root 1.9 if (disease->last_sp)
2048     {
2049     disease->last_sp -= 2 * dam_mod;
2050     if (disease->last_sp < 1)
2051     disease->last_sp = 1;
2052     }
2053 root 1.6
2054 root 1.9 if (disease->stats.maxsp)
2055     {
2056     if (disease->stats.maxsp > 0)
2057     disease->stats.maxsp += dam_mod;
2058     else
2059     disease->stats.maxsp -= dam_mod;
2060     }
2061 root 1.6
2062 root 1.9 if (disease->stats.ac)
2063     disease->stats.ac += dam_mod;
2064 root 1.6
2065 root 1.9 if (disease->last_eat)
2066     disease->last_eat -= dam_mod;
2067 root 1.6
2068 root 1.9 if (disease->stats.hp)
2069     disease->stats.hp -= dam_mod;
2070 root 1.6
2071 root 1.9 if (disease->stats.sp)
2072     disease->stats.sp -= dam_mod;
2073    
2074     if (infect_object (walk, disease, 1))
2075     {
2076     new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2077    
2078 root 1.17 disease->destroy (); /* don't need this one anymore */
2079 root 1.40 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2080 root 1.9 return 1;
2081 root 1.6 }
2082 root 1.17
2083     disease->destroy ();
2084 root 1.9 }
2085     } /* if living creature */
2086     } /* for range of spaces */
2087 root 1.25
2088 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2089     return 1;
2090 elmex 1.1 }