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Revision: 1.45
Committed: Wed Aug 1 00:26:03 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +2 -0 lines
Log Message:
allow exploding thingy effect

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 1.45 tmp->play_sound (tmp->sound);
489    
490 root 1.9 /* remove the firebullet */
491 root 1.25 op->destroy ();
492 elmex 1.1 }
493    
494     /* checks to see what op should do, given the space it is on
495     * (eg, explode, damage player, etc)
496     */
497 root 1.9 void
498     check_bullet (object *op)
499 elmex 1.1 {
500 root 1.9 object *tmp;
501     int dam, mflags;
502 root 1.15 maptile *m;
503 root 1.9 sint16 sx, sy;
504 elmex 1.1
505 root 1.9 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
506 elmex 1.1
507 root 1.9 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
508     return;
509 elmex 1.1
510 root 1.9 if (op->other_arch)
511     {
512     /* explode object will also remove op */
513     explode_bullet (op);
514     return;
515 elmex 1.1 }
516    
517 root 1.9 /* If nothing alive on this space, no reason to do anything further */
518     if (!(mflags & P_IS_ALIVE))
519     return;
520 elmex 1.1
521 root 1.31 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 elmex 1.1 {
523 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524     {
525     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
526 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 elmex 1.1 {
528 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
529     {
530 root 1.17 op->destroy ();
531 root 1.9 return;
532 root 1.6 }
533 elmex 1.1 }
534     }
535     }
536     }
537    
538     /* Basically, we move 'op' one square, and if it hits something,
539     * call check_bullet.
540     * This function is only applicable to bullets, but not to all
541     * fired arches (eg, bolts).
542     */
543 root 1.9 void
544     move_bullet (object *op)
545 elmex 1.1 {
546 root 1.9 sint16 new_x, new_y;
547     int mflags;
548 root 1.15 maptile *m;
549 elmex 1.1
550     #if 0
551 root 1.9 /* We need a better general purpose way to do this */
552 elmex 1.1
553 root 1.9 /* peterm: added to make comet leave a trail of burnouts
554     it's an unadulterated hack, but the effect is cool. */
555     if (op->stats.sp == SP_METEOR)
556     {
557     replace_insert_ob_in_map ("fire_trail", op);
558 root 1.14 if (op->destroyed ())
559 elmex 1.1 return;
560 root 1.9 } /* end addition. */
561 elmex 1.1 #endif
562    
563 root 1.9 /* Reached the end of its life - remove it */
564     if (--op->range <= 0)
565     {
566     if (op->other_arch)
567 root 1.17 explode_bullet (op);
568 root 1.9 else
569 root 1.17 op->destroy ();
570    
571 root 1.9 return;
572 elmex 1.1 }
573    
574 root 1.9 new_x = op->x + DIRX (op);
575     new_y = op->y + DIRY (op);
576     m = op->map;
577     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578    
579     if (mflags & P_OUT_OF_MAP)
580     {
581 root 1.17 op->destroy ();
582 root 1.9 return;
583 elmex 1.1 }
584    
585 root 1.9 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586     {
587     if (op->other_arch)
588 root 1.17 explode_bullet (op);
589 root 1.9 else
590 root 1.17 op->destroy ();
591    
592 root 1.9 return;
593 elmex 1.1 }
594    
595 root 1.25 if (!(op = m->insert (op, new_x, new_y, op)))
596 root 1.9 return;
597 elmex 1.1
598 root 1.9 if (reflwall (op->map, op->x, op->y, op))
599     {
600     op->direction = absdir (op->direction + 4);
601     update_turn_face (op);
602     }
603     else
604 root 1.23 check_bullet (op);
605 elmex 1.1 }
606    
607     /* fire_bullet
608     * object op (cast from caster) files a bolt in dir.
609     * spob is the spell object for the bolt.
610     * we remove the magic flag - that can be derived from
611     * spob->attacktype.
612     * This function sets up the appropriate owner and skill
613     * pointers.
614     */
615 root 1.9 int
616     fire_bullet (object *op, object *caster, int dir, object *spob)
617     {
618     object *tmp = NULL;
619     int mflags;
620 elmex 1.1
621 root 1.9 if (!spob->other_arch)
622     return 0;
623 elmex 1.1
624 root 1.9 tmp = arch_to_object (spob->other_arch);
625     if (tmp == NULL)
626     return 0;
627    
628     /* peterm: level dependency for bolts */
629     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630     tmp->attacktype = spob->attacktype;
631     if (spob->slaying)
632     tmp->slaying = spob->slaying;
633    
634     tmp->range = 50;
635    
636     /* Need to store duration/range for the ball to use */
637     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640    
641     tmp->direction = dir;
642     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
643     SET_ANIMATION (tmp, dir);
644    
645 root 1.19 tmp->set_owner (op);
646 root 1.9 set_spell_skill (op, caster, spob, tmp);
647    
648     tmp->x = op->x + freearr_x[dir];
649     tmp->y = op->y + freearr_y[dir];
650     tmp->map = op->map;
651 elmex 1.1
652 root 1.23 maptile *newmap;
653     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 root 1.9 if (mflags & P_OUT_OF_MAP)
655     {
656 root 1.17 tmp->destroy ();
657 root 1.9 return 0;
658 elmex 1.1 }
659 root 1.17
660 root 1.23 tmp->map = newmap;
661    
662 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663     {
664     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665     {
666 root 1.17 tmp->destroy ();
667 root 1.9 return 0;
668     }
669 root 1.17
670 root 1.9 tmp->x = op->x;
671     tmp->y = op->y;
672     tmp->direction = absdir (tmp->direction + 4);
673     tmp->map = op->map;
674 elmex 1.1 }
675 root 1.17
676 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
677 root 1.17 check_bullet (tmp);
678    
679 root 1.9 return 1;
680 elmex 1.1 }
681    
682     /*****************************************************************************
683     *
684     * CONE RELATED FUNCTIONS
685     *
686     *****************************************************************************/
687    
688     /* drops an object based on what is in the cone's "other_arch" */
689 root 1.9 void
690     cone_drop (object *op)
691     {
692     object *new_ob = arch_to_object (op->other_arch);
693 elmex 1.1
694 root 1.9 new_ob->level = op->level;
695 root 1.19 new_ob->set_owner (op->owner);
696 root 1.9
697     /* preserve skill ownership */
698     if (op->skill && op->skill != new_ob->skill)
699 root 1.25 new_ob->skill = op->skill;
700 root 1.9
701 root 1.25 new_ob->insert_at (op, op);
702 elmex 1.1 }
703    
704     /* move_cone: causes cone object 'op' to move a space/hit creatures */
705    
706 root 1.9 void
707     move_cone (object *op)
708     {
709     int i;
710    
711     /* if no map then hit_map will crash so just ignore object */
712     if (!op->map)
713     {
714     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 root 1.24 op->set_speed (0);
716 root 1.9 return;
717 elmex 1.1 }
718    
719 root 1.9 /* lava saves it's life, but not yours :) */
720     if (QUERY_FLAG (op, FLAG_LIFESAVE))
721     {
722     hit_map (op, 0, op->attacktype, 0);
723     return;
724 elmex 1.1 }
725    
726     #if 0
727 root 1.9 /* Disable this - enabling it makes monsters easier, as
728     * when their cone dies when they die.
729     */
730     /* If no owner left, the spell dies out. */
731 root 1.19 if (op->owner == NULL)
732 root 1.9 {
733 root 1.17 op->destroy ();
734 root 1.9 return;
735 elmex 1.1 }
736     #endif
737    
738 root 1.9 hit_map (op, 0, op->attacktype, 0);
739 elmex 1.1
740 root 1.9 /* Check to see if we should push anything.
741     * Spell objects with weight push whatever they encounter to some
742     * degree.
743     */
744     if (op->weight)
745     check_spell_knockback (op);
746 elmex 1.1
747 root 1.14 if (op->destroyed ())
748 root 1.9 return;
749 elmex 1.1
750 root 1.9 if ((op->duration--) < 0)
751     {
752 root 1.17 op->destroy ();
753 root 1.9 return;
754     }
755     /* Object has hit maximum range, so don't have it move
756     * any further. When the duration above expires,
757     * then the object will get removed.
758     */
759     if (--op->range < 0)
760     {
761     op->range = 0; /* just so it doesn't wrap */
762     return;
763 elmex 1.1 }
764    
765 root 1.9 for (i = -1; i < 2; i++)
766     {
767     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768    
769     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770     {
771 root 1.18 object *tmp = op->clone ();
772 root 1.9
773     tmp->duration = op->duration + 1;
774    
775     /* Use for spell tracking - see ok_to_put_more() */
776     tmp->stats.maxhp = op->stats.maxhp;
777 root 1.25
778     op->map->insert (tmp, x, y, op);
779    
780 root 1.9 if (tmp->other_arch)
781     cone_drop (tmp);
782 root 1.6 }
783 elmex 1.1 }
784     }
785    
786     /* cast_cone: casts a cone spell.
787     * op: person firing the object.
788     * caster: object casting the spell.
789     * dir: direction to fire in.
790     * spell: spell that is being fired. It uses other_arch for the archetype
791     * to fire.
792     * returns 0 on failure, 1 on success.
793     */
794 root 1.9 int
795     cast_cone (object *op, object *caster, int dir, object *spell)
796 elmex 1.1 {
797 root 1.9 object *tmp;
798     int i, success = 0, range_min = -1, range_max = 1;
799 root 1.15 maptile *m;
800 root 1.9 sint16 sx, sy;
801     MoveType movetype;
802    
803     if (!spell->other_arch)
804     return 0;
805    
806     if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
807     {
808     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
809     return 0;
810     }
811    
812     if (!dir)
813     {
814     range_min = 0;
815     range_max = 8;
816 elmex 1.1 }
817    
818 root 1.9 /* Need to know what the movetype of the object we are about
819     * to create is, so we can know if the space we are about to
820     * insert it into is blocked.
821     */
822 root 1.39 movetype = spell->other_arch->move_type;
823 root 1.6
824 root 1.9 for (i = range_min; i <= range_max; i++)
825     {
826     sint16 x, y, d;
827 elmex 1.1
828 root 1.9 /* We can't use absdir here, because it never returns
829     * 0. If this is a rune, we want to hit the person on top
830     * of the trap (d==0). If it is not a rune, then we don't want
831     * to hit that person.
832     */
833     d = dir + i;
834     while (d < 0)
835     d += 8;
836     while (d > 8)
837     d -= 8;
838    
839     /* If it's not a rune, we don't want to blast the caster.
840     * In that case, we have to see - if dir is specified,
841     * turn this into direction 8. If dir is not specified (all
842     * direction) skip - otherwise, one line would do more damage
843     * becase 0 direction will go through 9 directions - necessary
844     * for the rune code.
845     */
846     if (caster->type != RUNE && d == 0)
847     {
848     if (dir != 0)
849     d = 8;
850     else
851 root 1.6 continue;
852 root 1.9 }
853 elmex 1.1
854 root 1.9 x = op->x + freearr_x[d];
855     y = op->y + freearr_y[d];
856 root 1.6
857 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
858     continue;
859 root 1.6
860 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861     continue;
862 root 1.6
863 root 1.9 success = 1;
864     tmp = arch_to_object (spell->other_arch);
865 root 1.19 tmp->set_owner (op);
866 root 1.9 set_spell_skill (op, caster, spell, tmp);
867     tmp->level = caster_level (caster, spell);
868     tmp->attacktype = spell->attacktype;
869    
870     /* holy word stuff */
871     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 root 1.10 if (!tailor_god_spell (tmp, op))
873     return 0;
874 root 1.6
875 root 1.9 if (dir)
876     tmp->stats.sp = dir;
877     else
878     tmp->stats.sp = i;
879    
880     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
881    
882     /* If casting it in all directions, it doesn't go as far */
883     if (dir == 0)
884     {
885     tmp->range /= 4;
886     if (tmp->range < 2 && spell->range >= 2)
887     tmp->range = 2;
888     }
889 root 1.10
890 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
891     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
892    
893     /* Special bonus for fear attacks */
894     if (tmp->attacktype & AT_FEAR)
895     {
896     if (caster->type == PLAYER)
897     tmp->duration += fear_bonus[caster->stats.Cha];
898     else
899     tmp->duration += caster->level / 3;
900     }
901 root 1.10
902 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
903     {
904     if (caster->type == PLAYER)
905     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
906     else
907     tmp->duration += caster->level / 3;
908 root 1.6 }
909    
910 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
911 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
912 root 1.9
913     if (!tmp->move_on && tmp->stats.dam)
914 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
915 root 1.10
916 root 1.25 m->insert (tmp, sx, sy, op);
917 root 1.9
918     /* This is used for tracking spells so that one effect doesn't hit
919     * a single space too many times.
920     */
921     tmp->stats.maxhp = tmp->count;
922 root 1.6
923 root 1.9 if (tmp->other_arch)
924     cone_drop (tmp);
925 elmex 1.1 }
926 root 1.10
927 root 1.9 return success;
928 elmex 1.1 }
929    
930     /****************************************************************************
931     *
932     * BOMB related code
933     *
934     ****************************************************************************/
935    
936     /* This handles an exploding bomb.
937     * op is the original bomb object.
938     */
939 root 1.9 void
940     animate_bomb (object *op)
941     {
942     int i;
943     object *env, *tmp;
944 elmex 1.1
945 root 1.9 if (op->state != NUM_ANIMATIONS (op) - 1)
946     return;
947 elmex 1.1
948 root 1.9 env = object_get_env_recursive (op);
949 elmex 1.1
950 root 1.9 if (op->env)
951     {
952     if (env->map == NULL)
953     return;
954 elmex 1.1
955 root 1.9 if (env->type == PLAYER)
956     esrv_del_item (env->contr, op->count);
957 elmex 1.1
958 root 1.25 if (!(op = op->insert_at (env, op)))
959 root 1.9 return;
960 elmex 1.1 }
961    
962 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963     // on a safe map. I don't like this special casing, but it seems to be neccessary
964     // as bombs can be carried.
965     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966     {
967 root 1.17 op->destroy ();
968 root 1.9 return;
969     }
970 elmex 1.3
971 root 1.9 /* This copies a lot of the code from the fire bullet,
972     * but using the cast_bullet isn't really feasible,
973     * so just set up the appropriate values.
974     */
975 root 1.25 if (archetype *at = archetype::find (SPLINT))
976 root 1.9 {
977     for (i = 1; i < 9; i++)
978     {
979     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980     continue;
981 root 1.25
982 root 1.9 tmp = arch_to_object (at);
983     tmp->direction = i;
984     tmp->range = op->range;
985     tmp->stats.dam = op->stats.dam;
986     tmp->duration = op->duration;
987     tmp->attacktype = op->attacktype;
988 root 1.19 tmp->set_owner (op);
989 root 1.9 if (op->skill && op->skill != tmp->skill)
990 root 1.25 tmp->skill = op->skill;
991    
992 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
993     SET_ANIMATION (tmp, i);
994 root 1.25
995     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
996 root 1.9 move_bullet (tmp);
997 root 1.6 }
998 elmex 1.1 }
999    
1000 root 1.9 explode_bullet (op);
1001 elmex 1.1 }
1002    
1003 root 1.9 int
1004     create_bomb (object *op, object *caster, int dir, object *spell)
1005     {
1006 elmex 1.1
1007 root 1.9 object *tmp;
1008     int mflags;
1009     sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 root 1.15 maptile *m;
1011 elmex 1.1
1012 root 1.9 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013     if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014     {
1015     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016     return 0;
1017 elmex 1.1 }
1018 root 1.9 tmp = arch_to_object (spell->other_arch);
1019 elmex 1.1
1020 root 1.9 /* level dependencies for bomb */
1021     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1023     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1024     tmp->attacktype = spell->attacktype;
1025    
1026 root 1.19 tmp->set_owner (op);
1027 root 1.9 set_spell_skill (op, caster, spell, tmp);
1028 root 1.25
1029     m->insert (tmp, dx, dy, op);
1030 root 1.9 return 1;
1031 elmex 1.1 }
1032    
1033     /****************************************************************************
1034     *
1035     * smite related spell code.
1036     *
1037     ****************************************************************************/
1038    
1039     /* get_pointed_target() - this is used by finger of death
1040     * and the 'smite' spells. Returns the pointer to the first
1041     * monster in the direction which is pointed to by op. b.t.
1042     * op is the caster - really only used for the source location.
1043     * dir is the direction to look in.
1044     * range is how far out to look.
1045     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1046     * this info is used for blocked magic/unholy spaces.
1047     */
1048 root 1.9 object *
1049     get_pointed_target (object *op, int dir, int range, int type)
1050     {
1051     object *target;
1052     sint16 x, y;
1053     int dist, mflags;
1054 root 1.15 maptile *mp;
1055 root 1.9
1056     if (dir == 0)
1057     return NULL;
1058    
1059     for (dist = 1; dist < range; dist++)
1060     {
1061     x = op->x + freearr_x[dir] * dist;
1062     y = op->y + freearr_y[dir] * dist;
1063     mp = op->map;
1064     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1065    
1066     if (mflags & P_OUT_OF_MAP)
1067     return NULL;
1068     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1069     return NULL;
1070     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1071     return NULL;
1072     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073     return NULL;
1074    
1075     if (mflags & P_IS_ALIVE)
1076 root 1.41 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1077     if (QUERY_FLAG (target, FLAG_MONSTER))
1078     return target;
1079 elmex 1.1 }
1080 root 1.41
1081 root 1.9 return NULL;
1082 elmex 1.1 }
1083    
1084     /* cast_smite_arch() - the priest points to a creature and causes
1085     * a 'godly curse' to decend.
1086     * usual params -
1087     * op = player
1088     * caster = object casting the spell.
1089     * dir = direction being cast
1090     * spell = spell object
1091     */
1092 root 1.9 int
1093     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094     {
1095     object *effect, *target;
1096     object *god = find_god (determine_god (op));
1097     int range;
1098    
1099     range = spell->range + SP_level_range_adjust (caster, spell);
1100     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1101    
1102     /* Bunch of conditions for casting this spell. Note that only
1103     * require a god if this is a cleric spell (requires grace).
1104     * This makes this spell much more general purpose - it can be used
1105     * by wizards also, which is good, because I think this is a very
1106     * interesting spell.
1107     * if it is a cleric spell, you need a god, and the creature
1108     * can't be friendly to your god.
1109     */
1110    
1111     if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1112     || (!god && spell->stats.grace)
1113     || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1114     {
1115     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116     return 0;
1117     }
1118    
1119     if (spell->other_arch)
1120     effect = arch_to_object (spell->other_arch);
1121     else
1122     return 0;
1123    
1124     /* tailor the effect by priest level and worshipped God */
1125     effect->level = caster_level (caster, spell);
1126     effect->attacktype = spell->attacktype;
1127     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128     {
1129     if (tailor_god_spell (effect, op))
1130     new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1131     else
1132     {
1133     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134     return 0;
1135     }
1136 elmex 1.1 }
1137    
1138 root 1.9 /* size of the area of destruction */
1139     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1140     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1141    
1142     if (effect->attacktype & AT_DEATH)
1143     {
1144     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 elmex 1.1
1146 root 1.9 /* casting death spells at undead isn't a good thing */
1147 root 1.20 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 root 1.9 {
1149     if (random_roll (0, 2, op, PREFER_LOW))
1150     {
1151     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152     effect->x = op->x;
1153     effect->y = op->y;
1154     }
1155     else
1156     {
1157     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158     target->stats.hp = target->stats.maxhp * 2;
1159 root 1.17 effect->destroy ();
1160 root 1.9 return 0;
1161 root 1.6 }
1162     }
1163 elmex 1.1 }
1164 root 1.9 else
1165     {
1166     /* how much woe to inflict :) */
1167     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1168     }
1169    
1170 root 1.19 effect->set_owner (op);
1171 root 1.9 set_spell_skill (op, caster, spell, effect);
1172    
1173     /* ok, tell it where to be, and insert! */
1174 root 1.25 effect->insert_at (target, op);
1175 elmex 1.1
1176 root 1.9 return 1;
1177 elmex 1.1 }
1178    
1179    
1180     /****************************************************************************
1181     *
1182     * MAGIC MISSILE code.
1183     * note that the fire_bullet is used to fire the missile. The
1184     * code here is just to move the missile.
1185     ****************************************************************************/
1186    
1187     /* op is a missile that needs to be moved */
1188 root 1.9 void
1189     move_missile (object *op)
1190     {
1191     int i, mflags;
1192     object *owner;
1193     sint16 new_x, new_y;
1194 root 1.15 maptile *m;
1195 root 1.9
1196     if (op->range-- <= 0)
1197     {
1198 root 1.17 op->destroy ();
1199 root 1.9 return;
1200 elmex 1.1 }
1201    
1202 root 1.19 owner = op->owner;
1203 elmex 1.1 #if 0
1204 root 1.9 /* It'd make things nastier if this wasn't here - spells cast by
1205     * monster that are then killed would continue to survive
1206     */
1207     if (owner == NULL)
1208     {
1209 root 1.17 op->destroy ();
1210 root 1.9 return;
1211 elmex 1.1 }
1212     #endif
1213    
1214 root 1.9 new_x = op->x + DIRX (op);
1215     new_y = op->y + DIRY (op);
1216    
1217     mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218 elmex 1.1
1219 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))))
1220     {
1221     hit_map (op, op->direction, AT_MAGIC, 1);
1222     /* Basically, missile only hits one thing then goes away.
1223     * we need to remove it if someone hasn't already done so.
1224     */
1225 root 1.14 if (!op->destroyed ())
1226 root 1.17 op->destroy ();
1227 root 1.14
1228 root 1.9 return;
1229 elmex 1.1 }
1230    
1231 root 1.16 op->remove ();
1232 root 1.14
1233 root 1.9 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234     {
1235 root 1.17 op->destroy ();
1236 root 1.9 return;
1237 elmex 1.1 }
1238 root 1.14
1239 root 1.25 i = spell_find_dir (m, new_x, new_y, op->owner);
1240 root 1.9 if (i > 0 && i != op->direction)
1241     {
1242     op->direction = i;
1243     SET_ANIMATION (op, op->direction);
1244 elmex 1.1 }
1245 root 1.14
1246 root 1.25 m->insert (op, new_x, new_y, op);
1247 elmex 1.1 }
1248    
1249     /****************************************************************************
1250     * Destruction
1251     ****************************************************************************/
1252 root 1.9
1253 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1254     * we do this by creating a force and inserting it in the
1255     * object. if time is 0, the object glows permanently. To truely
1256     * make this work for non-living objects, we would have to
1257     * give them the capability to have an inventory. b.t.
1258     */
1259 root 1.9 int
1260     make_object_glow (object *op, int radius, int time)
1261     {
1262     /* some things are unaffected... */
1263     if (op->path_denied & PATH_LIGHT)
1264     return 0;
1265    
1266 root 1.43 object *tmp = get_archetype (FORCE_NAME);
1267 root 1.9 tmp->speed = 0.01;
1268     tmp->stats.food = time;
1269     SET_FLAG (tmp, FLAG_IS_USED_UP);
1270     tmp->glow_radius = radius;
1271     if (tmp->glow_radius > MAX_LIGHT_RADII)
1272     tmp->glow_radius = MAX_LIGHT_RADII;
1273    
1274     tmp = insert_ob_in_ob (tmp, op);
1275 root 1.43
1276 root 1.9 if (tmp->glow_radius > op->glow_radius)
1277     op->glow_radius = tmp->glow_radius;
1278    
1279     return 1;
1280     }
1281    
1282     int
1283     cast_destruction (object *op, object *caster, object *spell_ob)
1284     {
1285     int i, j, range, mflags, friendly = 0, dam, dur;
1286     sint16 sx, sy;
1287 root 1.15 maptile *m;
1288 root 1.9 object *tmp;
1289     const char *skill;
1290    
1291     range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1292     dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1293     dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1294     if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1295     friendly = 1;
1296    
1297     /* destruction doesn't use another spell object, so we need
1298     * update op's skill pointer so that exp is properly awarded.
1299     * We do some shortcuts here - since this is just temporary
1300     * and we'll reset the values back, we don't need to go through
1301     * the full share string/free_string route.
1302     */
1303     skill = op->skill;
1304     if (caster == op)
1305     op->skill = spell_ob->skill;
1306     else if (caster->skill)
1307     op->skill = caster->skill;
1308     else
1309     op->skill = NULL;
1310 elmex 1.1
1311 root 1.35 op->change_skill (find_skill_by_name (op, op->skill));
1312 elmex 1.1
1313 root 1.9 for (i = -range; i < range; i++)
1314     {
1315     for (j = -range; j < range; j++)
1316     {
1317     m = op->map;
1318     sx = op->x + i;
1319     sy = op->y + j;
1320 root 1.25
1321 root 1.9 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1322     if (mflags & P_OUT_OF_MAP)
1323     continue;
1324 root 1.25
1325 root 1.9 if (mflags & P_IS_ALIVE)
1326     {
1327 root 1.21 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1328 root 1.25 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329     break;
1330    
1331 root 1.9 if (tmp)
1332     {
1333     if (tmp->head)
1334     tmp = tmp->head;
1335    
1336     if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1337     (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338     {
1339     if (spell_ob->subtype == SP_DESTRUCTION)
1340     {
1341     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1342     if (spell_ob->other_arch)
1343 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1344 root 1.6 }
1345 root 1.9 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1346     {
1347     if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1348 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1349 root 1.6 }
1350     }
1351     }
1352     }
1353     }
1354 elmex 1.1 }
1355 root 1.25
1356 root 1.9 op->skill = skill;
1357     return 1;
1358 elmex 1.1 }
1359    
1360     /***************************************************************************
1361     *
1362     * CURSE
1363     *
1364     ***************************************************************************/
1365    
1366 root 1.9 int
1367     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1368     {
1369     object *god = find_god (determine_god (op));
1370     object *tmp, *force;
1371    
1372     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1373     if (!tmp)
1374     {
1375     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1376     return 0;
1377 elmex 1.1 }
1378    
1379 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1380     for (force = tmp->inv; force != NULL; force = force->below)
1381     {
1382     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383     {
1384     if (force->name == spell_ob->name)
1385     {
1386     break;
1387 root 1.6 }
1388 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1389     {
1390     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1391     return 0;
1392 root 1.6 }
1393     }
1394 elmex 1.1 }
1395    
1396 root 1.9 if (force == NULL)
1397     {
1398     force = get_archetype (FORCE_NAME);
1399     force->subtype = FORCE_CHANGE_ABILITY;
1400     if (spell_ob->race)
1401     force->name = spell_ob->race;
1402     else
1403     force->name = spell_ob->name;
1404 root 1.7
1405 root 1.9 force->name_pl = spell_ob->name;
1406 elmex 1.1
1407 root 1.9 }
1408     else
1409     {
1410     int duration;
1411    
1412     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1413     if (duration > force->duration)
1414     {
1415     force->duration = duration;
1416     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417     }
1418     else
1419     {
1420     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1421     }
1422     return 1;
1423     }
1424     force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1425 root 1.33 force->speed = 1.f;
1426     force->speed_left = -1.f;
1427 root 1.9 SET_FLAG (force, FLAG_APPLIED);
1428 elmex 1.1
1429 root 1.9 if (god)
1430     {
1431     if (spell_ob->last_grace)
1432     force->path_repelled = god->path_repelled;
1433     if (spell_ob->last_grace)
1434     force->path_denied = god->path_denied;
1435     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1436     }
1437     else
1438     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1439    
1440    
1441     if (tmp != op && op->type == PLAYER)
1442     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1443    
1444     force->stats.ac = spell_ob->stats.ac;
1445     force->stats.wc = spell_ob->stats.wc;
1446    
1447     change_abil (tmp, force); /* Mostly to display any messages */
1448     insert_ob_in_ob (force, tmp);
1449 root 1.22 tmp->update_stats ();
1450 root 1.9 return 1;
1451 elmex 1.1
1452     }
1453    
1454     /**********************************************************************
1455     * mood change
1456     * Arguably, this may or may not be an attack spell. But since it
1457     * effects monsters, it seems best to put it into this file
1458     ***********************************************************************/
1459    
1460     /* This covers the various spells that change the moods of monsters -
1461     * makes them angry, peacful, friendly, etc.
1462     */
1463 root 1.9 int
1464     mood_change (object *op, object *caster, object *spell)
1465     {
1466     object *tmp, *god, *head;
1467     int done_one, range, mflags, level, at, best_at;
1468     sint16 x, y, nx, ny;
1469 root 1.15 maptile *m;
1470 root 1.9 const char *race;
1471    
1472     /* We precompute some values here so that we don't have to keep
1473     * doing it over and over again.
1474     */
1475     god = find_god (determine_god (op));
1476     level = caster_level (caster, spell);
1477     range = spell->range + SP_level_range_adjust (caster, spell);
1478    
1479     /* On the bright side, no monster should ever have a race of GOD_...
1480     * so even if the player doesn't worship a god, if race=GOD_.., it
1481     * won't ever match anything.
1482     */
1483     if (!spell->race)
1484     race = NULL;
1485     else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1486     race = god->slaying;
1487     else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1488     race = god->race;
1489     else
1490     race = spell->race;
1491 elmex 1.1
1492 root 1.9 for (x = op->x - range; x <= op->x + range; x++)
1493     for (y = op->y - range; y <= op->y + range; y++)
1494     {
1495     done_one = 0;
1496     m = op->map;
1497     nx = x;
1498     ny = y;
1499     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500     if (mflags & P_OUT_OF_MAP)
1501     continue;
1502    
1503     /* If there is nothing living on this space, no need to go further */
1504     if (!(mflags & P_IS_ALIVE))
1505     continue;
1506 elmex 1.1
1507 root 1.29 // players can only affect spaces that they can actually see
1508     if (caster && caster->contr
1509     && caster->contr->visibility_at (m, nx, ny) < 70)
1510     continue;
1511    
1512     for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1513 root 1.9 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1514     break;
1515 root 1.6
1516 root 1.9 /* There can be living objects that are not monsters */
1517     if (!tmp || tmp->type == PLAYER)
1518     continue;
1519    
1520     /* Only the head has meaningful data, so resolve to that */
1521     if (tmp->head)
1522     head = tmp->head;
1523     else
1524     head = tmp;
1525 root 1.6
1526 root 1.9 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1527     if (race && head->race && !strstr (race, head->race))
1528     continue;
1529 root 1.29
1530 root 1.9 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531     continue;
1532    
1533     /* Now do a bunch of stuff related to saving throws */
1534     best_at = -1;
1535     if (spell->attacktype)
1536     {
1537     for (at = 0; at < NROFATTACKS; at++)
1538     if (spell->attacktype & (1 << at))
1539     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540     best_at = at;
1541 elmex 1.1
1542 root 1.9 if (best_at == -1)
1543     at = 0;
1544     else
1545     {
1546     if (head->resist[best_at] == 100)
1547     continue;
1548     else
1549     at = head->resist[best_at] / 5;
1550     }
1551     at -= level / 5;
1552     if (did_make_save (head, head->level, at))
1553     continue;
1554     }
1555     else /* spell->attacktype */
1556 root 1.36 {
1557     /*
1558     Spell has no attacktype (charm & such), so we'll have a specific saving:
1559     * if spell level < monster level, no go
1560     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561 root 1.9
1562 root 1.36 The chance will then be in the range [20-70] percent, not too bad.
1563 root 1.9
1564 root 1.36 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565     charm a level 125 monster...
1566 root 1.9
1567 root 1.36 Ryo, august 14th
1568     */
1569 root 1.9 if (head->level > level)
1570     continue;
1571 root 1.36
1572 root 1.9 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1573     /* Failed, no effect */
1574     continue;
1575     }
1576    
1577 root 1.29 /* Done with saving throw. Now start affecting the monster */
1578 root 1.9
1579     /* aggravation */
1580     if (QUERY_FLAG (spell, FLAG_MONSTER))
1581     {
1582     CLEAR_FLAG (head, FLAG_SLEEP);
1583 root 1.32 remove_friendly_object (head);
1584 root 1.9 done_one = 1;
1585     head->enemy = op;
1586     }
1587    
1588     /* calm monsters */
1589     if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590     {
1591     SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592     head->enemy = NULL;
1593     done_one = 1;
1594     }
1595    
1596     /* berserk monsters */
1597     if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598     {
1599     SET_FLAG (head, FLAG_BERSERK);
1600     done_one = 1;
1601     }
1602 root 1.27
1603 root 1.9 /* charm */
1604     if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605     {
1606     /* Prevent uncontolled outbreaks of self replicating monsters.
1607     Typical use case is charm, go somwhere, use aggravation to make hostile.
1608     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609     CLEAR_FLAG (head, FLAG_GENERATOR);
1610 root 1.19 head->set_owner (op);
1611 root 1.9 set_spell_skill (op, caster, spell, head);
1612     add_friendly_object (head);
1613     head->attack_movement = PETMOVE;
1614     done_one = 1;
1615     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1616     head->stats.exp = 0;
1617     }
1618    
1619     /* If a monster was effected, put an effect in */
1620     if (done_one && spell->other_arch)
1621 root 1.25 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1622 root 1.9 } /* for y */
1623 elmex 1.1
1624 root 1.9 return 1;
1625 elmex 1.1 }
1626    
1627    
1628     /* Move_ball_spell: This handles ball type spells that just sort of wander
1629     * about. was called move_ball_lightning, but since more than the ball
1630     * lightning spell used it, that seemed misnamed.
1631     * op is the spell effect.
1632     * note that duration is handled by process_object() in time.c
1633     */
1634    
1635 root 1.9 void
1636     move_ball_spell (object *op)
1637     {
1638     int i, j, dam_save, dir, mflags;
1639     sint16 nx, ny, hx, hy;
1640     object *owner;
1641 root 1.15 maptile *m;
1642 root 1.9
1643 root 1.19 owner = op->owner;
1644 root 1.9
1645     /* the following logic makes sure that the ball doesn't move into a wall,
1646     * and makes sure that it will move along a wall to try and get at it's
1647     * victim. The block immediately below more or less chooses a random
1648     * offset to move the ball, eg, keep it mostly on course, with some
1649     * deviations.
1650     */
1651    
1652     dir = 0;
1653     if (!(rndm (0, 3)))
1654     j = rndm (0, 1);
1655     else
1656     j = 0;
1657    
1658     for (i = 1; i < 9; i++)
1659     {
1660     /* i bit 0: alters sign of offset
1661     * other bits (i / 2): absolute value of offset
1662     */
1663    
1664     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665     int tmpdir = absdir (op->direction + offset);
1666    
1667     nx = op->x + freearr_x[tmpdir];
1668     ny = op->y + freearr_y[tmpdir];
1669     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))))
1670     {
1671     dir = tmpdir;
1672     break;
1673 root 1.6 }
1674 elmex 1.1 }
1675 root 1.9 if (dir == 0)
1676     {
1677     nx = op->x;
1678     ny = op->y;
1679     m = op->map;
1680     }
1681    
1682 root 1.25 m->insert (op, nx, ny, op);
1683 root 1.9
1684     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1685     surrounding squares */
1686    
1687     /* loop over current square and neighbors to hit.
1688     * if this has an other_arch field, we insert that in
1689     * the surround spaces.
1690     */
1691     for (j = 0; j < 9; j++)
1692     {
1693     hx = nx + freearr_x[j];
1694     hy = ny + freearr_y[j];
1695 elmex 1.1
1696 root 1.9 m = op->map;
1697     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1698 elmex 1.1
1699 root 1.9 if (mflags & P_OUT_OF_MAP)
1700     continue;
1701 elmex 1.1
1702 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1703     * of the map either.
1704     */
1705 elmex 1.1
1706 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707     {
1708     if (j)
1709     op->stats.dam = dam_save / 2;
1710     hit_map (op, j, op->attacktype, 1);
1711 elmex 1.1
1712 root 1.6 }
1713 elmex 1.1
1714 root 1.9 /* insert the other arch */
1715     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 root 1.25 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1717 elmex 1.1 }
1718    
1719 root 1.9 /* restore to the center location and damage */
1720     op->stats.dam = dam_save;
1721 elmex 1.1
1722 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1723 elmex 1.1
1724 root 1.9 if (i >= 0)
1725     { /* we have a preferred direction! */
1726     /* pick another direction if the preferred dir is blocked. */
1727     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1728     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1729 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1730    
1731 root 1.9 op->direction = i;
1732 elmex 1.1 }
1733     }
1734    
1735    
1736     /* move_swarm_spell: peterm
1737     * This is an implementation of the swarm spell. It was written for
1738     * meteor swarm, but it could be used for any swarm. A swarm spell
1739     * is a special type of object that casts swarms of other types
1740     * of spells. Which spell it casts is flexible. It fires the spells
1741     * from a set of squares surrounding the caster, in a given direction.
1742     */
1743    
1744 root 1.9 void
1745     move_swarm_spell (object *op)
1746 elmex 1.1 {
1747 pippijn 1.8 #if 0
1748 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750     sint16 target_x, target_y, origin_x, origin_y;
1751     int adjustdir;
1752 root 1.15 maptile *m;
1753 pippijn 1.8 #endif
1754 root 1.9 int basedir;
1755     object *owner;
1756 elmex 1.1
1757 root 1.19 owner = op->owner;
1758 root 1.9 if (op->duration == 0 || owner == NULL)
1759     {
1760 root 1.17 op->destroy ();
1761 root 1.9 return;
1762 elmex 1.1 }
1763 root 1.17
1764 root 1.9 op->duration--;
1765 elmex 1.1
1766 root 1.9 basedir = op->direction;
1767     if (basedir == 0)
1768     {
1769     /* spray in all directions! 8) */
1770     basedir = rndm (1, 8);
1771 elmex 1.1 }
1772    
1773     #if 0
1774 root 1.9 // this is bogus: it causes wrong places to be checked below
1775     // (a wall 2 cells away will block the effect...) and
1776     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1777     // space.
1778 root 1.31 // should be fixed later, but correctness before features...
1779 root 1.9 // (schmorp)
1780    
1781     /* new offset calculation to make swarm element distribution
1782     * more uniform
1783     */
1784     if (op->duration)
1785     {
1786     if (basedir & 1)
1787     {
1788     adjustdir = cardinal_adjust[rndm (0, 8)];
1789     }
1790     else
1791     {
1792     adjustdir = diagonal_adjust[rndm (0, 9)];
1793     }
1794     }
1795     else
1796     {
1797     adjustdir = 0; /* fire the last one from forward. */
1798     }
1799    
1800     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1801     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1802    
1803     /* back up one space so we can hit point-blank targets, but this
1804     * necessitates extra out_of_map check below
1805     */
1806     origin_x = target_x - freearr_x[basedir];
1807     origin_y = target_y - freearr_y[basedir];
1808    
1809    
1810     /* spell pointer is set up for the spell this casts. Since this
1811     * should just be a pointer to the spell in some inventory,
1812     * it is unlikely to disappear by the time we need it. However,
1813     * do some sanity checking anyways.
1814     */
1815    
1816     if (op->spell && op->spell->type == SPELL &&
1817     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1818     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1819     {
1820    
1821     /* Bullet spells have a bunch more customization that needs to be done */
1822     if (op->spell->subtype == SP_BULLET)
1823     fire_bullet (owner, op, basedir, op->spell);
1824     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1825     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1826 elmex 1.1 }
1827     #endif
1828    
1829 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1830     * should just be a pointer to the spell in some inventory,
1831     * it is unlikely to disappear by the time we need it. However,
1832     * do some sanity checking anyways.
1833     */
1834    
1835     if (op->spell && op->spell->type == SPELL)
1836     {
1837     /* Bullet spells have a bunch more customization that needs to be done */
1838     if (op->spell->subtype == SP_BULLET)
1839     fire_bullet (owner, op, basedir, op->spell);
1840     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841     fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1842     }
1843 elmex 1.1 }
1844    
1845    
1846    
1847    
1848     /* fire_swarm:
1849     * The following routine creates a swarm of objects. It actually
1850     * sets up a specific swarm object, which then fires off all
1851     * the parts of the swarm.
1852     *
1853     * op: the owner
1854     * caster: the caster (owner, wand, rod, scroll)
1855     * dir: the direction everything will be fired in
1856     * spell - the spell that is this spell.
1857     * n: the number to be fired.
1858     */
1859    
1860 root 1.9 int
1861     fire_swarm (object *op, object *caster, object *spell, int dir)
1862 elmex 1.1 {
1863 root 1.9 object *tmp;
1864     int i;
1865 elmex 1.1
1866 root 1.9 if (!spell->other_arch)
1867     return 0;
1868 elmex 1.1
1869 root 1.9 tmp = get_archetype (SWARM_SPELL);
1870 root 1.19 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1871 root 1.9 set_spell_skill (op, caster, spell, tmp);
1872 elmex 1.1
1873 root 1.9 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1874     tmp->spell = arch_to_object (spell->other_arch);
1875 elmex 1.1
1876 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1877 elmex 1.1
1878 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 root 1.25 if (!tailor_god_spell (tmp, op))
1880     return 1;
1881    
1882 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1883     for (i = 0; i < spell->duration; i++)
1884     tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885    
1886     tmp->direction = dir;
1887     tmp->invisible = 1;
1888 root 1.25
1889     tmp->insert_at (op, op);
1890 root 1.9 return 1;
1891 elmex 1.1 }
1892    
1893    
1894     /* See the spells documentation file for why this is its own
1895     * function.
1896     */
1897 root 1.9 int
1898     cast_light (object *op, object *caster, object *spell, int dir)
1899     {
1900     object *target = NULL, *tmp = NULL;
1901     sint16 x, y;
1902     int dam, mflags;
1903 root 1.15 maptile *m;
1904 elmex 1.1
1905 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 elmex 1.1
1907 root 1.9 if (!dir)
1908     {
1909     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910     return 0;
1911 elmex 1.1 }
1912    
1913 root 1.9 x = op->x + freearr_x[dir];
1914     y = op->y + freearr_y[dir];
1915     m = op->map;
1916 elmex 1.1
1917 root 1.9 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 elmex 1.1
1919 root 1.9 if (mflags & P_OUT_OF_MAP)
1920     {
1921     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922     return 0;
1923 elmex 1.1 }
1924    
1925 root 1.9 if (mflags & P_IS_ALIVE && spell->attacktype)
1926     {
1927 root 1.21 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1928 root 1.9 if (QUERY_FLAG (target, FLAG_MONSTER))
1929     {
1930     /* oky doky. got a target monster. Lets make a blinding attack */
1931     if (target->head)
1932     target = target->head;
1933     (void) hit_player (target, dam, op, spell->attacktype, 1);
1934     return 1; /* one success only! */
1935     }
1936 elmex 1.1 }
1937    
1938 root 1.9 /* no live target, perhaps a wall is in the way? */
1939     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940     {
1941     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1942     return 0;
1943 elmex 1.1 }
1944    
1945 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1946     tmp = arch_to_object (spell->other_arch);
1947     if (!tmp)
1948     {
1949     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950     return 0;
1951     }
1952     tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1953     if (tmp->glow_radius)
1954     {
1955     tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1956     if (tmp->glow_radius > MAX_LIGHT_RADII)
1957     tmp->glow_radius = MAX_LIGHT_RADII;
1958 elmex 1.1 }
1959 root 1.25
1960     m->insert (tmp, x, y, op);
1961 root 1.9 return 1;
1962 elmex 1.1 }
1963    
1964    
1965    
1966    
1967     /* cast_cause_disease: this spell looks along <dir> from the
1968     * player and infects someone.
1969     * op is the player/monster, caster is the object, dir is the direction
1970     * to cast, disease_arch is the specific disease, and type is the spell number
1971     * perhaps this should actually be in disease.c?
1972     */
1973    
1974 root 1.9 int
1975     cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976     {
1977     sint16 x, y;
1978     int i, mflags, range, dam_mod, dur_mod;
1979     object *walk;
1980 root 1.15 maptile *m;
1981 root 1.9
1982     x = op->x;
1983     y = op->y;
1984    
1985     /* If casting from a scroll, no direction will be available, so refer to the
1986     * direction the player is pointing.
1987     */
1988     if (!dir)
1989     dir = op->facing;
1990     if (!dir)
1991     return 0; /* won't find anything if casting on ourself, so just return */
1992    
1993     /* Calculate these once here */
1994     range = spell->range + SP_level_range_adjust (caster, spell);
1995     dam_mod = SP_level_dam_adjust (caster, spell);
1996     dur_mod = SP_level_duration_adjust (caster, spell);
1997    
1998     /* search in a line for a victim */
1999     for (i = 1; i < range; i++)
2000     {
2001     x = op->x + i * freearr_x[dir];
2002     y = op->y + i * freearr_y[dir];
2003     m = op->map;
2004    
2005     mflags = get_map_flags (m, &m, x, y, &x, &y);
2006    
2007     if (mflags & P_OUT_OF_MAP)
2008     return 0;
2009    
2010     /* don't go through walls - presume diseases are airborne */
2011     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2012     return 0;
2013    
2014     /* Only bother looking on this space if there is something living here */
2015     if (mflags & P_IS_ALIVE)
2016     {
2017     /* search this square for a victim */
2018 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2019 root 1.9 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2020     { /* found a victim */
2021     object *disease = arch_to_object (spell->other_arch);
2022    
2023 root 1.19 disease->set_owner (op);
2024 root 1.9 set_spell_skill (op, caster, spell, disease);
2025     disease->stats.exp = 0;
2026     disease->level = caster_level (caster, spell);
2027    
2028     /* do level adjustments */
2029     if (disease->stats.wc)
2030     disease->stats.wc += dur_mod / 2;
2031    
2032     if (disease->magic > 0)
2033     disease->magic += dur_mod / 4;
2034    
2035     if (disease->stats.maxhp > 0)
2036     disease->stats.maxhp += dur_mod;
2037    
2038     if (disease->stats.maxgrace > 0)
2039     disease->stats.maxgrace += dur_mod;
2040    
2041     if (disease->stats.dam)
2042     {
2043     if (disease->stats.dam > 0)
2044     disease->stats.dam += dam_mod;
2045     else
2046     disease->stats.dam -= dam_mod;
2047     }
2048 root 1.6
2049 root 1.9 if (disease->last_sp)
2050     {
2051     disease->last_sp -= 2 * dam_mod;
2052     if (disease->last_sp < 1)
2053     disease->last_sp = 1;
2054     }
2055 root 1.6
2056 root 1.9 if (disease->stats.maxsp)
2057     {
2058     if (disease->stats.maxsp > 0)
2059     disease->stats.maxsp += dam_mod;
2060     else
2061     disease->stats.maxsp -= dam_mod;
2062     }
2063 root 1.6
2064 root 1.9 if (disease->stats.ac)
2065     disease->stats.ac += dam_mod;
2066 root 1.6
2067 root 1.9 if (disease->last_eat)
2068     disease->last_eat -= dam_mod;
2069 root 1.6
2070 root 1.9 if (disease->stats.hp)
2071     disease->stats.hp -= dam_mod;
2072 root 1.6
2073 root 1.9 if (disease->stats.sp)
2074     disease->stats.sp -= dam_mod;
2075    
2076     if (infect_object (walk, disease, 1))
2077     {
2078     new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2079    
2080 root 1.17 disease->destroy (); /* don't need this one anymore */
2081 root 1.40 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2082 root 1.9 return 1;
2083 root 1.6 }
2084 root 1.17
2085     disease->destroy ();
2086 root 1.9 }
2087     } /* if living creature */
2088     } /* for range of spaces */
2089 root 1.25
2090 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2091     return 1;
2092 elmex 1.1 }