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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.69
Committed: Thu Dec 4 01:07:35 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.68: +37 -41 lines
Log Message:
enotunderstood

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.49 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.28 *
4 root 1.52 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.37 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.28 *
8 root 1.49 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.42 * 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 root 1.49 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.9 void
42     check_spell_knockback (object *op)
43     {
44     int weight_move;
45     int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46    
47     if (!op->weight)
48     { /*shouldn't happen but if cone object has no weight drop out */
49     /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
50     return;
51     }
52     else
53     {
54     weight_move = op->weight + (op->weight * op->level) / 3;
55     /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
56     }
57    
58 root 1.58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 root 1.9 {
60     int num_sections = 1;
61    
62     /* don't move DM */
63     if (QUERY_FLAG (tmp, FLAG_WIZ))
64     return;
65    
66     /* don't move parts of objects */
67     if (tmp->head)
68     continue;
69    
70     /* don't move floors or immobile objects */
71     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72     continue;
73    
74     /* count the object's sections */
75 root 1.58 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 root 1.9 num_sections++;
77    
78     /* I'm not sure if it makes sense to divide by num_sections - bigger
79     * objects should be harder to move, and we are moving the entire
80     * object, not just the head, so the total weight should be relevant.
81     */
82    
83     /* surface area? -tm */
84    
85     if (tmp->move_type & MOVE_FLYING)
86     frictionmod = 1; /* flying objects loose the friction modifier */
87    
88     if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89     { /* move it. */
90     /* move_object is really for monsters, but looking at
91     * the move_object function, it appears that it should
92     * also be safe for objects.
93     * This does return if successful or not, but
94     * I don't see us doing anything useful with that information
95     * right now.
96     */
97     move_object (tmp, absdir (op->stats.sp));
98 root 1.6 }
99 elmex 1.1
100     }
101     }
102    
103     /***************************************************************************
104     *
105     * BOLT CODE
106     *
107     ***************************************************************************/
108    
109 root 1.57 /* Causes op to fork. op is the original bolt, tmp
110 elmex 1.1 * is the first piece of the fork.
111     */
112 root 1.9 void
113     forklightning (object *op, object *tmp)
114     {
115     int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116     int t_dir; /* stores temporary dir calculation */
117 root 1.15 maptile *m;
118 root 1.9 sint16 sx, sy;
119     object *new_bolt;
120    
121     /* pick a fork direction. tmp->stats.Con is the left bias
122     * i.e., the chance in 100 of forking LEFT
123     * Should start out at 50, down to 25 for one already going left
124     * down to 0 for one going 90 degrees left off original path
125     */
126    
127     if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128     new_dir = -1;
129    
130     /* check the new dir for a wall and in the map */
131     t_dir = absdir (tmp->direction + new_dir);
132    
133     if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134     return;
135    
136     if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137     return;
138    
139     /* OK, we made a fork */
140 root 1.18 new_bolt = tmp->clone ();
141 root 1.9
142     /* reduce chances of subsequent forking */
143     new_bolt->stats.Dex -= 10;
144     tmp->stats.Dex -= 10; /* less forks from main bolt too */
145     new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
146 root 1.33 new_bolt->speed_left = -0.1f;
147 root 1.9 new_bolt->direction = t_dir;
148     new_bolt->duration++;
149     new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150     new_bolt->stats.dam++;
151     tmp->stats.dam /= 2; /* reduce father bolt damage */
152     tmp->stats.dam++;
153 root 1.60
154 root 1.25 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155     update_turn_face (new_bolt);
156 elmex 1.1 }
157    
158     /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159     * and checks for various things that may stop it.
160     */
161 root 1.9 void
162     move_bolt (object *op)
163     {
164     int mflags;
165     sint16 x, y;
166 root 1.15 maptile *m;
167 root 1.9
168 root 1.25 if (--op->duration < 0)
169 root 1.9 {
170 root 1.66 op->drop_and_destroy ();
171 root 1.9 return;
172     }
173 root 1.11
174 root 1.9 hit_map (op, 0, op->attacktype, 1);
175    
176     if (!op->direction)
177     return;
178    
179     if (--op->range < 0)
180 root 1.25 op->range = 0;
181 root 1.9 else
182     {
183     x = op->x + DIRX (op);
184     y = op->y + DIRY (op);
185     m = op->map;
186     mflags = get_map_flags (m, &m, x, y, &x, &y);
187    
188     if (mflags & P_OUT_OF_MAP)
189     return;
190    
191     /* We are about to run into something - we may bounce */
192     /* Calling reflwall is pretty costly, as it has to look at all the objects
193     * on the space. So only call reflwall if we think the data it returns
194     * will be useful.
195     */
196     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197     {
198     if (!QUERY_FLAG (op, FLAG_REFLECTING))
199     return;
200 root 1.6
201 root 1.9 /* Since walls don't run diagonal, if the bolt is in
202     * one of 4 main directions, it just reflects back in the
203     * opposite direction. However, if the bolt is travelling
204     * on the diagonal, it is trickier - eg, a bolt travelling
205     * northwest bounces different if it hits a north/south
206     * wall (bounces to northeast) vs an east/west (bounces
207     * to the southwest.
208     */
209     if (op->direction & 1)
210     op->direction = absdir (op->direction + 4);
211     else
212     {
213     int left, right;
214     int mflags;
215 root 1.6
216 root 1.9 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217     * over a corner in a tiled map, it is possible that
218     * op->direction is within an adjacent map but either
219     * op->direction-1 or op->direction+1 does not exist.
220     */
221     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222     op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223    
224     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225    
226     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227     op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229    
230     if (left == right)
231     op->direction = absdir (op->direction + 4);
232     else if (left)
233     op->direction = absdir (op->direction + 2);
234     else if (right)
235     op->direction = absdir (op->direction - 2);
236 root 1.6 }
237 root 1.25
238 root 1.9 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239     return;
240 root 1.6 }
241 root 1.9 else
242     { /* Create a copy of this object and put it ahead */
243 root 1.25 object *tmp = op->clone ();
244 root 1.18
245 root 1.25 m->insert (tmp, x, y, op);
246 root 1.33 tmp->speed_left = -0.1f;
247 root 1.9 /* To make up for the decrease at the top of the function */
248     tmp->duration++;
249    
250     /* New forking code. Possibly create forks of this object
251     * going off in other directions.
252     */
253 root 1.58 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254     forklightning (op, tmp); /* stats.Dex % of forking */
255 root 1.25
256 root 1.9 /* In this way, the object left behind sticks on the space, but
257     * doesn't create any bolts that continue to move onward.
258     */
259     op->range = 0;
260     } /* copy object and move it along */
261     } /* if move bolt along */
262 elmex 1.1 }
263    
264     /* fire_bolt
265     * object op (cast from caster) files a bolt in dir.
266     * spob is the spell object for the bolt.
267     * we remove the magic flag - that can be derived from
268     * spob->attacktype.
269     * This function sets up the appropriate owner and skill
270     * pointers.
271     */
272 root 1.9 int
273     fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274     {
275     object *tmp = NULL;
276     int mflags;
277 elmex 1.1
278 root 1.9 if (!spob->other_arch)
279     return 0;
280 elmex 1.1
281 root 1.9 tmp = arch_to_object (spob->other_arch);
282     if (tmp == NULL)
283     return 0;
284    
285     /* peterm: level dependency for bolts */
286     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287     tmp->attacktype = spob->attacktype;
288 root 1.58
289 root 1.9 if (spob->slaying)
290     tmp->slaying = spob->slaying;
291 root 1.58
292 root 1.9 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
293     tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294     tmp->stats.Dex = spob->stats.Dex;
295     tmp->stats.Con = spob->stats.Con;
296    
297     tmp->direction = dir;
298     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
299     SET_ANIMATION (tmp, dir);
300    
301 root 1.19 tmp->set_owner (op);
302 root 1.9 set_spell_skill (op, caster, spob, tmp);
303    
304     tmp->x = op->x + DIRX (tmp);
305     tmp->y = op->y + DIRY (tmp);
306     tmp->map = op->map;
307 elmex 1.1
308 root 1.23 maptile *newmap;
309     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 root 1.9 if (mflags & P_OUT_OF_MAP)
311     {
312 root 1.66 tmp->drop_and_destroy ();
313 root 1.9 return 0;
314 elmex 1.1 }
315 root 1.17
316 root 1.23 tmp->map = newmap;
317    
318 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319     {
320     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321     {
322 root 1.66 tmp->drop_and_destroy ();
323 root 1.9 return 0;
324     }
325 root 1.17
326 root 1.9 tmp->x = op->x;
327     tmp->y = op->y;
328     tmp->direction = absdir (tmp->direction + 4);
329     tmp->map = op->map;
330 elmex 1.1 }
331 root 1.17
332 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
333 elmex 1.1 move_bolt (tmp);
334 root 1.17
335 root 1.9 return 1;
336 elmex 1.1 }
337    
338     /***************************************************************************
339     *
340     * BULLET/BALL CODE
341     *
342     ***************************************************************************/
343    
344     /* expands an explosion. op is a piece of the
345 root 1.46 * explosion - this expands it in the different directions.
346 elmex 1.1 * At least that is what I think this does.
347     */
348 root 1.9 void
349     explosion (object *op)
350     {
351 root 1.15 maptile *m = op->map;
352 root 1.9 int i;
353    
354 root 1.25 if (--op->duration < 0)
355 root 1.9 {
356 root 1.67 op->destroy ();
357 root 1.9 return;
358 elmex 1.1 }
359 root 1.17
360 root 1.9 hit_map (op, 0, op->attacktype, 0);
361 elmex 1.1
362 root 1.9 if (op->range > 0)
363     {
364     for (i = 1; i < 9; i++)
365     {
366     sint16 dx, dy;
367    
368     dx = op->x + freearr_x[i];
369     dy = op->y + freearr_y[i];
370 root 1.25
371 root 1.9 /* ok_to_put_more already does things like checks for walls,
372     * out of map, etc.
373     */
374     if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375     {
376 root 1.25 object *tmp = op->clone ();
377    
378 root 1.9 tmp->state = 0;
379 root 1.33 tmp->speed_left = -0.21f;
380 root 1.9 tmp->range--;
381     tmp->value = 0;
382 root 1.25
383     m->insert (tmp, dx, dy, op);
384 root 1.6 }
385     }
386 elmex 1.1 }
387     }
388    
389     /* Causes an object to explode, eg, a firebullet,
390     * poison cloud ball, etc. op is the object to
391     * explode.
392     */
393 root 1.9 void
394     explode_bullet (object *op)
395 elmex 1.1 {
396 root 1.9 object *tmp, *owner;
397 elmex 1.1
398 root 1.63 if (!op->other_arch)
399 root 1.9 {
400     LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 root 1.67 op->destroy ();
402 root 1.9 return;
403 elmex 1.1 }
404    
405 root 1.9 if (op->env)
406     {
407 root 1.50 object *env = op->outer_env ();
408    
409     if (!env->map || out_of_map (env->map, env->x, env->y))
410 root 1.9 {
411     LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 root 1.67 op->destroy ();
413 root 1.9 return;
414     }
415 root 1.17
416 root 1.25 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 root 1.9 }
418     else if (out_of_map (op->map, op->x, op->y))
419     {
420     LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 root 1.67 op->destroy ();
422 root 1.9 return;
423     }
424    
425     // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426     // NOTE: If this breaks something important: remove this. I can't think of anything
427     // bad at the moment that might happen from this.
428     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429     {
430 root 1.67 op->destroy ();
431 root 1.9 return;
432 elmex 1.1 }
433    
434 root 1.9 if (op->attacktype)
435     {
436     hit_map (op, 0, op->attacktype, 1);
437 root 1.58
438 root 1.14 if (op->destroyed ())
439 elmex 1.2 return;
440 elmex 1.1 }
441    
442 root 1.9 /* other_arch contains what this explodes into */
443     tmp = arch_to_object (op->other_arch);
444 elmex 1.1
445 root 1.19 tmp->set_owner (op);
446 root 1.9 tmp->skill = op->skill;
447 elmex 1.1
448 root 1.19 owner = op->owner;
449 root 1.10
450 root 1.65 if ((tmp->attacktype & AT_HOLYWORD
451     || tmp->attacktype & AT_GODPOWER)
452     && owner
453     && !tailor_god_spell (tmp, owner))
454 root 1.9 {
455 root 1.67 op->destroy ();
456 root 1.9 return;
457 elmex 1.1 }
458 root 1.10
459 root 1.9 /* special for bombs - it actually has sane values for these */
460     if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
461     {
462     tmp->attacktype = op->attacktype;
463     tmp->range = op->range;
464     tmp->stats.dam = op->stats.dam;
465     tmp->duration = op->duration;
466     }
467     else
468     {
469     if (op->attacktype & AT_MAGIC)
470     tmp->attacktype |= AT_MAGIC;
471 root 1.25
472 root 1.9 /* Spell doc describes what is going on here */
473     tmp->stats.dam = op->dam_modifier;
474     tmp->range = op->stats.maxhp;
475     tmp->duration = op->stats.hp;
476     /* Used for spell tracking - just need a unique val for this spell -
477     * the count of the parent should work fine.
478     */
479     tmp->stats.maxhp = op->count;
480     }
481    
482     /* Set direction of cone explosion */
483     if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
484     tmp->stats.sp = op->direction;
485    
486     /* Prevent recursion */
487     op->move_on = 0;
488    
489 root 1.25 tmp->insert_at (op, op);
490 root 1.45 tmp->play_sound (tmp->sound);
491    
492 root 1.9 /* remove the firebullet */
493 root 1.67 op->destroy ();
494 elmex 1.1 }
495    
496     /* checks to see what op should do, given the space it is on
497     * (eg, explode, damage player, etc)
498     */
499 root 1.9 void
500     check_bullet (object *op)
501 elmex 1.1 {
502 root 1.9 object *tmp;
503     int dam, mflags;
504 root 1.15 maptile *m;
505 root 1.9 sint16 sx, sy;
506 elmex 1.1
507 root 1.9 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
508 elmex 1.1
509 root 1.9 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
510     return;
511 elmex 1.1
512 root 1.9 if (op->other_arch)
513     {
514     /* explode object will also remove op */
515     explode_bullet (op);
516     return;
517 elmex 1.1 }
518    
519 root 1.9 /* If nothing alive on this space, no reason to do anything further */
520     if (!(mflags & P_IS_ALIVE))
521     return;
522 elmex 1.1
523 root 1.31 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 elmex 1.1 {
525 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526     {
527     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 root 1.58
529 root 1.65 // TODO: can't understand the following if's
530 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 elmex 1.1 {
532 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
533     {
534 root 1.67 op->destroy ();
535 root 1.9 return;
536 root 1.6 }
537 elmex 1.1 }
538     }
539     }
540     }
541    
542     /* Basically, we move 'op' one square, and if it hits something,
543     * call check_bullet.
544     * This function is only applicable to bullets, but not to all
545     * fired arches (eg, bolts).
546     */
547 root 1.9 void
548     move_bullet (object *op)
549 elmex 1.1 {
550 root 1.9 sint16 new_x, new_y;
551     int mflags;
552 root 1.15 maptile *m;
553 elmex 1.1
554     #if 0
555 root 1.9 /* We need a better general purpose way to do this */
556 elmex 1.1
557 root 1.9 /* peterm: added to make comet leave a trail of burnouts
558     it's an unadulterated hack, but the effect is cool. */
559     if (op->stats.sp == SP_METEOR)
560     {
561     replace_insert_ob_in_map ("fire_trail", op);
562 root 1.14 if (op->destroyed ())
563 elmex 1.1 return;
564 root 1.9 } /* end addition. */
565 elmex 1.1 #endif
566    
567 root 1.9 /* Reached the end of its life - remove it */
568     if (--op->range <= 0)
569     {
570     if (op->other_arch)
571 root 1.17 explode_bullet (op);
572 root 1.9 else
573 root 1.67 op->destroy ();
574 root 1.17
575 root 1.9 return;
576 elmex 1.1 }
577    
578 root 1.9 new_x = op->x + DIRX (op);
579     new_y = op->y + DIRY (op);
580     m = op->map;
581     mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582    
583     if (mflags & P_OUT_OF_MAP)
584     {
585 root 1.67 op->destroy ();
586 root 1.9 return;
587 elmex 1.1 }
588    
589 root 1.9 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590     {
591     if (op->other_arch)
592 root 1.17 explode_bullet (op);
593 root 1.9 else
594 root 1.67 op->destroy ();
595 root 1.17
596 root 1.9 return;
597 elmex 1.1 }
598    
599 root 1.25 if (!(op = m->insert (op, new_x, new_y, op)))
600 root 1.9 return;
601 elmex 1.1
602 root 1.9 if (reflwall (op->map, op->x, op->y, op))
603     {
604     op->direction = absdir (op->direction + 4);
605     update_turn_face (op);
606     }
607     else
608 root 1.23 check_bullet (op);
609 elmex 1.1 }
610    
611     /* fire_bullet
612     * object op (cast from caster) files a bolt in dir.
613     * spob is the spell object for the bolt.
614     * we remove the magic flag - that can be derived from
615     * spob->attacktype.
616     * This function sets up the appropriate owner and skill
617     * pointers.
618     */
619 root 1.9 int
620     fire_bullet (object *op, object *caster, int dir, object *spob)
621     {
622     object *tmp = NULL;
623     int mflags;
624 elmex 1.1
625 root 1.9 if (!spob->other_arch)
626     return 0;
627 elmex 1.1
628 root 1.55 tmp = spob->other_arch->instance ();
629     if (!tmp)
630 root 1.9 return 0;
631    
632 root 1.55 /* peterm: level dependency for bolts */
633 root 1.9 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
634     tmp->attacktype = spob->attacktype;
635     if (spob->slaying)
636     tmp->slaying = spob->slaying;
637    
638     tmp->range = 50;
639    
640     /* Need to store duration/range for the ball to use */
641     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
644    
645     tmp->direction = dir;
646     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
647     SET_ANIMATION (tmp, dir);
648    
649 root 1.19 tmp->set_owner (op);
650 root 1.9 set_spell_skill (op, caster, spob, tmp);
651    
652 root 1.55 tmp->x = op->x + freearr_x[dir];
653     tmp->y = op->y + freearr_y[dir];
654 root 1.9 tmp->map = op->map;
655 elmex 1.1
656 root 1.23 maptile *newmap;
657     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
658 root 1.9 if (mflags & P_OUT_OF_MAP)
659     {
660 root 1.67 tmp->destroy ();
661 root 1.9 return 0;
662 elmex 1.1 }
663 root 1.17
664 root 1.23 tmp->map = newmap;
665    
666 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667     {
668     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
669     {
670 root 1.67 tmp->destroy ();
671 root 1.9 return 0;
672     }
673 root 1.17
674 root 1.9 tmp->x = op->x;
675     tmp->y = op->y;
676     tmp->direction = absdir (tmp->direction + 4);
677     tmp->map = op->map;
678 elmex 1.1 }
679 root 1.17
680 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
681 root 1.17 check_bullet (tmp);
682    
683 root 1.9 return 1;
684 elmex 1.1 }
685    
686     /*****************************************************************************
687     *
688     * CONE RELATED FUNCTIONS
689     *
690     *****************************************************************************/
691    
692     /* drops an object based on what is in the cone's "other_arch" */
693 root 1.9 void
694     cone_drop (object *op)
695     {
696     object *new_ob = arch_to_object (op->other_arch);
697 elmex 1.1
698 root 1.9 new_ob->level = op->level;
699 root 1.19 new_ob->set_owner (op->owner);
700 root 1.9
701     /* preserve skill ownership */
702     if (op->skill && op->skill != new_ob->skill)
703 root 1.25 new_ob->skill = op->skill;
704 root 1.9
705 root 1.25 new_ob->insert_at (op, op);
706 elmex 1.1 }
707    
708     /* move_cone: causes cone object 'op' to move a space/hit creatures */
709    
710 root 1.9 void
711     move_cone (object *op)
712     {
713     /* if no map then hit_map will crash so just ignore object */
714     if (!op->map)
715     {
716     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
717 root 1.24 op->set_speed (0);
718 root 1.9 return;
719 elmex 1.1 }
720    
721 root 1.9 /* lava saves it's life, but not yours :) */
722     if (QUERY_FLAG (op, FLAG_LIFESAVE))
723     {
724     hit_map (op, 0, op->attacktype, 0);
725     return;
726 elmex 1.1 }
727    
728     #if 0
729 root 1.9 /* Disable this - enabling it makes monsters easier, as
730     * when their cone dies when they die.
731     */
732     /* If no owner left, the spell dies out. */
733 root 1.19 if (op->owner == NULL)
734 root 1.9 {
735 root 1.67 op->destroy ();
736 root 1.9 return;
737 elmex 1.1 }
738     #endif
739    
740 root 1.9 hit_map (op, 0, op->attacktype, 0);
741 elmex 1.1
742 elmex 1.68 if (!op->is_on_map ())
743     return;
744    
745 root 1.9 /* Check to see if we should push anything.
746     * Spell objects with weight push whatever they encounter to some
747     * degree.
748     */
749     if (op->weight)
750 elmex 1.68 {
751     check_spell_knockback (op);
752 elmex 1.1
753 elmex 1.68 if (!op->is_on_map ())
754     return;
755     }
756 elmex 1.1
757 root 1.62 if (op->duration-- < 0)
758 root 1.9 {
759 root 1.67 op->destroy ();
760 root 1.9 return;
761     }
762     /* Object has hit maximum range, so don't have it move
763     * any further. When the duration above expires,
764     * then the object will get removed.
765     */
766     if (--op->range < 0)
767     {
768     op->range = 0; /* just so it doesn't wrap */
769     return;
770 elmex 1.1 }
771    
772 root 1.58 for (int i = -1; i <= 1; i++)
773 root 1.9 {
774     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
775    
776     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
777     {
778 root 1.18 object *tmp = op->clone ();
779 root 1.9
780     tmp->duration = op->duration + 1;
781    
782     /* Use for spell tracking - see ok_to_put_more() */
783     tmp->stats.maxhp = op->stats.maxhp;
784 root 1.25
785     op->map->insert (tmp, x, y, op);
786    
787 root 1.9 if (tmp->other_arch)
788     cone_drop (tmp);
789 root 1.6 }
790 elmex 1.1 }
791     }
792    
793     /* cast_cone: casts a cone spell.
794     * op: person firing the object.
795     * caster: object casting the spell.
796     * dir: direction to fire in.
797     * spell: spell that is being fired. It uses other_arch for the archetype
798     * to fire.
799     * returns 0 on failure, 1 on success.
800     */
801 root 1.9 int
802     cast_cone (object *op, object *caster, int dir, object *spell)
803 elmex 1.1 {
804 root 1.9 object *tmp;
805     int i, success = 0, range_min = -1, range_max = 1;
806 root 1.15 maptile *m;
807 root 1.9 sint16 sx, sy;
808     MoveType movetype;
809    
810     if (!spell->other_arch)
811     return 0;
812    
813     if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
814     {
815     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816     return 0;
817     }
818    
819     if (!dir)
820     {
821     range_min = 0;
822     range_max = 8;
823 elmex 1.1 }
824    
825 root 1.9 /* Need to know what the movetype of the object we are about
826     * to create is, so we can know if the space we are about to
827     * insert it into is blocked.
828     */
829 root 1.39 movetype = spell->other_arch->move_type;
830 root 1.6
831 root 1.9 for (i = range_min; i <= range_max; i++)
832     {
833     sint16 x, y, d;
834 elmex 1.1
835 root 1.9 /* We can't use absdir here, because it never returns
836     * 0. If this is a rune, we want to hit the person on top
837     * of the trap (d==0). If it is not a rune, then we don't want
838     * to hit that person.
839     */
840     d = dir + i;
841     while (d < 0)
842     d += 8;
843     while (d > 8)
844     d -= 8;
845    
846     /* If it's not a rune, we don't want to blast the caster.
847     * In that case, we have to see - if dir is specified,
848     * turn this into direction 8. If dir is not specified (all
849     * direction) skip - otherwise, one line would do more damage
850     * becase 0 direction will go through 9 directions - necessary
851     * for the rune code.
852     */
853     if (caster->type != RUNE && d == 0)
854     {
855     if (dir != 0)
856     d = 8;
857     else
858 root 1.6 continue;
859 root 1.9 }
860 elmex 1.1
861 root 1.9 x = op->x + freearr_x[d];
862     y = op->y + freearr_y[d];
863 root 1.6
864 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
865     continue;
866 root 1.6
867 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868     continue;
869 root 1.6
870 root 1.9 success = 1;
871     tmp = arch_to_object (spell->other_arch);
872 root 1.19 tmp->set_owner (op);
873 root 1.9 set_spell_skill (op, caster, spell, tmp);
874 root 1.64 tmp->level = casting_level (caster, spell);
875 root 1.9 tmp->attacktype = spell->attacktype;
876    
877     /* holy word stuff */
878     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
879 root 1.10 if (!tailor_god_spell (tmp, op))
880     return 0;
881 root 1.6
882 root 1.9 if (dir)
883     tmp->stats.sp = dir;
884     else
885     tmp->stats.sp = i;
886    
887     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
888    
889     /* If casting it in all directions, it doesn't go as far */
890     if (dir == 0)
891     {
892     tmp->range /= 4;
893     if (tmp->range < 2 && spell->range >= 2)
894     tmp->range = 2;
895     }
896 root 1.10
897 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
898     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
899    
900     /* Special bonus for fear attacks */
901     if (tmp->attacktype & AT_FEAR)
902     {
903     if (caster->type == PLAYER)
904     tmp->duration += fear_bonus[caster->stats.Cha];
905     else
906     tmp->duration += caster->level / 3;
907     }
908 root 1.10
909 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
910     {
911     if (caster->type == PLAYER)
912     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
913     else
914     tmp->duration += caster->level / 3;
915 root 1.6 }
916    
917 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
918 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
919 root 1.9
920     if (!tmp->move_on && tmp->stats.dam)
921 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
922 root 1.10
923 root 1.25 m->insert (tmp, sx, sy, op);
924 root 1.9
925     /* This is used for tracking spells so that one effect doesn't hit
926     * a single space too many times.
927     */
928     tmp->stats.maxhp = tmp->count;
929 root 1.6
930 root 1.9 if (tmp->other_arch)
931     cone_drop (tmp);
932 elmex 1.1 }
933 root 1.10
934 root 1.9 return success;
935 elmex 1.1 }
936    
937     /****************************************************************************
938     *
939     * BOMB related code
940     *
941     ****************************************************************************/
942    
943     /* This handles an exploding bomb.
944     * op is the original bomb object.
945     */
946 root 1.9 void
947     animate_bomb (object *op)
948     {
949     if (op->state != NUM_ANIMATIONS (op) - 1)
950     return;
951 elmex 1.1
952 root 1.50 object *env = op->outer_env ();
953 elmex 1.1
954 root 1.9 if (op->env)
955     {
956     if (env->map == NULL)
957     return;
958 elmex 1.1
959 root 1.25 if (!(op = op->insert_at (env, op)))
960 root 1.9 return;
961 elmex 1.1 }
962    
963 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964     // on a safe map. I don't like this special casing, but it seems to be neccessary
965     // as bombs can be carried.
966     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967     {
968 root 1.67 op->destroy ();
969 root 1.9 return;
970     }
971 elmex 1.3
972 root 1.9 /* This copies a lot of the code from the fire bullet,
973     * but using the cast_bullet isn't really feasible,
974     * so just set up the appropriate values.
975     */
976 root 1.25 if (archetype *at = archetype::find (SPLINT))
977 root 1.9 {
978 root 1.50 for (int i = 1; i < 9; i++)
979 root 1.9 {
980     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981     continue;
982 root 1.25
983 root 1.50 object *tmp = arch_to_object (at);
984 root 1.9 tmp->direction = i;
985     tmp->range = op->range;
986     tmp->stats.dam = op->stats.dam;
987     tmp->duration = op->duration;
988     tmp->attacktype = op->attacktype;
989 root 1.19 tmp->set_owner (op);
990 root 1.9 if (op->skill && op->skill != tmp->skill)
991 root 1.25 tmp->skill = op->skill;
992    
993 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
994     SET_ANIMATION (tmp, i);
995 root 1.25
996     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 root 1.9 move_bullet (tmp);
998 root 1.6 }
999 elmex 1.1 }
1000    
1001 root 1.9 explode_bullet (op);
1002 elmex 1.1 }
1003    
1004 root 1.9 int
1005     create_bomb (object *op, object *caster, int dir, object *spell)
1006     {
1007     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 1.51
1019 root 1.9 tmp = arch_to_object (spell->other_arch);
1020 elmex 1.1
1021 root 1.9 /* level dependencies for bomb */
1022     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1024     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1025     tmp->attacktype = spell->attacktype;
1026    
1027 root 1.19 tmp->set_owner (op);
1028 root 1.9 set_spell_skill (op, caster, spell, tmp);
1029 root 1.25
1030     m->insert (tmp, dx, dy, op);
1031 root 1.9 return 1;
1032 elmex 1.1 }
1033    
1034     /****************************************************************************
1035     *
1036     * smite related spell code.
1037     *
1038     ****************************************************************************/
1039    
1040     /* get_pointed_target() - this is used by finger of death
1041     * and the 'smite' spells. Returns the pointer to the first
1042     * monster in the direction which is pointed to by op. b.t.
1043     * op is the caster - really only used for the source location.
1044     * dir is the direction to look in.
1045     * range is how far out to look.
1046     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1047     * this info is used for blocked magic/unholy spaces.
1048     */
1049 root 1.9 object *
1050     get_pointed_target (object *op, int dir, int range, int type)
1051     {
1052     object *target;
1053     sint16 x, y;
1054     int dist, mflags;
1055 root 1.15 maptile *mp;
1056 root 1.9
1057     if (dir == 0)
1058     return NULL;
1059    
1060     for (dist = 1; dist < range; dist++)
1061     {
1062     x = op->x + freearr_x[dir] * dist;
1063     y = op->y + freearr_y[dir] * dist;
1064     mp = op->map;
1065     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1066    
1067     if (mflags & P_OUT_OF_MAP)
1068     return NULL;
1069     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1070     return NULL;
1071     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1072     return NULL;
1073     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074     return NULL;
1075    
1076     if (mflags & P_IS_ALIVE)
1077 root 1.41 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1078     if (QUERY_FLAG (target, FLAG_MONSTER))
1079     return target;
1080 elmex 1.1 }
1081 root 1.41
1082 root 1.9 return NULL;
1083 elmex 1.1 }
1084    
1085     /* cast_smite_arch() - the priest points to a creature and causes
1086     * a 'godly curse' to decend.
1087     * usual params -
1088     * op = player
1089     * caster = object casting the spell.
1090     * dir = direction being cast
1091     * spell = spell object
1092     */
1093 root 1.9 int
1094     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1095     {
1096     object *effect, *target;
1097     object *god = find_god (determine_god (op));
1098     int range;
1099    
1100     range = spell->range + SP_level_range_adjust (caster, spell);
1101     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1102    
1103     /* Bunch of conditions for casting this spell. Note that only
1104     * require a god if this is a cleric spell (requires grace).
1105     * This makes this spell much more general purpose - it can be used
1106     * by wizards also, which is good, because I think this is a very
1107     * interesting spell.
1108     * if it is a cleric spell, you need a god, and the creature
1109     * can't be friendly to your god.
1110     */
1111    
1112     if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1113     || (!god && spell->stats.grace)
1114     || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1115     {
1116     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117     return 0;
1118     }
1119    
1120     if (spell->other_arch)
1121     effect = arch_to_object (spell->other_arch);
1122     else
1123     return 0;
1124    
1125     /* tailor the effect by priest level and worshipped God */
1126 root 1.64 effect->level = casting_level (caster, spell);
1127 root 1.9 effect->attacktype = spell->attacktype;
1128     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129     {
1130     if (tailor_god_spell (effect, op))
1131     new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1132     else
1133     {
1134     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135     return 0;
1136     }
1137 elmex 1.1 }
1138    
1139 root 1.9 /* size of the area of destruction */
1140     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1141     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1142    
1143     if (effect->attacktype & AT_DEATH)
1144     {
1145     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1146 elmex 1.1
1147 root 1.9 /* casting death spells at undead isn't a good thing */
1148 root 1.20 if (QUERY_FLAG (target, FLAG_UNDEAD))
1149 root 1.9 {
1150     if (random_roll (0, 2, op, PREFER_LOW))
1151     {
1152     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1153     effect->x = op->x;
1154     effect->y = op->y;
1155     }
1156     else
1157     {
1158     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1159     target->stats.hp = target->stats.maxhp * 2;
1160 root 1.67 effect->destroy ();
1161 root 1.9 return 0;
1162 root 1.6 }
1163     }
1164 elmex 1.1 }
1165 root 1.9 else
1166     {
1167     /* how much woe to inflict :) */
1168     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1169     }
1170    
1171 root 1.19 effect->set_owner (op);
1172 root 1.9 set_spell_skill (op, caster, spell, effect);
1173    
1174     /* ok, tell it where to be, and insert! */
1175 root 1.25 effect->insert_at (target, op);
1176 elmex 1.1
1177 root 1.9 return 1;
1178 elmex 1.1 }
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     if (op->range-- <= 0)
1192     {
1193 root 1.66 op->drop_and_destroy ();
1194 root 1.9 return;
1195 elmex 1.1 }
1196    
1197 root 1.58 mapxy pos (op);
1198     pos.move (op->direction);
1199    
1200     if (!pos.normalise ())
1201 root 1.9 {
1202 root 1.67 op->destroy ();
1203 root 1.9 return;
1204 elmex 1.1 }
1205    
1206 root 1.58 mapspace &ms = pos.ms ();
1207 root 1.9
1208 root 1.58 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 root 1.9 {
1210     hit_map (op, op->direction, AT_MAGIC, 1);
1211     /* Basically, missile only hits one thing then goes away.
1212     * we need to remove it if someone hasn't already done so.
1213     */
1214 root 1.67 op->destroy ();
1215 root 1.9 return;
1216 elmex 1.1 }
1217    
1218 root 1.58 if (!op->direction)
1219 root 1.9 {
1220 root 1.67 op->destroy ();
1221 root 1.9 return;
1222 elmex 1.1 }
1223 root 1.14
1224 root 1.58 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1225 root 1.9 if (i > 0 && i != op->direction)
1226     {
1227     op->direction = i;
1228     SET_ANIMATION (op, op->direction);
1229 elmex 1.1 }
1230 root 1.14
1231 root 1.58 pos.insert (op, op);
1232 elmex 1.1 }
1233    
1234     /****************************************************************************
1235     * Destruction
1236     ****************************************************************************/
1237 root 1.9
1238 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1239     * we do this by creating a force and inserting it in the
1240     * object. if time is 0, the object glows permanently. To truely
1241     * make this work for non-living objects, we would have to
1242     * give them the capability to have an inventory. b.t.
1243     */
1244 root 1.9 int
1245     make_object_glow (object *op, int radius, int time)
1246     {
1247     /* some things are unaffected... */
1248     if (op->path_denied & PATH_LIGHT)
1249     return 0;
1250    
1251 root 1.43 object *tmp = get_archetype (FORCE_NAME);
1252 root 1.9 tmp->speed = 0.01;
1253     tmp->stats.food = time;
1254     SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 root 1.69 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1256 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1257 root 1.43
1258 root 1.9 if (tmp->glow_radius > op->glow_radius)
1259     op->glow_radius = tmp->glow_radius;
1260    
1261     return 1;
1262     }
1263    
1264     int
1265     cast_destruction (object *op, object *caster, object *spell_ob)
1266     {
1267     int i, j, range, mflags, friendly = 0, dam, dur;
1268     sint16 sx, sy;
1269 root 1.15 maptile *m;
1270 root 1.9 object *tmp;
1271     const char *skill;
1272    
1273     range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274     dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275     dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276     if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1277     friendly = 1;
1278    
1279     /* destruction doesn't use another spell object, so we need
1280     * update op's skill pointer so that exp is properly awarded.
1281     * We do some shortcuts here - since this is just temporary
1282     * and we'll reset the values back, we don't need to go through
1283     * the full share string/free_string route.
1284     */
1285     skill = op->skill;
1286     if (caster == op)
1287     op->skill = spell_ob->skill;
1288     else if (caster->skill)
1289     op->skill = caster->skill;
1290     else
1291     op->skill = NULL;
1292 elmex 1.1
1293 root 1.35 op->change_skill (find_skill_by_name (op, op->skill));
1294 elmex 1.1
1295 root 1.58 for (i = -range; i <= range; i++)
1296 root 1.9 {
1297 root 1.58 for (j = -range; j <= range; j++)
1298 root 1.9 {
1299     m = op->map;
1300     sx = op->x + i;
1301     sy = op->y + j;
1302 root 1.25
1303 root 1.9 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304     if (mflags & P_OUT_OF_MAP)
1305     continue;
1306 root 1.25
1307 root 1.9 if (mflags & P_IS_ALIVE)
1308     {
1309 root 1.21 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1310 root 1.25 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311     break;
1312    
1313 root 1.9 if (tmp)
1314     {
1315     if (tmp->head)
1316     tmp = tmp->head;
1317    
1318     if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319     (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320     {
1321     if (spell_ob->subtype == SP_DESTRUCTION)
1322     {
1323     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 root 1.58
1325 root 1.9 if (spell_ob->other_arch)
1326 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1327 root 1.6 }
1328 root 1.9 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1329     {
1330     if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 root 1.25 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1332 root 1.6 }
1333     }
1334     }
1335     }
1336     }
1337 elmex 1.1 }
1338 root 1.25
1339 root 1.9 op->skill = skill;
1340     return 1;
1341 elmex 1.1 }
1342    
1343     /***************************************************************************
1344     *
1345     * CURSE
1346     *
1347     ***************************************************************************/
1348    
1349 root 1.9 int
1350     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1351     {
1352     object *god = find_god (determine_god (op));
1353     object *tmp, *force;
1354    
1355     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1356     if (!tmp)
1357     {
1358     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1359     return 0;
1360 elmex 1.1 }
1361    
1362 root 1.47 tmp = tmp->head_ ();
1363    
1364 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1365 root 1.47 for (force = tmp->inv; force; force = force->below)
1366 root 1.9 {
1367     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1368     {
1369     if (force->name == spell_ob->name)
1370     {
1371     break;
1372 root 1.6 }
1373 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1374     {
1375     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1376     return 0;
1377 root 1.6 }
1378     }
1379 elmex 1.1 }
1380    
1381 root 1.47 if (!force)
1382 root 1.9 {
1383     force = get_archetype (FORCE_NAME);
1384     force->subtype = FORCE_CHANGE_ABILITY;
1385 root 1.47
1386 root 1.9 if (spell_ob->race)
1387     force->name = spell_ob->race;
1388     else
1389     force->name = spell_ob->name;
1390 root 1.7
1391 root 1.9 force->name_pl = spell_ob->name;
1392 elmex 1.1
1393 root 1.9 }
1394     else
1395     {
1396     int duration;
1397    
1398     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1399     if (duration > force->duration)
1400     {
1401     force->duration = duration;
1402     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1403     }
1404     else
1405 root 1.47 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1406    
1407 root 1.9 return 1;
1408     }
1409 root 1.47
1410 root 1.9 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1411 root 1.33 force->speed = 1.f;
1412     force->speed_left = -1.f;
1413 root 1.9 SET_FLAG (force, FLAG_APPLIED);
1414 elmex 1.1
1415 root 1.9 if (god)
1416     {
1417     if (spell_ob->last_grace)
1418     force->path_repelled = god->path_repelled;
1419     if (spell_ob->last_grace)
1420     force->path_denied = god->path_denied;
1421     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1422     }
1423     else
1424     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1425    
1426    
1427     if (tmp != op && op->type == PLAYER)
1428     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1429    
1430     force->stats.ac = spell_ob->stats.ac;
1431     force->stats.wc = spell_ob->stats.wc;
1432    
1433     change_abil (tmp, force); /* Mostly to display any messages */
1434     insert_ob_in_ob (force, tmp);
1435 root 1.22 tmp->update_stats ();
1436 root 1.9 return 1;
1437 elmex 1.1
1438     }
1439    
1440     /**********************************************************************
1441     * mood change
1442     * Arguably, this may or may not be an attack spell. But since it
1443     * effects monsters, it seems best to put it into this file
1444     ***********************************************************************/
1445    
1446     /* This covers the various spells that change the moods of monsters -
1447     * makes them angry, peacful, friendly, etc.
1448     */
1449 root 1.9 int
1450     mood_change (object *op, object *caster, object *spell)
1451     {
1452     object *tmp, *god, *head;
1453     int done_one, range, mflags, level, at, best_at;
1454     sint16 x, y, nx, ny;
1455 root 1.15 maptile *m;
1456 root 1.9 const char *race;
1457    
1458     /* We precompute some values here so that we don't have to keep
1459     * doing it over and over again.
1460     */
1461     god = find_god (determine_god (op));
1462 root 1.64 level = casting_level (caster, spell);
1463 root 1.9 range = spell->range + SP_level_range_adjust (caster, spell);
1464    
1465     /* On the bright side, no monster should ever have a race of GOD_...
1466     * so even if the player doesn't worship a god, if race=GOD_.., it
1467     * won't ever match anything.
1468     */
1469     if (!spell->race)
1470     race = NULL;
1471     else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1472     race = god->slaying;
1473     else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1474     race = god->race;
1475     else
1476     race = spell->race;
1477 elmex 1.1
1478 root 1.9 for (x = op->x - range; x <= op->x + range; x++)
1479     for (y = op->y - range; y <= op->y + range; y++)
1480     {
1481     done_one = 0;
1482     m = op->map;
1483     nx = x;
1484     ny = y;
1485     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486     if (mflags & P_OUT_OF_MAP)
1487     continue;
1488    
1489     /* If there is nothing living on this space, no need to go further */
1490     if (!(mflags & P_IS_ALIVE))
1491     continue;
1492 elmex 1.1
1493 root 1.29 // players can only affect spaces that they can actually see
1494     if (caster && caster->contr
1495     && caster->contr->visibility_at (m, nx, ny) < 70)
1496     continue;
1497    
1498     for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1499 root 1.9 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1500     break;
1501 root 1.6
1502 root 1.9 /* There can be living objects that are not monsters */
1503     if (!tmp || tmp->type == PLAYER)
1504     continue;
1505    
1506     /* Only the head has meaningful data, so resolve to that */
1507     if (tmp->head)
1508     head = tmp->head;
1509     else
1510     head = tmp;
1511 root 1.6
1512 root 1.9 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513     if (race && head->race && !strstr (race, head->race))
1514     continue;
1515 root 1.29
1516 root 1.9 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517     continue;
1518    
1519     /* Now do a bunch of stuff related to saving throws */
1520     best_at = -1;
1521     if (spell->attacktype)
1522     {
1523     for (at = 0; at < NROFATTACKS; at++)
1524     if (spell->attacktype & (1 << at))
1525     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526     best_at = at;
1527 elmex 1.1
1528 root 1.9 if (best_at == -1)
1529     at = 0;
1530     else
1531     {
1532     if (head->resist[best_at] == 100)
1533     continue;
1534     else
1535     at = head->resist[best_at] / 5;
1536     }
1537     at -= level / 5;
1538     if (did_make_save (head, head->level, at))
1539     continue;
1540     }
1541     else /* spell->attacktype */
1542 root 1.36 {
1543     /*
1544     Spell has no attacktype (charm & such), so we'll have a specific saving:
1545     * if spell level < monster level, no go
1546     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 root 1.9
1548 root 1.36 The chance will then be in the range [20-70] percent, not too bad.
1549 root 1.9
1550 root 1.36 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551     charm a level 125 monster...
1552 root 1.9
1553 root 1.36 Ryo, august 14th
1554     */
1555 root 1.9 if (head->level > level)
1556     continue;
1557 root 1.36
1558 root 1.9 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1559     /* Failed, no effect */
1560     continue;
1561     }
1562    
1563 root 1.29 /* Done with saving throw. Now start affecting the monster */
1564 root 1.9
1565     /* aggravation */
1566     if (QUERY_FLAG (spell, FLAG_MONSTER))
1567     {
1568     CLEAR_FLAG (head, FLAG_SLEEP);
1569 root 1.32 remove_friendly_object (head);
1570 root 1.9 done_one = 1;
1571     head->enemy = op;
1572     }
1573    
1574     /* calm monsters */
1575     if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576     {
1577     SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578     head->enemy = NULL;
1579     done_one = 1;
1580     }
1581    
1582     /* berserk monsters */
1583     if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584     {
1585     SET_FLAG (head, FLAG_BERSERK);
1586     done_one = 1;
1587     }
1588 root 1.27
1589 root 1.9 /* charm */
1590     if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591     {
1592 root 1.54 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593    
1594     /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 root 1.9 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597     CLEAR_FLAG (head, FLAG_GENERATOR);
1598 root 1.19 head->set_owner (op);
1599 root 1.9 set_spell_skill (op, caster, spell, head);
1600     add_friendly_object (head);
1601     head->attack_movement = PETMOVE;
1602     done_one = 1;
1603     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604     head->stats.exp = 0;
1605     }
1606    
1607     /* If a monster was effected, put an effect in */
1608     if (done_one && spell->other_arch)
1609 root 1.25 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 root 1.9 } /* for y */
1611 elmex 1.1
1612 root 1.9 return 1;
1613 elmex 1.1 }
1614    
1615    
1616     /* Move_ball_spell: This handles ball type spells that just sort of wander
1617     * about. was called move_ball_lightning, but since more than the ball
1618     * lightning spell used it, that seemed misnamed.
1619     * op is the spell effect.
1620     * note that duration is handled by process_object() in time.c
1621     */
1622 root 1.9 void
1623     move_ball_spell (object *op)
1624     {
1625     int i, j, dam_save, dir, mflags;
1626     sint16 nx, ny, hx, hy;
1627     object *owner;
1628 root 1.15 maptile *m;
1629 root 1.9
1630 root 1.19 owner = op->owner;
1631 root 1.9
1632     /* the following logic makes sure that the ball doesn't move into a wall,
1633     * and makes sure that it will move along a wall to try and get at it's
1634     * victim. The block immediately below more or less chooses a random
1635     * offset to move the ball, eg, keep it mostly on course, with some
1636     * deviations.
1637     */
1638    
1639     dir = 0;
1640     if (!(rndm (0, 3)))
1641     j = rndm (0, 1);
1642     else
1643     j = 0;
1644    
1645     for (i = 1; i < 9; i++)
1646     {
1647     /* i bit 0: alters sign of offset
1648     * other bits (i / 2): absolute value of offset
1649     */
1650    
1651     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652     int tmpdir = absdir (op->direction + offset);
1653    
1654     nx = op->x + freearr_x[tmpdir];
1655     ny = op->y + freearr_y[tmpdir];
1656     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))))
1657     {
1658     dir = tmpdir;
1659     break;
1660 root 1.6 }
1661 elmex 1.1 }
1662 root 1.9 if (dir == 0)
1663     {
1664     nx = op->x;
1665     ny = op->y;
1666     m = op->map;
1667     }
1668    
1669 root 1.25 m->insert (op, nx, ny, op);
1670 root 1.9
1671     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1672     surrounding squares */
1673    
1674     /* loop over current square and neighbors to hit.
1675     * if this has an other_arch field, we insert that in
1676     * the surround spaces.
1677     */
1678     for (j = 0; j < 9; j++)
1679     {
1680     hx = nx + freearr_x[j];
1681     hy = ny + freearr_y[j];
1682 elmex 1.1
1683 root 1.9 m = op->map;
1684     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1685 elmex 1.1
1686 root 1.9 if (mflags & P_OUT_OF_MAP)
1687     continue;
1688 elmex 1.1
1689 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1690     * of the map either.
1691     */
1692 elmex 1.1
1693 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1694     {
1695     if (j)
1696     op->stats.dam = dam_save / 2;
1697 root 1.58
1698 root 1.9 hit_map (op, j, op->attacktype, 1);
1699 root 1.6 }
1700 elmex 1.1
1701 root 1.9 /* insert the other arch */
1702     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1703 root 1.25 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1704 elmex 1.1 }
1705    
1706 root 1.9 /* restore to the center location and damage */
1707     op->stats.dam = dam_save;
1708 elmex 1.1
1709 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1710 elmex 1.1
1711 root 1.9 if (i >= 0)
1712     { /* we have a preferred direction! */
1713     /* pick another direction if the preferred dir is blocked. */
1714     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1715     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1716 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1717    
1718 root 1.9 op->direction = i;
1719 elmex 1.1 }
1720     }
1721    
1722 root 1.55 /* move_swarm_spell: peterm
1723 elmex 1.1 * This is an implementation of the swarm spell. It was written for
1724 root 1.55 * meteor swarm, but it could be used for any swarm. A swarm spell
1725 elmex 1.1 * is a special type of object that casts swarms of other types
1726 root 1.55 * of spells. Which spell it casts is flexible. It fires the spells
1727 elmex 1.1 * from a set of squares surrounding the caster, in a given direction.
1728     */
1729 root 1.9 void
1730     move_swarm_spell (object *op)
1731 elmex 1.1 {
1732 pippijn 1.8 #if 0
1733 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1734     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1735     sint16 target_x, target_y, origin_x, origin_y;
1736     int adjustdir;
1737 root 1.15 maptile *m;
1738 pippijn 1.8 #endif
1739 root 1.55 object *owner = op->env;
1740 elmex 1.1
1741 root 1.59 if (!owner) // MUST not happen, remove when true TODO
1742     {
1743     LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1744 root 1.67 op->destroy ();
1745 root 1.59 return;
1746     }
1747    
1748 root 1.55 if (!op->duration || !owner->is_on_map ())
1749 root 1.9 {
1750 root 1.66 op->drop_and_destroy ();
1751 root 1.9 return;
1752 elmex 1.1 }
1753 root 1.17
1754 root 1.9 op->duration--;
1755 elmex 1.1
1756 root 1.55 int basedir = op->direction;
1757     if (!basedir)
1758 root 1.61 {
1759     /* spray in all directions! 8) */
1760     op->facing = (op->facing + op->state) & 7;
1761     basedir = op->facing + 1;
1762     }
1763 elmex 1.1
1764     #if 0
1765 root 1.9 // this is bogus: it causes wrong places to be checked below
1766     // (a wall 2 cells away will block the effect...) and
1767     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768     // space.
1769 root 1.31 // should be fixed later, but correctness before features...
1770 root 1.9 // (schmorp)
1771    
1772     /* new offset calculation to make swarm element distribution
1773     * more uniform
1774     */
1775     if (op->duration)
1776     {
1777     if (basedir & 1)
1778     {
1779     adjustdir = cardinal_adjust[rndm (0, 8)];
1780     }
1781     else
1782     {
1783     adjustdir = diagonal_adjust[rndm (0, 9)];
1784     }
1785     }
1786     else
1787     {
1788     adjustdir = 0; /* fire the last one from forward. */
1789     }
1790    
1791     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1792     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1793    
1794     /* back up one space so we can hit point-blank targets, but this
1795     * necessitates extra out_of_map check below
1796     */
1797     origin_x = target_x - freearr_x[basedir];
1798     origin_y = target_y - freearr_y[basedir];
1799    
1800    
1801     /* spell pointer is set up for the spell this casts. Since this
1802     * should just be a pointer to the spell in some inventory,
1803     * it is unlikely to disappear by the time we need it. However,
1804     * do some sanity checking anyways.
1805     */
1806    
1807     if (op->spell && op->spell->type == SPELL &&
1808     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1809     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1810     {
1811    
1812     /* Bullet spells have a bunch more customization that needs to be done */
1813     if (op->spell->subtype == SP_BULLET)
1814     fire_bullet (owner, op, basedir, op->spell);
1815     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1816     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1817 elmex 1.1 }
1818     #endif
1819    
1820 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1821     * should just be a pointer to the spell in some inventory,
1822     * it is unlikely to disappear by the time we need it. However,
1823     * do some sanity checking anyways.
1824     */
1825    
1826     if (op->spell && op->spell->type == SPELL)
1827     {
1828     /* Bullet spells have a bunch more customization that needs to be done */
1829     if (op->spell->subtype == SP_BULLET)
1830     fire_bullet (owner, op, basedir, op->spell);
1831     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1832 root 1.57 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1833 root 1.9 }
1834 elmex 1.1 }
1835    
1836     /* fire_swarm:
1837     * The following routine creates a swarm of objects. It actually
1838     * sets up a specific swarm object, which then fires off all
1839     * the parts of the swarm.
1840     *
1841     * op: the owner
1842     * caster: the caster (owner, wand, rod, scroll)
1843     * dir: the direction everything will be fired in
1844     * spell - the spell that is this spell.
1845     * n: the number to be fired.
1846     */
1847 root 1.9 int
1848     fire_swarm (object *op, object *caster, object *spell, int dir)
1849 elmex 1.1 {
1850 root 1.9 if (!spell->other_arch)
1851     return 0;
1852 elmex 1.1
1853 root 1.55 object *tmp = archetype::get (SWARM_SPELL);
1854 root 1.61
1855 root 1.9 set_spell_skill (op, caster, spell, tmp);
1856 root 1.64 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1857 root 1.55 tmp->spell = spell->other_arch->instance ();
1858 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1859 elmex 1.1
1860 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1861 root 1.25 if (!tailor_god_spell (tmp, op))
1862     return 1;
1863    
1864 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1865 root 1.55 for (int i = 0; i < spell->duration; i++)
1866 root 1.9 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1867    
1868 root 1.59 tmp->invisible = 1;
1869     tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1870 root 1.9 tmp->direction = dir;
1871 root 1.57 tmp->facing = rndm (1, 8); // initial firing direction
1872 root 1.56 tmp->state = rndm (4) * 2 + 1; // direction increment
1873 root 1.25
1874 root 1.55 op->insert (tmp);
1875    
1876 root 1.9 return 1;
1877 elmex 1.1 }
1878    
1879     /* See the spells documentation file for why this is its own
1880     * function.
1881     */
1882 root 1.9 int
1883     cast_light (object *op, object *caster, object *spell, int dir)
1884     {
1885     object *target = NULL, *tmp = NULL;
1886     sint16 x, y;
1887     int dam, mflags;
1888 root 1.15 maptile *m;
1889 elmex 1.1
1890 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1891 elmex 1.1
1892 root 1.69 if (dir)
1893 root 1.9 {
1894 root 1.69 x = op->x + freearr_x[dir];
1895     y = op->y + freearr_y[dir];
1896     m = op->map;
1897 elmex 1.1
1898 root 1.69 mflags = get_map_flags (m, &m, x, y, &x, &y);
1899 elmex 1.1
1900 root 1.69 if (mflags & P_OUT_OF_MAP)
1901     {
1902     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1903     return 0;
1904     }
1905 elmex 1.1
1906 root 1.69 if (mflags & P_IS_ALIVE && spell->attacktype)
1907     {
1908     for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1909     if (QUERY_FLAG (target, FLAG_MONSTER))
1910     {
1911     /* oky doky. got a target monster. Lets make a blinding attack */
1912     if (target->head)
1913     target = target->head;
1914 elmex 1.1
1915 root 1.69 hit_player (target, dam, op, spell->attacktype, 1);
1916     return 1; /* one success only! */
1917     }
1918     }
1919 root 1.58
1920 root 1.69 /* no live target, perhaps a wall is in the way? */
1921     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1922     {
1923     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1924     return 0;
1925     }
1926 elmex 1.1 }
1927    
1928 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1929     tmp = arch_to_object (spell->other_arch);
1930     if (!tmp)
1931     {
1932     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933     return 0;
1934     }
1935 root 1.69
1936 root 1.9 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 root 1.69
1938 root 1.9 if (tmp->glow_radius)
1939 root 1.69 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1940    
1941     if (dir)
1942     m->insert (tmp, x, y, op);
1943     else
1944     caster->outer_env ()->insert (tmp);
1945 root 1.25
1946 root 1.9 return 1;
1947 elmex 1.1 }
1948    
1949     /* cast_cause_disease: this spell looks along <dir> from the
1950     * player and infects someone.
1951     * op is the player/monster, caster is the object, dir is the direction
1952     * to cast, disease_arch is the specific disease, and type is the spell number
1953     * perhaps this should actually be in disease.c?
1954     */
1955 root 1.9 int
1956     cast_cause_disease (object *op, object *caster, object *spell, int dir)
1957     {
1958     sint16 x, y;
1959     int i, mflags, range, dam_mod, dur_mod;
1960     object *walk;
1961 root 1.15 maptile *m;
1962 root 1.9
1963     x = op->x;
1964     y = op->y;
1965    
1966     /* If casting from a scroll, no direction will be available, so refer to the
1967     * direction the player is pointing.
1968     */
1969     if (!dir)
1970     dir = op->facing;
1971 root 1.48
1972 root 1.9 if (!dir)
1973     return 0; /* won't find anything if casting on ourself, so just return */
1974    
1975     /* Calculate these once here */
1976     range = spell->range + SP_level_range_adjust (caster, spell);
1977     dam_mod = SP_level_dam_adjust (caster, spell);
1978     dur_mod = SP_level_duration_adjust (caster, spell);
1979    
1980     /* search in a line for a victim */
1981     for (i = 1; i < range; i++)
1982     {
1983     x = op->x + i * freearr_x[dir];
1984     y = op->y + i * freearr_y[dir];
1985     m = op->map;
1986    
1987     mflags = get_map_flags (m, &m, x, y, &x, &y);
1988    
1989     if (mflags & P_OUT_OF_MAP)
1990     return 0;
1991    
1992     /* don't go through walls - presume diseases are airborne */
1993     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1994     return 0;
1995    
1996     /* Only bother looking on this space if there is something living here */
1997     if (mflags & P_IS_ALIVE)
1998     {
1999     /* search this square for a victim */
2000 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2001 root 1.9 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2002     { /* found a victim */
2003     object *disease = arch_to_object (spell->other_arch);
2004    
2005 root 1.19 disease->set_owner (op);
2006 root 1.9 set_spell_skill (op, caster, spell, disease);
2007     disease->stats.exp = 0;
2008 root 1.64 disease->level = casting_level (caster, spell);
2009 root 1.9
2010     /* do level adjustments */
2011     if (disease->stats.wc)
2012     disease->stats.wc += dur_mod / 2;
2013    
2014     if (disease->magic > 0)
2015 root 1.48 disease->magic += dur_mod / 8;
2016 root 1.9
2017     if (disease->stats.maxhp > 0)
2018     disease->stats.maxhp += dur_mod;
2019    
2020     if (disease->stats.maxgrace > 0)
2021     disease->stats.maxgrace += dur_mod;
2022    
2023     if (disease->stats.dam)
2024     {
2025     if (disease->stats.dam > 0)
2026     disease->stats.dam += dam_mod;
2027     else
2028     disease->stats.dam -= dam_mod;
2029     }
2030 root 1.6
2031 root 1.9 if (disease->last_sp)
2032     {
2033     disease->last_sp -= 2 * dam_mod;
2034     if (disease->last_sp < 1)
2035     disease->last_sp = 1;
2036     }
2037 root 1.6
2038 root 1.9 if (disease->stats.maxsp)
2039     {
2040     if (disease->stats.maxsp > 0)
2041     disease->stats.maxsp += dam_mod;
2042     else
2043     disease->stats.maxsp -= dam_mod;
2044     }
2045 root 1.6
2046 root 1.9 if (disease->stats.ac)
2047     disease->stats.ac += dam_mod;
2048 root 1.6
2049 root 1.9 if (disease->last_eat)
2050     disease->last_eat -= dam_mod;
2051 root 1.6
2052 root 1.9 if (disease->stats.hp)
2053     disease->stats.hp -= dam_mod;
2054 root 1.6
2055 root 1.9 if (disease->stats.sp)
2056     disease->stats.sp -= dam_mod;
2057    
2058     if (infect_object (walk, disease, 1))
2059     {
2060     new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2061    
2062 root 1.67 disease->destroy (); /* don't need this one anymore */
2063 root 1.40 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2064 root 1.9 return 1;
2065 root 1.6 }
2066 root 1.17
2067 root 1.67 disease->destroy ();
2068 root 1.9 }
2069     } /* if living creature */
2070     } /* for range of spaces */
2071 root 1.25
2072 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2073     return 1;
2074 elmex 1.1 }