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Revision: 1.95
Committed: Tue Jan 19 16:13:05 2010 UTC (14 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.94: +13 -0 lines
Log Message:
poison cloud traps in doors work again. some while ago we changed that door traps hit with direction == 0 and assumed all spells/effects can deal with that. well, poison cloud didn't. now it does.

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 1.84 * Copyright (©) 2005,2006,2007,2008,2009 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 1.88 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.28 *
13 root 1.42 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.28 *
18 root 1.88 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.37 *
22 root 1.49 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.28 */
24 elmex 1.1
25     /* This file contains all the spell attack code. Grouping this code
26     * together should hopefully make it easier to find the relevent bits
27     * of code
28     */
29    
30     #include <global.h>
31     #include <object.h>
32     #include <living.h>
33 root 1.24 #include <sproto.h>
34 elmex 1.1 #include <spells.h>
35     #include <sounds.h>
36    
37     /* this function checks to see if a spell pushes objects as well
38     * as flies over and damages them (only used for cones for now)
39     * but moved here so it could be applied to bolts too
40     * op is the spell object.
41     */
42 root 1.89 static void
43 root 1.9 check_spell_knockback (object *op)
44     {
45     int weight_move;
46     int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47    
48     if (!op->weight)
49     { /*shouldn't happen but if cone object has no weight drop out */
50     /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
51     return;
52     }
53     else
54     {
55     weight_move = op->weight + (op->weight * op->level) / 3;
56     /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57     }
58    
59 root 1.58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 root 1.9 {
61     int num_sections = 1;
62    
63     /* don't move DM */
64     if (QUERY_FLAG (tmp, FLAG_WIZ))
65     return;
66    
67     /* don't move parts of objects */
68     if (tmp->head)
69     continue;
70    
71     /* don't move floors or immobile objects */
72     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73     continue;
74    
75     /* count the object's sections */
76 root 1.58 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 root 1.9 num_sections++;
78    
79     /* I'm not sure if it makes sense to divide by num_sections - bigger
80     * objects should be harder to move, and we are moving the entire
81     * object, not just the head, so the total weight should be relevant.
82     */
83    
84     /* surface area? -tm */
85    
86     if (tmp->move_type & MOVE_FLYING)
87     frictionmod = 1; /* flying objects loose the friction modifier */
88    
89     if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90     { /* move it. */
91     /* move_object is really for monsters, but looking at
92     * the move_object function, it appears that it should
93     * also be safe for objects.
94     * This does return if successful or not, but
95     * I don't see us doing anything useful with that information
96     * right now.
97     */
98     move_object (tmp, absdir (op->stats.sp));
99 root 1.6 }
100 elmex 1.1
101     }
102     }
103    
104     /***************************************************************************
105     *
106     * BOLT CODE
107     *
108     ***************************************************************************/
109    
110 root 1.57 /* Causes op to fork. op is the original bolt, tmp
111 elmex 1.1 * is the first piece of the fork.
112     */
113 root 1.90 static void
114 root 1.9 forklightning (object *op, object *tmp)
115     {
116     int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117     int t_dir; /* stores temporary dir calculation */
118 root 1.15 maptile *m;
119 root 1.9 sint16 sx, sy;
120     object *new_bolt;
121    
122     /* pick a fork direction. tmp->stats.Con is the left bias
123     * i.e., the chance in 100 of forking LEFT
124     * Should start out at 50, down to 25 for one already going left
125     * down to 0 for one going 90 degrees left off original path
126     */
127    
128     if (rndm (0, 99) < tmp->stats.Con) /* fork left */
129     new_dir = -1;
130    
131     /* check the new dir for a wall and in the map */
132     t_dir = absdir (tmp->direction + new_dir);
133    
134     if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
135     return;
136    
137     if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138     return;
139    
140     /* OK, we made a fork */
141 root 1.18 new_bolt = tmp->clone ();
142 root 1.9
143     /* reduce chances of subsequent forking */
144     new_bolt->stats.Dex -= 10;
145     tmp->stats.Dex -= 10; /* less forks from main bolt too */
146     new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
147 root 1.33 new_bolt->speed_left = -0.1f;
148 root 1.9 new_bolt->direction = t_dir;
149     new_bolt->duration++;
150     new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151     new_bolt->stats.dam++;
152     tmp->stats.dam /= 2; /* reduce father bolt damage */
153     tmp->stats.dam++;
154 root 1.60
155 root 1.25 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
156     update_turn_face (new_bolt);
157 elmex 1.1 }
158    
159     /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
160     * and checks for various things that may stop it.
161     */
162 root 1.9 void
163     move_bolt (object *op)
164     {
165     int mflags;
166     sint16 x, y;
167 root 1.15 maptile *m;
168 root 1.9
169 root 1.25 if (--op->duration < 0)
170 root 1.9 {
171 root 1.66 op->drop_and_destroy ();
172 root 1.9 return;
173     }
174 root 1.11
175 root 1.9 hit_map (op, 0, op->attacktype, 1);
176    
177     if (!op->direction)
178     return;
179    
180     if (--op->range < 0)
181 root 1.25 op->range = 0;
182 root 1.9 else
183     {
184     x = op->x + DIRX (op);
185     y = op->y + DIRY (op);
186     m = op->map;
187     mflags = get_map_flags (m, &m, x, y, &x, &y);
188    
189     if (mflags & P_OUT_OF_MAP)
190     return;
191    
192     /* We are about to run into something - we may bounce */
193     /* Calling reflwall is pretty costly, as it has to look at all the objects
194     * on the space. So only call reflwall if we think the data it returns
195     * will be useful.
196     */
197     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198     {
199     if (!QUERY_FLAG (op, FLAG_REFLECTING))
200     return;
201 root 1.6
202 root 1.9 /* Since walls don't run diagonal, if the bolt is in
203     * one of 4 main directions, it just reflects back in the
204     * opposite direction. However, if the bolt is travelling
205     * on the diagonal, it is trickier - eg, a bolt travelling
206     * northwest bounces different if it hits a north/south
207     * wall (bounces to northeast) vs an east/west (bounces
208     * to the southwest.
209     */
210     if (op->direction & 1)
211     op->direction = absdir (op->direction + 4);
212     else
213     {
214     int left, right;
215     int mflags;
216 root 1.6
217 root 1.9 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218     * over a corner in a tiled map, it is possible that
219     * op->direction is within an adjacent map but either
220     * op->direction-1 or op->direction+1 does not exist.
221     */
222     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223     op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224    
225     left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226    
227     mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228     op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229     right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230    
231     if (left == right)
232     op->direction = absdir (op->direction + 4);
233     else if (left)
234     op->direction = absdir (op->direction + 2);
235     else if (right)
236     op->direction = absdir (op->direction - 2);
237 root 1.6 }
238 root 1.25
239 root 1.9 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240     return;
241 root 1.6 }
242 root 1.9 else
243     { /* Create a copy of this object and put it ahead */
244 root 1.25 object *tmp = op->clone ();
245 root 1.18
246 root 1.25 m->insert (tmp, x, y, op);
247 root 1.33 tmp->speed_left = -0.1f;
248 root 1.9 /* To make up for the decrease at the top of the function */
249     tmp->duration++;
250    
251     /* New forking code. Possibly create forks of this object
252     * going off in other directions.
253     */
254 root 1.58 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255     forklightning (op, tmp); /* stats.Dex % of forking */
256 root 1.25
257 root 1.9 /* In this way, the object left behind sticks on the space, but
258     * doesn't create any bolts that continue to move onward.
259     */
260     op->range = 0;
261     } /* copy object and move it along */
262     } /* if move bolt along */
263 elmex 1.1 }
264    
265     /* fire_bolt
266     * object op (cast from caster) files a bolt in dir.
267     * spob is the spell object for the bolt.
268     * we remove the magic flag - that can be derived from
269     * spob->attacktype.
270     * This function sets up the appropriate owner and skill
271     * pointers.
272     */
273 root 1.9 int
274     fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275     {
276     object *tmp = NULL;
277     int mflags;
278 elmex 1.1
279 root 1.9 if (!spob->other_arch)
280     return 0;
281 elmex 1.1
282 root 1.93 tmp = spob->other_arch->instance ();
283 root 1.9 if (tmp == NULL)
284     return 0;
285    
286     /* peterm: level dependency for bolts */
287     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
288     tmp->attacktype = spob->attacktype;
289 root 1.58
290 root 1.9 if (spob->slaying)
291     tmp->slaying = spob->slaying;
292 root 1.58
293 root 1.9 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294     tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295     tmp->stats.Dex = spob->stats.Dex;
296     tmp->stats.Con = spob->stats.Con;
297    
298     tmp->direction = dir;
299     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
300     SET_ANIMATION (tmp, dir);
301    
302 root 1.19 tmp->set_owner (op);
303 root 1.9 set_spell_skill (op, caster, spob, tmp);
304    
305     tmp->x = op->x + DIRX (tmp);
306     tmp->y = op->y + DIRY (tmp);
307     tmp->map = op->map;
308 elmex 1.1
309 root 1.23 maptile *newmap;
310     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 root 1.9 if (mflags & P_OUT_OF_MAP)
312     {
313 root 1.66 tmp->drop_and_destroy ();
314 root 1.9 return 0;
315 elmex 1.1 }
316 root 1.17
317 root 1.23 tmp->map = newmap;
318    
319 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320     {
321     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322     {
323 root 1.66 tmp->drop_and_destroy ();
324 root 1.9 return 0;
325     }
326 root 1.17
327 root 1.9 tmp->x = op->x;
328     tmp->y = op->y;
329     tmp->direction = absdir (tmp->direction + 4);
330     tmp->map = op->map;
331 elmex 1.1 }
332 root 1.17
333 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
334 elmex 1.1 move_bolt (tmp);
335 root 1.17
336 root 1.9 return 1;
337 elmex 1.1 }
338    
339     /***************************************************************************
340     *
341     * BULLET/BALL CODE
342     *
343     ***************************************************************************/
344    
345     /* expands an explosion. op is a piece of the
346 root 1.46 * explosion - this expands it in the different directions.
347 elmex 1.1 * At least that is what I think this does.
348     */
349 root 1.9 void
350     explosion (object *op)
351     {
352 root 1.15 maptile *m = op->map;
353 root 1.9 int i;
354    
355 root 1.25 if (--op->duration < 0)
356 root 1.9 {
357 root 1.67 op->destroy ();
358 root 1.9 return;
359 elmex 1.1 }
360 root 1.17
361 root 1.9 hit_map (op, 0, op->attacktype, 0);
362 elmex 1.1
363 root 1.9 if (op->range > 0)
364     {
365     for (i = 1; i < 9; i++)
366     {
367     sint16 dx, dy;
368    
369     dx = op->x + freearr_x[i];
370     dy = op->y + freearr_y[i];
371 root 1.25
372 root 1.9 /* ok_to_put_more already does things like checks for walls,
373     * out of map, etc.
374     */
375     if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
376     {
377 root 1.25 object *tmp = op->clone ();
378    
379 root 1.9 tmp->state = 0;
380 root 1.33 tmp->speed_left = -0.21f;
381 root 1.9 tmp->range--;
382     tmp->value = 0;
383 root 1.25
384     m->insert (tmp, dx, dy, op);
385 root 1.6 }
386     }
387 elmex 1.1 }
388     }
389    
390     /* Causes an object to explode, eg, a firebullet,
391     * poison cloud ball, etc. op is the object to
392     * explode.
393     */
394 root 1.89 static void
395 root 1.9 explode_bullet (object *op)
396 elmex 1.1 {
397 root 1.9 object *tmp, *owner;
398 elmex 1.1
399 root 1.63 if (!op->other_arch)
400 root 1.9 {
401     LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 root 1.67 op->destroy ();
403 root 1.9 return;
404 elmex 1.1 }
405    
406 root 1.9 if (op->env)
407     {
408 root 1.50 object *env = op->outer_env ();
409    
410     if (!env->map || out_of_map (env->map, env->x, env->y))
411 root 1.9 {
412     LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 root 1.67 op->destroy ();
414 root 1.9 return;
415     }
416 root 1.17
417 root 1.25 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 root 1.9 }
419     else if (out_of_map (op->map, op->x, op->y))
420     {
421     LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 root 1.67 op->destroy ();
423 root 1.9 return;
424     }
425    
426     // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427     // NOTE: If this breaks something important: remove this. I can't think of anything
428     // bad at the moment that might happen from this.
429     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430     {
431 root 1.67 op->destroy ();
432 root 1.9 return;
433 elmex 1.1 }
434    
435 root 1.9 if (op->attacktype)
436     {
437     hit_map (op, 0, op->attacktype, 1);
438 root 1.58
439 root 1.14 if (op->destroyed ())
440 elmex 1.2 return;
441 elmex 1.1 }
442    
443 root 1.9 /* other_arch contains what this explodes into */
444 root 1.93 tmp = op->other_arch->instance ();
445 elmex 1.1
446 root 1.19 tmp->set_owner (op);
447 root 1.9 tmp->skill = op->skill;
448 elmex 1.1
449 root 1.19 owner = op->owner;
450 root 1.10
451 root 1.65 if ((tmp->attacktype & AT_HOLYWORD
452     || tmp->attacktype & AT_GODPOWER)
453     && owner
454     && !tailor_god_spell (tmp, owner))
455 root 1.9 {
456 root 1.67 op->destroy ();
457 root 1.9 return;
458 elmex 1.1 }
459 root 1.10
460 root 1.9 /* special for bombs - it actually has sane values for these */
461     if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462     {
463     tmp->attacktype = op->attacktype;
464     tmp->range = op->range;
465     tmp->stats.dam = op->stats.dam;
466     tmp->duration = op->duration;
467     }
468     else
469     {
470     if (op->attacktype & AT_MAGIC)
471     tmp->attacktype |= AT_MAGIC;
472 root 1.25
473 root 1.9 /* Spell doc describes what is going on here */
474     tmp->stats.dam = op->dam_modifier;
475     tmp->range = op->stats.maxhp;
476     tmp->duration = op->stats.hp;
477     /* Used for spell tracking - just need a unique val for this spell -
478     * the count of the parent should work fine.
479     */
480     tmp->stats.maxhp = op->count;
481     }
482    
483     /* Set direction of cone explosion */
484     if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
485     tmp->stats.sp = op->direction;
486    
487     /* Prevent recursion */
488     op->move_on = 0;
489    
490 root 1.25 tmp->insert_at (op, op);
491 root 1.45 tmp->play_sound (tmp->sound);
492    
493 root 1.9 /* remove the firebullet */
494 root 1.67 op->destroy ();
495 elmex 1.1 }
496    
497     /* checks to see what op should do, given the space it is on
498     * (eg, explode, damage player, etc)
499     */
500 root 1.9 void
501     check_bullet (object *op)
502 elmex 1.1 {
503 root 1.9 object *tmp;
504     int dam, mflags;
505 root 1.15 maptile *m;
506 root 1.9 sint16 sx, sy;
507 elmex 1.1
508 root 1.9 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
509 elmex 1.1
510 root 1.9 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
511     return;
512 elmex 1.1
513 root 1.9 if (op->other_arch)
514     {
515     /* explode object will also remove op */
516     explode_bullet (op);
517     return;
518 elmex 1.1 }
519    
520 root 1.9 /* If nothing alive on this space, no reason to do anything further */
521     if (!(mflags & P_IS_ALIVE))
522     return;
523 elmex 1.1
524 root 1.31 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 elmex 1.1 {
526 root 1.9 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527     {
528     dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 root 1.58
530 root 1.65 // TODO: can't understand the following if's
531 root 1.14 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
532 elmex 1.1 {
533 root 1.9 if (!QUERY_FLAG (op, FLAG_REMOVED))
534     {
535 root 1.67 op->destroy ();
536 root 1.9 return;
537 root 1.6 }
538 elmex 1.1 }
539     }
540     }
541     }
542    
543     /* Basically, we move 'op' one square, and if it hits something,
544     * call check_bullet.
545     * This function is only applicable to bullets, but not to all
546     * fired arches (eg, bolts).
547     */
548 root 1.9 void
549     move_bullet (object *op)
550 elmex 1.1 {
551     #if 0
552 root 1.9 /* We need a better general purpose way to do this */
553 elmex 1.1
554 root 1.9 /* peterm: added to make comet leave a trail of burnouts
555     it's an unadulterated hack, but the effect is cool. */
556     if (op->stats.sp == SP_METEOR)
557     {
558     replace_insert_ob_in_map ("fire_trail", op);
559 root 1.14 if (op->destroyed ())
560 elmex 1.1 return;
561 root 1.9 } /* end addition. */
562 elmex 1.1 #endif
563    
564 root 1.9 /* Reached the end of its life - remove it */
565     if (--op->range <= 0)
566     {
567     if (op->other_arch)
568 root 1.17 explode_bullet (op);
569 root 1.9 else
570 root 1.67 op->destroy ();
571 root 1.17
572 root 1.9 return;
573 elmex 1.1 }
574    
575 root 1.87 mapxy pos (op);
576     pos.move (op->direction);
577 root 1.9
578 root 1.87 if (!pos.normalise ())
579 root 1.9 {
580 root 1.67 op->destroy ();
581 root 1.9 return;
582 elmex 1.1 }
583    
584 root 1.87 mapspace &ms = pos.ms ();
585    
586     ms.update ();
587    
588     if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
589 root 1.9 {
590     if (op->other_arch)
591 root 1.17 explode_bullet (op);
592 root 1.9 else
593 root 1.67 op->destroy ();
594 root 1.17
595 root 1.9 return;
596 elmex 1.1 }
597    
598 root 1.87 if (!(op = pos.insert (op, op)))
599 root 1.9 return;
600 elmex 1.1
601 root 1.9 if (reflwall (op->map, op->x, op->y, op))
602     {
603     op->direction = absdir (op->direction + 4);
604     update_turn_face (op);
605     }
606     else
607 root 1.23 check_bullet (op);
608 elmex 1.1 }
609    
610     /* fire_bullet
611     * object op (cast from caster) files a bolt in dir.
612     * spob is the spell object for the bolt.
613     * we remove the magic flag - that can be derived from
614     * spob->attacktype.
615     * This function sets up the appropriate owner and skill
616     * pointers.
617     */
618 root 1.9 int
619     fire_bullet (object *op, object *caster, int dir, object *spob)
620     {
621     object *tmp = NULL;
622     int mflags;
623 elmex 1.1
624 root 1.9 if (!spob->other_arch)
625     return 0;
626 elmex 1.1
627 root 1.55 tmp = spob->other_arch->instance ();
628     if (!tmp)
629 root 1.9 return 0;
630    
631 root 1.55 /* peterm: level dependency for bolts */
632 root 1.9 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633     tmp->attacktype = spob->attacktype;
634     if (spob->slaying)
635     tmp->slaying = spob->slaying;
636    
637     tmp->range = 50;
638    
639     /* Need to store duration/range for the ball to use */
640     tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641     tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642     tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
643    
644     tmp->direction = dir;
645     if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
646     SET_ANIMATION (tmp, dir);
647    
648 root 1.19 tmp->set_owner (op);
649 root 1.9 set_spell_skill (op, caster, spob, tmp);
650    
651 root 1.55 tmp->x = op->x + freearr_x[dir];
652     tmp->y = op->y + freearr_y[dir];
653 root 1.9 tmp->map = op->map;
654 elmex 1.1
655 root 1.23 maptile *newmap;
656     mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 root 1.9 if (mflags & P_OUT_OF_MAP)
658     {
659 root 1.67 tmp->destroy ();
660 root 1.9 return 0;
661 elmex 1.1 }
662 root 1.17
663 root 1.23 tmp->map = newmap;
664    
665 elmex 1.95 // in case the bullet has direction 0 we explode it in place.
666     // direction 0 is possible for instance when a poison cloud trap springs.
667     if (tmp->direction == 0)
668     {
669     if (tmp->other_arch
670     && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671     explode_bullet (tmp); // explode object will/should remove tmp
672     else
673     tmp->destroy ();
674    
675     return 0;
676     }
677    
678 root 1.9 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
679     {
680     if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
681     {
682 root 1.67 tmp->destroy ();
683 root 1.9 return 0;
684     }
685 root 1.17
686 root 1.9 tmp->x = op->x;
687     tmp->y = op->y;
688     tmp->direction = absdir (tmp->direction + 4);
689     tmp->map = op->map;
690 elmex 1.1 }
691 root 1.17
692 root 1.25 if ((tmp = tmp->insert_at (tmp, op)))
693 root 1.17 check_bullet (tmp);
694    
695 root 1.9 return 1;
696 elmex 1.1 }
697    
698     /*****************************************************************************
699     *
700     * CONE RELATED FUNCTIONS
701     *
702     *****************************************************************************/
703    
704     /* drops an object based on what is in the cone's "other_arch" */
705 root 1.89 static void
706 root 1.9 cone_drop (object *op)
707     {
708 root 1.93 object *new_ob = op->other_arch->instance ();
709 elmex 1.1
710 root 1.9 new_ob->level = op->level;
711 root 1.19 new_ob->set_owner (op->owner);
712 root 1.9
713     /* preserve skill ownership */
714     if (op->skill && op->skill != new_ob->skill)
715 root 1.25 new_ob->skill = op->skill;
716 root 1.9
717 root 1.25 new_ob->insert_at (op, op);
718 elmex 1.1 }
719    
720     /* move_cone: causes cone object 'op' to move a space/hit creatures */
721    
722 root 1.9 void
723     move_cone (object *op)
724     {
725     /* if no map then hit_map will crash so just ignore object */
726     if (!op->map)
727     {
728     LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
729 root 1.24 op->set_speed (0);
730 root 1.9 return;
731 elmex 1.1 }
732    
733 root 1.9 /* lava saves it's life, but not yours :) */
734     if (QUERY_FLAG (op, FLAG_LIFESAVE))
735     {
736     hit_map (op, 0, op->attacktype, 0);
737     return;
738 elmex 1.1 }
739    
740     #if 0
741 root 1.9 /* Disable this - enabling it makes monsters easier, as
742     * when their cone dies when they die.
743     */
744     /* If no owner left, the spell dies out. */
745 root 1.19 if (op->owner == NULL)
746 root 1.9 {
747 root 1.67 op->destroy ();
748 root 1.9 return;
749 elmex 1.1 }
750     #endif
751    
752 root 1.9 hit_map (op, 0, op->attacktype, 0);
753 elmex 1.1
754 elmex 1.68 if (!op->is_on_map ())
755     return;
756    
757 root 1.9 /* Check to see if we should push anything.
758     * Spell objects with weight push whatever they encounter to some
759     * degree.
760     */
761     if (op->weight)
762 elmex 1.68 {
763     check_spell_knockback (op);
764 elmex 1.1
765 elmex 1.68 if (!op->is_on_map ())
766     return;
767     }
768 elmex 1.1
769 root 1.62 if (op->duration-- < 0)
770 root 1.9 {
771 root 1.67 op->destroy ();
772 root 1.9 return;
773     }
774     /* Object has hit maximum range, so don't have it move
775     * any further. When the duration above expires,
776     * then the object will get removed.
777     */
778     if (--op->range < 0)
779     {
780     op->range = 0; /* just so it doesn't wrap */
781     return;
782 elmex 1.1 }
783    
784 root 1.58 for (int i = -1; i <= 1; i++)
785 root 1.9 {
786     sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
787    
788     if (ok_to_put_more (op->map, x, y, op, op->attacktype))
789     {
790 root 1.18 object *tmp = op->clone ();
791 root 1.9
792     tmp->duration = op->duration + 1;
793    
794     /* Use for spell tracking - see ok_to_put_more() */
795     tmp->stats.maxhp = op->stats.maxhp;
796 root 1.25
797     op->map->insert (tmp, x, y, op);
798    
799 root 1.9 if (tmp->other_arch)
800     cone_drop (tmp);
801 root 1.6 }
802 elmex 1.1 }
803     }
804    
805     /* cast_cone: casts a cone spell.
806     * op: person firing the object.
807     * caster: object casting the spell.
808     * dir: direction to fire in.
809     * spell: spell that is being fired. It uses other_arch for the archetype
810     * to fire.
811     * returns 0 on failure, 1 on success.
812     */
813 root 1.9 int
814     cast_cone (object *op, object *caster, int dir, object *spell)
815 elmex 1.1 {
816 root 1.9 object *tmp;
817     int i, success = 0, range_min = -1, range_max = 1;
818 root 1.15 maptile *m;
819 root 1.9 sint16 sx, sy;
820     MoveType movetype;
821    
822     if (!spell->other_arch)
823     return 0;
824    
825     if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
826     {
827     new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828     return 0;
829     }
830    
831     if (!dir)
832     {
833     range_min = 0;
834     range_max = 8;
835 elmex 1.1 }
836    
837 root 1.9 /* Need to know what the movetype of the object we are about
838     * to create is, so we can know if the space we are about to
839     * insert it into is blocked.
840     */
841 root 1.39 movetype = spell->other_arch->move_type;
842 root 1.6
843 root 1.9 for (i = range_min; i <= range_max; i++)
844     {
845 root 1.83 sint16 x, y;
846 elmex 1.1
847 root 1.9 /* We can't use absdir here, because it never returns
848 root 1.76 * 0. If this is a rune, we want to hit the person on top
849 root 1.9 * of the trap (d==0). If it is not a rune, then we don't want
850     * to hit that person.
851     */
852 root 1.83 int d = dir ? absdir (dir + i) : i;
853 root 1.9
854     /* If it's not a rune, we don't want to blast the caster.
855     * In that case, we have to see - if dir is specified,
856     * turn this into direction 8. If dir is not specified (all
857     * direction) skip - otherwise, one line would do more damage
858     * becase 0 direction will go through 9 directions - necessary
859     * for the rune code.
860     */
861     if (caster->type != RUNE && d == 0)
862     {
863     if (dir != 0)
864     d = 8;
865     else
866 root 1.6 continue;
867 root 1.9 }
868 elmex 1.1
869 root 1.9 x = op->x + freearr_x[d];
870     y = op->y + freearr_y[d];
871 root 1.6
872 root 1.9 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
873     continue;
874 root 1.6
875 root 1.9 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
876     continue;
877 root 1.6
878 root 1.9 success = 1;
879 root 1.93 tmp = spell->other_arch->instance ();
880 root 1.19 tmp->set_owner (op);
881 root 1.9 set_spell_skill (op, caster, spell, tmp);
882 root 1.64 tmp->level = casting_level (caster, spell);
883 root 1.9 tmp->attacktype = spell->attacktype;
884    
885     /* holy word stuff */
886     if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
887 root 1.10 if (!tailor_god_spell (tmp, op))
888     return 0;
889 root 1.6
890 root 1.9 if (dir)
891     tmp->stats.sp = dir;
892     else
893     tmp->stats.sp = i;
894    
895     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
896    
897     /* If casting it in all directions, it doesn't go as far */
898     if (dir == 0)
899     {
900     tmp->range /= 4;
901     if (tmp->range < 2 && spell->range >= 2)
902     tmp->range = 2;
903     }
904 root 1.10
905 root 1.9 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
906     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
907    
908     /* Special bonus for fear attacks */
909     if (tmp->attacktype & AT_FEAR)
910     {
911     if (caster->type == PLAYER)
912     tmp->duration += fear_bonus[caster->stats.Cha];
913     else
914     tmp->duration += caster->level / 3;
915     }
916 root 1.10
917 root 1.9 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
918     {
919     if (caster->type == PLAYER)
920     tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921     else
922     tmp->duration += caster->level / 3;
923 root 1.6 }
924    
925 root 1.9 if (!(tmp->move_type & MOVE_FLY_LOW))
926 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
927 root 1.9
928     if (!tmp->move_on && tmp->stats.dam)
929 root 1.38 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
930 root 1.10
931 root 1.25 m->insert (tmp, sx, sy, op);
932 root 1.9
933     /* This is used for tracking spells so that one effect doesn't hit
934     * a single space too many times.
935     */
936     tmp->stats.maxhp = tmp->count;
937 root 1.6
938 root 1.9 if (tmp->other_arch)
939     cone_drop (tmp);
940 elmex 1.1 }
941 root 1.10
942 root 1.9 return success;
943 elmex 1.1 }
944    
945     /****************************************************************************
946     *
947     * BOMB related code
948     *
949     ****************************************************************************/
950    
951     /* This handles an exploding bomb.
952     * op is the original bomb object.
953     */
954 root 1.9 void
955     animate_bomb (object *op)
956     {
957     if (op->state != NUM_ANIMATIONS (op) - 1)
958     return;
959 elmex 1.1
960 root 1.50 object *env = op->outer_env ();
961 elmex 1.1
962 root 1.9 if (op->env)
963     {
964 root 1.84 if (!env->map)
965 root 1.9 return;
966 elmex 1.1
967 root 1.25 if (!(op = op->insert_at (env, op)))
968 root 1.9 return;
969 elmex 1.1 }
970    
971 root 1.9 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
972     // on a safe map. I don't like this special casing, but it seems to be neccessary
973     // as bombs can be carried.
974 root 1.84 if (op->ms ().flags () & P_SAFE)
975 root 1.9 {
976 root 1.67 op->destroy ();
977 root 1.9 return;
978     }
979 elmex 1.3
980 root 1.9 /* This copies a lot of the code from the fire bullet,
981     * but using the cast_bullet isn't really feasible,
982     * so just set up the appropriate values.
983     */
984 root 1.25 if (archetype *at = archetype::find (SPLINT))
985 root 1.9 {
986 root 1.50 for (int i = 1; i < 9; i++)
987 root 1.9 {
988     if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
989     continue;
990 root 1.25
991 root 1.93 object *tmp = at->instance ();
992 root 1.9 tmp->direction = i;
993     tmp->range = op->range;
994     tmp->stats.dam = op->stats.dam;
995     tmp->duration = op->duration;
996     tmp->attacktype = op->attacktype;
997 root 1.19 tmp->set_owner (op);
998 root 1.9 if (op->skill && op->skill != tmp->skill)
999 root 1.25 tmp->skill = op->skill;
1000    
1001 root 1.9 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1002     SET_ANIMATION (tmp, i);
1003 root 1.25
1004     op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1005 root 1.9 move_bullet (tmp);
1006 root 1.6 }
1007 elmex 1.1 }
1008    
1009 root 1.9 explode_bullet (op);
1010 elmex 1.1 }
1011    
1012 root 1.9 int
1013     create_bomb (object *op, object *caster, int dir, object *spell)
1014     {
1015     object *tmp;
1016     int mflags;
1017     sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1018 root 1.15 maptile *m;
1019 elmex 1.1
1020 root 1.9 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021 elmex 1.70
1022     // when creating a bomb below ourself it should always work, even
1023     // when movement is blocked (somehow we got here, somehow we are here,
1024     // so we should also be able to make a bomb here). (originally added
1025     // to fix create bomb traps in doors, which cast with dir=0).
1026     if (dir)
1027 root 1.9 {
1028 elmex 1.70 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1029     {
1030     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1031     return 0;
1032     }
1033 elmex 1.1 }
1034 root 1.51
1035 root 1.93 tmp = spell->other_arch->instance ();
1036 elmex 1.1
1037 root 1.9 /* level dependencies for bomb */
1038     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1039     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1040     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041     tmp->attacktype = spell->attacktype;
1042    
1043 root 1.19 tmp->set_owner (op);
1044 root 1.9 set_spell_skill (op, caster, spell, tmp);
1045 root 1.25
1046     m->insert (tmp, dx, dy, op);
1047 root 1.9 return 1;
1048 elmex 1.1 }
1049    
1050     /****************************************************************************
1051     *
1052     * smite related spell code.
1053     *
1054     ****************************************************************************/
1055    
1056     /* get_pointed_target() - this is used by finger of death
1057     * and the 'smite' spells. Returns the pointer to the first
1058     * monster in the direction which is pointed to by op. b.t.
1059     * op is the caster - really only used for the source location.
1060     * dir is the direction to look in.
1061     * range is how far out to look.
1062     * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1063     * this info is used for blocked magic/unholy spaces.
1064     */
1065 root 1.90 static object *
1066 root 1.9 get_pointed_target (object *op, int dir, int range, int type)
1067     {
1068     object *target;
1069     sint16 x, y;
1070     int dist, mflags;
1071 root 1.15 maptile *mp;
1072 root 1.9
1073     if (dir == 0)
1074     return NULL;
1075    
1076     for (dist = 1; dist < range; dist++)
1077     {
1078     x = op->x + freearr_x[dir] * dist;
1079     y = op->y + freearr_y[dir] * dist;
1080     mp = op->map;
1081     mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1082    
1083     if (mflags & P_OUT_OF_MAP)
1084     return NULL;
1085     if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1086     return NULL;
1087     if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1088     return NULL;
1089     if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1090     return NULL;
1091    
1092     if (mflags & P_IS_ALIVE)
1093 root 1.41 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1094     if (QUERY_FLAG (target, FLAG_MONSTER))
1095     return target;
1096 elmex 1.1 }
1097 root 1.41
1098 root 1.9 return NULL;
1099 elmex 1.1 }
1100    
1101     /* cast_smite_arch() - the priest points to a creature and causes
1102     * a 'godly curse' to decend.
1103     * usual params -
1104     * op = player
1105     * caster = object casting the spell.
1106     * dir = direction being cast
1107     * spell = spell object
1108     */
1109 root 1.9 int
1110     cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111     {
1112     object *effect, *target;
1113     object *god = find_god (determine_god (op));
1114     int range;
1115    
1116     range = spell->range + SP_level_range_adjust (caster, spell);
1117     target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1118    
1119     /* Bunch of conditions for casting this spell. Note that only
1120     * require a god if this is a cleric spell (requires grace).
1121     * This makes this spell much more general purpose - it can be used
1122     * by wizards also, which is good, because I think this is a very
1123     * interesting spell.
1124     * if it is a cleric spell, you need a god, and the creature
1125     * can't be friendly to your god.
1126     */
1127    
1128 root 1.77 if (!target
1129     || target->flag [FLAG_REFL_SPELL]
1130 root 1.9 || (!god && spell->stats.grace)
1131 root 1.80 || (god && target->title == god->name)
1132     || (god && target->race.contains (god->race)))
1133 root 1.9 {
1134     new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135     return 0;
1136     }
1137    
1138     if (spell->other_arch)
1139 root 1.93 effect = spell->other_arch->instance ();
1140 root 1.9 else
1141     return 0;
1142    
1143     /* tailor the effect by priest level and worshipped God */
1144 root 1.64 effect->level = casting_level (caster, spell);
1145 root 1.9 effect->attacktype = spell->attacktype;
1146     if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147     {
1148     if (tailor_god_spell (effect, op))
1149 root 1.77 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1150 root 1.9 else
1151     {
1152     new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153     return 0;
1154     }
1155 elmex 1.1 }
1156    
1157 root 1.9 /* size of the area of destruction */
1158     effect->range = spell->range + SP_level_range_adjust (caster, spell);
1159     effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1160    
1161     if (effect->attacktype & AT_DEATH)
1162     {
1163     effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1164 elmex 1.1
1165 root 1.9 /* casting death spells at undead isn't a good thing */
1166 root 1.20 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 root 1.9 {
1168     if (random_roll (0, 2, op, PREFER_LOW))
1169     {
1170     new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1171     effect->x = op->x;
1172     effect->y = op->y;
1173     }
1174     else
1175     {
1176     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177     target->stats.hp = target->stats.maxhp * 2;
1178 root 1.67 effect->destroy ();
1179 root 1.9 return 0;
1180 root 1.6 }
1181     }
1182 elmex 1.1 }
1183 root 1.9 else
1184     {
1185     /* how much woe to inflict :) */
1186     effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1187     }
1188    
1189 root 1.19 effect->set_owner (op);
1190 root 1.9 set_spell_skill (op, caster, spell, effect);
1191    
1192     /* ok, tell it where to be, and insert! */
1193 root 1.25 effect->insert_at (target, op);
1194 elmex 1.1
1195 root 1.9 return 1;
1196 elmex 1.1 }
1197    
1198     /****************************************************************************
1199     *
1200     * MAGIC MISSILE code.
1201     * note that the fire_bullet is used to fire the missile. The
1202     * code here is just to move the missile.
1203     ****************************************************************************/
1204    
1205     /* op is a missile that needs to be moved */
1206 root 1.9 void
1207     move_missile (object *op)
1208     {
1209     if (op->range-- <= 0)
1210     {
1211 root 1.66 op->drop_and_destroy ();
1212 root 1.9 return;
1213 elmex 1.1 }
1214    
1215 root 1.58 mapxy pos (op);
1216     pos.move (op->direction);
1217    
1218     if (!pos.normalise ())
1219 root 1.9 {
1220 root 1.67 op->destroy ();
1221 root 1.9 return;
1222 elmex 1.1 }
1223    
1224 root 1.58 mapspace &ms = pos.ms ();
1225 root 1.9
1226 root 1.58 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 root 1.9 {
1228     hit_map (op, op->direction, AT_MAGIC, 1);
1229     /* Basically, missile only hits one thing then goes away.
1230     * we need to remove it if someone hasn't already done so.
1231     */
1232 root 1.67 op->destroy ();
1233 root 1.9 return;
1234 elmex 1.1 }
1235    
1236 root 1.58 if (!op->direction)
1237 root 1.9 {
1238 root 1.67 op->destroy ();
1239 root 1.9 return;
1240 elmex 1.1 }
1241 root 1.14
1242 root 1.58 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1243 root 1.9 if (i > 0 && i != op->direction)
1244     {
1245     op->direction = i;
1246     SET_ANIMATION (op, op->direction);
1247 elmex 1.1 }
1248 root 1.14
1249 root 1.58 pos.insert (op, op);
1250 elmex 1.1 }
1251    
1252     /****************************************************************************
1253     * Destruction
1254     ****************************************************************************/
1255 root 1.9
1256 elmex 1.1 /* make_object_glow() - currently only makes living objects glow.
1257     * we do this by creating a force and inserting it in the
1258     * object. if time is 0, the object glows permanently. To truely
1259     * make this work for non-living objects, we would have to
1260     * give them the capability to have an inventory. b.t.
1261     */
1262 root 1.90 static int
1263 root 1.9 make_object_glow (object *op, int radius, int time)
1264     {
1265     /* some things are unaffected... */
1266     if (op->path_denied & PATH_LIGHT)
1267     return 0;
1268    
1269 root 1.43 object *tmp = get_archetype (FORCE_NAME);
1270 root 1.9 tmp->speed = 0.01;
1271     tmp->stats.food = time;
1272     SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 elmex 1.81 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 root 1.9 tmp = insert_ob_in_ob (tmp, op);
1275 root 1.43
1276 root 1.9 if (tmp->glow_radius > op->glow_radius)
1277 elmex 1.81 op->set_glow_radius (tmp->glow_radius);
1278 root 1.9
1279     return 1;
1280     }
1281    
1282     int
1283     cast_destruction (object *op, object *caster, object *spell_ob)
1284     {
1285 root 1.74 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286     int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287     int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 root 1.9
1289 root 1.74 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 root 1.9
1291     /* destruction doesn't use another spell object, so we need
1292     * update op's skill pointer so that exp is properly awarded.
1293     */
1294 root 1.74 const shstr skill = op->skill;
1295    
1296 root 1.9 if (caster == op)
1297     op->skill = spell_ob->skill;
1298     else if (caster->skill)
1299     op->skill = caster->skill;
1300     else
1301 root 1.74 op->skill = 0;
1302 elmex 1.1
1303 root 1.35 op->change_skill (find_skill_by_name (op, op->skill));
1304 elmex 1.1
1305 root 1.74 unordered_mapwalk (op, -range, -range, range, range)
1306 root 1.9 {
1307 root 1.74 mapspace &ms = m->at (nx, ny);
1308 root 1.25
1309 root 1.74 if (ms.flags () & P_IS_ALIVE)
1310 root 1.94 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1311     {
1312     next = tmp->above;
1313    
1314     if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1315     {
1316     tmp = tmp->head_ ();
1317 root 1.25
1318 root 1.94 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1319     || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1320     {
1321     if (spell_ob->subtype == SP_DESTRUCTION)
1322     {
1323     hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324    
1325     if (spell_ob->other_arch)
1326     m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1327     }
1328     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     m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1332     }
1333     }
1334     }
1335     }
1336 elmex 1.1 }
1337 root 1.25
1338 root 1.9 op->skill = skill;
1339     return 1;
1340 elmex 1.1 }
1341    
1342     /***************************************************************************
1343     *
1344     * CURSE
1345     *
1346     ***************************************************************************/
1347 root 1.9 int
1348     cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349     {
1350     object *god = find_god (determine_god (op));
1351     object *tmp, *force;
1352    
1353     tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1354     if (!tmp)
1355     {
1356     new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357     return 0;
1358 elmex 1.1 }
1359    
1360 root 1.47 tmp = tmp->head_ ();
1361    
1362 root 1.9 /* If we've already got a force of this type, don't add a new one. */
1363 root 1.47 for (force = tmp->inv; force; force = force->below)
1364 root 1.9 {
1365     if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366     {
1367     if (force->name == spell_ob->name)
1368     {
1369     break;
1370 root 1.6 }
1371 root 1.9 else if (spell_ob->race && spell_ob->race == force->name)
1372     {
1373     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1374     return 0;
1375 root 1.6 }
1376     }
1377 elmex 1.1 }
1378    
1379 root 1.47 if (!force)
1380 root 1.9 {
1381     force = get_archetype (FORCE_NAME);
1382     force->subtype = FORCE_CHANGE_ABILITY;
1383 root 1.47
1384 root 1.9 if (spell_ob->race)
1385     force->name = spell_ob->race;
1386     else
1387     force->name = spell_ob->name;
1388 root 1.7
1389 root 1.9 force->name_pl = spell_ob->name;
1390 elmex 1.1
1391 root 1.9 }
1392     else
1393     {
1394     int duration;
1395    
1396     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1397     if (duration > force->duration)
1398     {
1399     force->duration = duration;
1400     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1401     }
1402     else
1403 root 1.47 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1404    
1405 root 1.9 return 1;
1406     }
1407 root 1.47
1408 root 1.9 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1409 root 1.33 force->speed = 1.f;
1410     force->speed_left = -1.f;
1411 root 1.9 SET_FLAG (force, FLAG_APPLIED);
1412 elmex 1.1
1413 root 1.9 if (god)
1414     {
1415     if (spell_ob->last_grace)
1416     force->path_repelled = god->path_repelled;
1417     if (spell_ob->last_grace)
1418     force->path_denied = god->path_denied;
1419     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1420     }
1421     else
1422     new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1423    
1424    
1425     if (tmp != op && op->type == PLAYER)
1426     new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1427    
1428     force->stats.ac = spell_ob->stats.ac;
1429     force->stats.wc = spell_ob->stats.wc;
1430    
1431     change_abil (tmp, force); /* Mostly to display any messages */
1432     insert_ob_in_ob (force, tmp);
1433 root 1.22 tmp->update_stats ();
1434 root 1.92
1435 root 1.9 return 1;
1436 elmex 1.1 }
1437    
1438     /**********************************************************************
1439     * mood change
1440     * Arguably, this may or may not be an attack spell. But since it
1441     * effects monsters, it seems best to put it into this file
1442     ***********************************************************************/
1443    
1444     /* This covers the various spells that change the moods of monsters -
1445     * makes them angry, peacful, friendly, etc.
1446     */
1447 root 1.9 int
1448     mood_change (object *op, object *caster, object *spell)
1449     {
1450     object *tmp, *god, *head;
1451 root 1.75 int done_one, range, level, at, best_at;
1452 root 1.9 const char *race;
1453    
1454     /* We precompute some values here so that we don't have to keep
1455     * doing it over and over again.
1456     */
1457     god = find_god (determine_god (op));
1458 root 1.64 level = casting_level (caster, spell);
1459 root 1.9 range = spell->range + SP_level_range_adjust (caster, spell);
1460    
1461     /* On the bright side, no monster should ever have a race of GOD_...
1462     * so even if the player doesn't worship a god, if race=GOD_.., it
1463     * won't ever match anything.
1464     */
1465     if (!spell->race)
1466     race = NULL;
1467 root 1.79 else if (god && spell->race == shstr_GOD_SLAYING)
1468 root 1.9 race = god->slaying;
1469 root 1.79 else if (god && spell->race == shstr_GOD_FRIEND)
1470 root 1.9 race = god->race;
1471     else
1472     race = spell->race;
1473 elmex 1.1
1474 root 1.75 unordered_mapwalk (op, -range, -range, range, range)
1475     {
1476     mapspace &ms = m->at (nx, ny);
1477    
1478     /* If there is nothing living on this space, no need to go further */
1479     if (!ms.flags () & P_IS_ALIVE)
1480     continue;
1481    
1482     // players can only affect spaces that they can actually see
1483     if (caster
1484     && caster->contr
1485     && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486     continue;
1487    
1488     for (tmp = ms.top; tmp; tmp = tmp->below)
1489     if (tmp->flag [FLAG_MONSTER])
1490     break;
1491    
1492     /* There can be living objects that are not monsters */
1493     if (!tmp)
1494     continue;
1495    
1496     /* Only the head has meaningful data, so resolve to that */
1497     head = tmp->head_ ();
1498    
1499     /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1500     if (race && head->race && !strstr (race, head->race))
1501     continue;
1502    
1503     if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1504     continue;
1505    
1506     /* Now do a bunch of stuff related to saving throws */
1507     best_at = -1;
1508     if (spell->attacktype)
1509     {
1510     for (at = 0; at < NROFATTACKS; at++)
1511     if (spell->attacktype & (1 << at))
1512     if (best_at == -1 || head->resist[at] > head->resist[best_at])
1513     best_at = at;
1514    
1515     if (best_at == -1)
1516     at = 0;
1517     else
1518     {
1519     if (head->resist[best_at] == 100)
1520     continue;
1521     else
1522     at = head->resist[best_at] / 5;
1523     }
1524    
1525     at -= level / 5;
1526     if (did_make_save (head, head->level, at))
1527     continue;
1528     }
1529     else /* spell->attacktype */
1530     {
1531     /*
1532     Spell has no attacktype (charm & such), so we'll have a specific saving:
1533     * if spell level < monster level, no go
1534     * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1535    
1536     The chance will then be in the range [20-70] percent, not too bad.
1537    
1538     This is required to fix the 'charm monster' abuse, where a player level 1 can
1539     charm a level 125 monster...
1540    
1541     Ryo, august 14th
1542     */
1543     if (head->level > level)
1544     continue;
1545    
1546 root 1.91 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1547 root 1.75 /* Failed, no effect */
1548     continue;
1549     }
1550    
1551     /* Done with saving throw. Now start affecting the monster */
1552     done_one = 0;
1553    
1554     /* aggravation */
1555     if (QUERY_FLAG (spell, FLAG_MONSTER))
1556     {
1557     CLEAR_FLAG (head, FLAG_SLEEP);
1558     remove_friendly_object (head);
1559     done_one = 1;
1560     head->enemy = op;
1561     }
1562    
1563     /* calm monsters */
1564     if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1565     {
1566     SET_FLAG (head, FLAG_UNAGGRESSIVE);
1567     head->enemy = NULL;
1568     done_one = 1;
1569     }
1570    
1571     /* berserk monsters */
1572     if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1573     {
1574     SET_FLAG (head, FLAG_BERSERK);
1575     done_one = 1;
1576     }
1577    
1578     /* charm */
1579     if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1580     {
1581     INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582    
1583     /* Prevent uncontrolled outbreaks of self replicating monsters.
1584     Typical use case is charm, go somwhere, use aggravation to make hostile.
1585     This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1586     CLEAR_FLAG (head, FLAG_GENERATOR);
1587     head->set_owner (op);
1588     set_spell_skill (op, caster, spell, head);
1589     add_friendly_object (head);
1590     head->attack_movement = PETMOVE;
1591     done_one = 1;
1592     change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1593     head->stats.exp = 0;
1594     }
1595    
1596     /* If a monster was effected, put an effect in */
1597     if (done_one && spell->other_arch)
1598 root 1.93 m->insert (spell->other_arch->instance (), nx, ny, op);
1599 root 1.75 }
1600 elmex 1.1
1601 root 1.9 return 1;
1602 elmex 1.1 }
1603    
1604     /* Move_ball_spell: This handles ball type spells that just sort of wander
1605     * about. was called move_ball_lightning, but since more than the ball
1606     * lightning spell used it, that seemed misnamed.
1607     * op is the spell effect.
1608     * note that duration is handled by process_object() in time.c
1609     */
1610 root 1.9 void
1611     move_ball_spell (object *op)
1612     {
1613     int i, j, dam_save, dir, mflags;
1614     sint16 nx, ny, hx, hy;
1615     object *owner;
1616 root 1.15 maptile *m;
1617 root 1.9
1618 root 1.19 owner = op->owner;
1619 root 1.9
1620     /* the following logic makes sure that the ball doesn't move into a wall,
1621     * and makes sure that it will move along a wall to try and get at it's
1622     * victim. The block immediately below more or less chooses a random
1623     * offset to move the ball, eg, keep it mostly on course, with some
1624     * deviations.
1625     */
1626    
1627     dir = 0;
1628     if (!(rndm (0, 3)))
1629     j = rndm (0, 1);
1630     else
1631     j = 0;
1632    
1633     for (i = 1; i < 9; i++)
1634     {
1635     /* i bit 0: alters sign of offset
1636     * other bits (i / 2): absolute value of offset
1637     */
1638     int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1639     int tmpdir = absdir (op->direction + offset);
1640    
1641     nx = op->x + freearr_x[tmpdir];
1642     ny = op->y + freearr_y[tmpdir];
1643     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))))
1644     {
1645     dir = tmpdir;
1646     break;
1647 root 1.6 }
1648 elmex 1.1 }
1649 root 1.71
1650 root 1.9 if (dir == 0)
1651     {
1652     nx = op->x;
1653     ny = op->y;
1654     m = op->map;
1655     }
1656    
1657 root 1.25 m->insert (op, nx, ny, op);
1658 root 1.9
1659     dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1660     surrounding squares */
1661    
1662     /* loop over current square and neighbors to hit.
1663     * if this has an other_arch field, we insert that in
1664     * the surround spaces.
1665     */
1666     for (j = 0; j < 9; j++)
1667     {
1668     hx = nx + freearr_x[j];
1669     hy = ny + freearr_y[j];
1670 elmex 1.1
1671 root 1.9 m = op->map;
1672     mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1673 elmex 1.1
1674 root 1.9 if (mflags & P_OUT_OF_MAP)
1675     continue;
1676 elmex 1.1
1677 root 1.9 /* first, don't ever, ever hit the owner. Don't hit out
1678     * of the map either.
1679     */
1680 elmex 1.1
1681 root 1.9 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1682     {
1683     if (j)
1684     op->stats.dam = dam_save / 2;
1685 root 1.58
1686 root 1.9 hit_map (op, j, op->attacktype, 1);
1687 root 1.6 }
1688 elmex 1.1
1689 root 1.9 /* insert the other arch */
1690     if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1691 root 1.93 m->insert (op->other_arch->instance (), hx, hy, op);
1692 elmex 1.1 }
1693    
1694 root 1.9 /* restore to the center location and damage */
1695     op->stats.dam = dam_save;
1696 elmex 1.1
1697 root 1.19 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1698 elmex 1.1
1699 root 1.9 if (i >= 0)
1700     { /* we have a preferred direction! */
1701     /* pick another direction if the preferred dir is blocked. */
1702     if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1703     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1704 root 1.25 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1705    
1706 root 1.9 op->direction = i;
1707 elmex 1.1 }
1708     }
1709    
1710 root 1.55 /* move_swarm_spell: peterm
1711 elmex 1.1 * This is an implementation of the swarm spell. It was written for
1712 root 1.55 * meteor swarm, but it could be used for any swarm. A swarm spell
1713 elmex 1.1 * is a special type of object that casts swarms of other types
1714 root 1.55 * of spells. Which spell it casts is flexible. It fires the spells
1715 elmex 1.1 * from a set of squares surrounding the caster, in a given direction.
1716     */
1717 root 1.9 void
1718     move_swarm_spell (object *op)
1719 elmex 1.1 {
1720 pippijn 1.8 #if 0
1721 root 1.9 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1722     static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1723     sint16 target_x, target_y, origin_x, origin_y;
1724     int adjustdir;
1725 root 1.15 maptile *m;
1726 pippijn 1.8 #endif
1727 root 1.55 object *owner = op->env;
1728 elmex 1.1
1729 root 1.59 if (!owner) // MUST not happen, remove when true TODO
1730     {
1731     LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 root 1.67 op->destroy ();
1733 root 1.59 return;
1734     }
1735    
1736 root 1.55 if (!op->duration || !owner->is_on_map ())
1737 root 1.9 {
1738 root 1.66 op->drop_and_destroy ();
1739 root 1.9 return;
1740 elmex 1.1 }
1741 root 1.17
1742 root 1.9 op->duration--;
1743 elmex 1.1
1744 root 1.55 int basedir = op->direction;
1745     if (!basedir)
1746 root 1.61 {
1747     /* spray in all directions! 8) */
1748     op->facing = (op->facing + op->state) & 7;
1749     basedir = op->facing + 1;
1750     }
1751 elmex 1.1
1752     #if 0
1753 root 1.9 // this is bogus: it causes wrong places to be checked below
1754     // (a wall 2 cells away will block the effect...) and
1755     // doesn't work for SP_BULLET anyhow, so again tests the wrong
1756     // space.
1757 root 1.31 // should be fixed later, but correctness before features...
1758 root 1.9 // (schmorp)
1759    
1760     /* new offset calculation to make swarm element distribution
1761     * more uniform
1762     */
1763     if (op->duration)
1764     {
1765     if (basedir & 1)
1766     {
1767     adjustdir = cardinal_adjust[rndm (0, 8)];
1768     }
1769     else
1770     {
1771     adjustdir = diagonal_adjust[rndm (0, 9)];
1772     }
1773     }
1774     else
1775     {
1776     adjustdir = 0; /* fire the last one from forward. */
1777     }
1778    
1779     target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1780     target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1781    
1782     /* back up one space so we can hit point-blank targets, but this
1783     * necessitates extra out_of_map check below
1784     */
1785     origin_x = target_x - freearr_x[basedir];
1786     origin_y = target_y - freearr_y[basedir];
1787    
1788    
1789     /* spell pointer is set up for the spell this casts. Since this
1790     * should just be a pointer to the spell in some inventory,
1791     * it is unlikely to disappear by the time we need it. However,
1792     * do some sanity checking anyways.
1793     */
1794    
1795     if (op->spell && op->spell->type == SPELL &&
1796     !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1797     !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1798     {
1799    
1800     /* Bullet spells have a bunch more customization that needs to be done */
1801     if (op->spell->subtype == SP_BULLET)
1802     fire_bullet (owner, op, basedir, op->spell);
1803     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1804     fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1805 elmex 1.1 }
1806     #endif
1807    
1808 root 1.9 /* spell pointer is set up for the spell this casts. Since this
1809     * should just be a pointer to the spell in some inventory,
1810     * it is unlikely to disappear by the time we need it. However,
1811     * do some sanity checking anyways.
1812     */
1813    
1814     if (op->spell && op->spell->type == SPELL)
1815     {
1816     /* Bullet spells have a bunch more customization that needs to be done */
1817     if (op->spell->subtype == SP_BULLET)
1818     fire_bullet (owner, op, basedir, op->spell);
1819     else if (op->spell->subtype == SP_MAGIC_MISSILE)
1820 root 1.57 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1821 root 1.9 }
1822 elmex 1.1 }
1823    
1824     /* fire_swarm:
1825     * The following routine creates a swarm of objects. It actually
1826     * sets up a specific swarm object, which then fires off all
1827     * the parts of the swarm.
1828     *
1829     * op: the owner
1830     * caster: the caster (owner, wand, rod, scroll)
1831     * dir: the direction everything will be fired in
1832     * spell - the spell that is this spell.
1833     * n: the number to be fired.
1834     */
1835 root 1.9 int
1836     fire_swarm (object *op, object *caster, object *spell, int dir)
1837 elmex 1.1 {
1838 root 1.9 if (!spell->other_arch)
1839     return 0;
1840 elmex 1.1
1841 root 1.55 object *tmp = archetype::get (SWARM_SPELL);
1842 root 1.61
1843 root 1.9 set_spell_skill (op, caster, spell, tmp);
1844 root 1.64 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1845 root 1.55 tmp->spell = spell->other_arch->instance ();
1846 root 1.9 tmp->attacktype = tmp->spell->attacktype;
1847 elmex 1.1
1848 root 1.9 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1849 root 1.25 if (!tailor_god_spell (tmp, op))
1850     return 1;
1851    
1852 root 1.9 tmp->duration = SP_level_duration_adjust (caster, spell);
1853 root 1.55 for (int i = 0; i < spell->duration; i++)
1854 root 1.9 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1855    
1856 root 1.59 tmp->invisible = 1;
1857     tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1858 root 1.9 tmp->direction = dir;
1859 root 1.57 tmp->facing = rndm (1, 8); // initial firing direction
1860 root 1.56 tmp->state = rndm (4) * 2 + 1; // direction increment
1861 root 1.25
1862 root 1.55 op->insert (tmp);
1863    
1864 root 1.9 return 1;
1865 elmex 1.1 }
1866    
1867     /* See the spells documentation file for why this is its own
1868     * function.
1869     */
1870 root 1.9 int
1871     cast_light (object *op, object *caster, object *spell, int dir)
1872     {
1873     object *target = NULL, *tmp = NULL;
1874     sint16 x, y;
1875     int dam, mflags;
1876 root 1.15 maptile *m;
1877 elmex 1.1
1878 root 1.9 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1879 elmex 1.1
1880 root 1.69 if (dir)
1881 root 1.9 {
1882 root 1.69 x = op->x + freearr_x[dir];
1883     y = op->y + freearr_y[dir];
1884     m = op->map;
1885 elmex 1.1
1886 root 1.69 mflags = get_map_flags (m, &m, x, y, &x, &y);
1887 elmex 1.1
1888 root 1.69 if (mflags & P_OUT_OF_MAP)
1889     {
1890     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1891     return 0;
1892     }
1893 elmex 1.1
1894 root 1.69 if (mflags & P_IS_ALIVE && spell->attacktype)
1895     {
1896     for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1897     if (QUERY_FLAG (target, FLAG_MONSTER))
1898     {
1899     /* oky doky. got a target monster. Lets make a blinding attack */
1900     if (target->head)
1901     target = target->head;
1902 elmex 1.1
1903 root 1.69 hit_player (target, dam, op, spell->attacktype, 1);
1904     return 1; /* one success only! */
1905     }
1906     }
1907 root 1.58
1908 root 1.69 /* no live target, perhaps a wall is in the way? */
1909     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1910     {
1911     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1912     return 0;
1913     }
1914 elmex 1.1 }
1915    
1916 root 1.9 /* ok, looks groovy to just insert a new light on the map */
1917 root 1.93 tmp = spell->other_arch->instance ();
1918 root 1.9 if (!tmp)
1919     {
1920     LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1921     return 0;
1922     }
1923 root 1.69
1924 root 1.9 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925 root 1.69
1926 root 1.9 if (tmp->glow_radius)
1927 elmex 1.81 tmp->set_glow_radius (
1928 root 1.85 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1929 root 1.84 );
1930 root 1.69
1931     if (dir)
1932     m->insert (tmp, x, y, op);
1933     else
1934 root 1.86 caster->outer_env_or_self ()->insert (tmp);
1935 root 1.25
1936 root 1.9 return 1;
1937 elmex 1.1 }
1938    
1939     /* cast_cause_disease: this spell looks along <dir> from the
1940     * player and infects someone.
1941     * op is the player/monster, caster is the object, dir is the direction
1942     * to cast, disease_arch is the specific disease, and type is the spell number
1943     * perhaps this should actually be in disease.c?
1944     */
1945 root 1.9 int
1946     cast_cause_disease (object *op, object *caster, object *spell, int dir)
1947     {
1948     sint16 x, y;
1949     int i, mflags, range, dam_mod, dur_mod;
1950     object *walk;
1951 root 1.15 maptile *m;
1952 root 1.9
1953     x = op->x;
1954     y = op->y;
1955    
1956     /* If casting from a scroll, no direction will be available, so refer to the
1957     * direction the player is pointing.
1958     */
1959     if (!dir)
1960     dir = op->facing;
1961 root 1.48
1962 root 1.9 if (!dir)
1963     return 0; /* won't find anything if casting on ourself, so just return */
1964    
1965     /* Calculate these once here */
1966     range = spell->range + SP_level_range_adjust (caster, spell);
1967     dam_mod = SP_level_dam_adjust (caster, spell);
1968     dur_mod = SP_level_duration_adjust (caster, spell);
1969    
1970     /* search in a line for a victim */
1971     for (i = 1; i < range; i++)
1972     {
1973     x = op->x + i * freearr_x[dir];
1974     y = op->y + i * freearr_y[dir];
1975     m = op->map;
1976    
1977     mflags = get_map_flags (m, &m, x, y, &x, &y);
1978    
1979     if (mflags & P_OUT_OF_MAP)
1980     return 0;
1981    
1982     /* don't go through walls - presume diseases are airborne */
1983     if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1984     return 0;
1985    
1986     /* Only bother looking on this space if there is something living here */
1987     if (mflags & P_IS_ALIVE)
1988     {
1989     /* search this square for a victim */
1990 root 1.21 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1991 root 1.9 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1992     { /* found a victim */
1993 root 1.93 object *disease = spell->other_arch->instance ();
1994 root 1.9
1995 root 1.19 disease->set_owner (op);
1996 root 1.9 set_spell_skill (op, caster, spell, disease);
1997     disease->stats.exp = 0;
1998 root 1.64 disease->level = casting_level (caster, spell);
1999 root 1.9
2000     /* do level adjustments */
2001     if (disease->stats.wc)
2002     disease->stats.wc += dur_mod / 2;
2003    
2004     if (disease->magic > 0)
2005 root 1.48 disease->magic += dur_mod / 8;
2006 root 1.9
2007     if (disease->stats.maxhp > 0)
2008     disease->stats.maxhp += dur_mod;
2009    
2010     if (disease->stats.maxgrace > 0)
2011     disease->stats.maxgrace += dur_mod;
2012    
2013     if (disease->stats.dam)
2014     {
2015     if (disease->stats.dam > 0)
2016     disease->stats.dam += dam_mod;
2017     else
2018     disease->stats.dam -= dam_mod;
2019     }
2020 root 1.6
2021 root 1.9 if (disease->last_sp)
2022     {
2023     disease->last_sp -= 2 * dam_mod;
2024     if (disease->last_sp < 1)
2025     disease->last_sp = 1;
2026     }
2027 root 1.6
2028 root 1.9 if (disease->stats.maxsp)
2029     {
2030     if (disease->stats.maxsp > 0)
2031     disease->stats.maxsp += dam_mod;
2032     else
2033     disease->stats.maxsp -= dam_mod;
2034     }
2035 root 1.6
2036 root 1.9 if (disease->stats.ac)
2037     disease->stats.ac += dam_mod;
2038 root 1.6
2039 root 1.9 if (disease->last_eat)
2040     disease->last_eat -= dam_mod;
2041 root 1.6
2042 root 1.9 if (disease->stats.hp)
2043     disease->stats.hp -= dam_mod;
2044 root 1.6
2045 root 1.9 if (disease->stats.sp)
2046     disease->stats.sp -= dam_mod;
2047    
2048     if (infect_object (walk, disease, 1))
2049     {
2050     new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2051    
2052 root 1.67 disease->destroy (); /* don't need this one anymore */
2053 root 1.91 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2054 root 1.9 return 1;
2055 root 1.6 }
2056 root 1.17
2057 root 1.67 disease->destroy ();
2058 root 1.9 }
2059     } /* if living creature */
2060     } /* for range of spaces */
2061 root 1.25
2062 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2063     return 1;
2064 elmex 1.1 }