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/* |
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* static char *rcsid_spell_attack_c = |
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* "$Id: spell_attack.C,v 1.2 2006-08-15 15:00:20 elmex Exp $"; |
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*/ |
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|
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* This file contains all the spell attack code. Grouping this code |
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* together should hopefully make it easier to find the relevent bits |
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* of code |
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*/ |
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|
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#include <global.h> |
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#include <object.h> |
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#include <living.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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|
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/* this function checks to see if a spell pushes objects as well |
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* as flies over and damages them (only used for cones for now) |
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* but moved here so it could be applied to bolts too |
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* op is the spell object. |
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*/ |
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|
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void check_spell_knockback(object *op) { |
51 |
object *tmp, *tmp2; /* object on the map */ |
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int weight_move; |
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int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ |
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|
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if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ |
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/*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ |
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return; |
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}else{ |
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weight_move = op->weight +(op->weight * op->level) / 3; |
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/*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ |
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} |
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|
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for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
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{ |
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int num_sections = 1; |
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|
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/* don't move DM */ |
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if(QUERY_FLAG(tmp, FLAG_WIZ)) |
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return; |
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|
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/* don't move parts of objects */ |
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if(tmp->head) continue; |
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|
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/* don't move floors or immobile objects */ |
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if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; |
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|
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/* count the object's sections */ |
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for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; |
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|
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/* I'm not sure if it makes sense to divide by num_sections - bigger |
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* objects should be harder to move, and we are moving the entire |
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* object, not just the head, so the total weight should be relevant. |
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*/ |
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|
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/* surface area? -tm */ |
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|
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if (tmp->move_type & MOVE_FLYING) |
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frictionmod = 1 ; /* flying objects loose the friction modifier */ |
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|
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if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ |
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/* move_object is really for monsters, but looking at |
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* the move_object function, it appears that it should |
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* also be safe for objects. |
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* This does return if successful or not, but |
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* I don't see us doing anything useful with that information |
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* right now. |
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*/ |
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move_object(tmp, absdir(op->stats.sp)); |
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} |
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|
101 |
} |
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} |
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|
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/*************************************************************************** |
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* |
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* BOLT CODE |
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* |
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***************************************************************************/ |
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|
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/* Causes op to fork. op is the original bolt, tmp |
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* is the first piece of the fork. |
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*/ |
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|
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void forklightning(object *op, object *tmp) { |
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int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ |
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int t_dir; /* stores temporary dir calculation */ |
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mapstruct *m; |
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sint16 sx,sy; |
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object *new_bolt; |
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|
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/* pick a fork direction. tmp->stats.Con is the left bias |
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* i.e., the chance in 100 of forking LEFT |
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* Should start out at 50, down to 25 for one already going left |
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* down to 0 for one going 90 degrees left off original path |
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*/ |
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|
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if(rndm(0, 99) < tmp->stats.Con) /* fork left */ |
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new_dir = -1; |
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|
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/* check the new dir for a wall and in the map*/ |
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t_dir = absdir(tmp->direction + new_dir); |
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|
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if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], |
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&sx, &sy) & P_OUT_OF_MAP) |
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return; |
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|
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if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) |
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return; |
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|
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/* OK, we made a fork */ |
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new_bolt = get_object(); |
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|
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copy_object(tmp,new_bolt); |
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|
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/* reduce chances of subsequent forking */ |
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new_bolt->stats.Dex -= 10; |
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tmp->stats.Dex -= 10; /* less forks from main bolt too */ |
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new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ |
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new_bolt->speed_left = -0.1; |
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new_bolt->direction = t_dir; |
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new_bolt->duration++; |
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new_bolt->x=sx; |
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new_bolt->y=sy; |
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new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ |
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new_bolt->stats.dam++; |
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tmp->stats.dam /= 2; /* reduce father bolt damage */ |
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tmp->stats.dam++; |
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new_bolt = insert_ob_in_map(new_bolt,m,op,0); |
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update_turn_face(new_bolt); |
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} |
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|
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/* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
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* and checks for various things that may stop it. |
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*/ |
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|
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void move_bolt(object *op) { |
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object *tmp; |
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int mflags; |
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sint16 x, y; |
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mapstruct *m; |
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|
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if(--(op->duration)<0) { |
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remove_ob(op); |
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free_object(op); |
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return; |
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} |
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hit_map(op,0,op->attacktype,1); |
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|
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if(!op->direction) |
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return; |
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|
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if (--op->range<0) { |
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op->range=0; |
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} else { |
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x = op->x+DIRX(op); |
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y = op->y+DIRY(op); |
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m = op->map; |
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mflags = get_map_flags(m, &m, x, y, &x, &y); |
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|
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if (mflags & P_OUT_OF_MAP) return; |
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|
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/* We are about to run into something - we may bounce */ |
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/* Calling reflwall is pretty costly, as it has to look at all the objects |
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* on the space. So only call reflwall if we think the data it returns |
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* will be useful. |
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*/ |
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if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || |
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((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) { |
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|
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if(!QUERY_FLAG(op, FLAG_REFLECTING)) |
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return; |
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|
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/* Since walls don't run diagonal, if the bolt is in |
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* one of 4 main directions, it just reflects back in the |
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* opposite direction. However, if the bolt is travelling |
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* on the diagonal, it is trickier - eg, a bolt travelling |
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* northwest bounces different if it hits a north/south |
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* wall (bounces to northeast) vs an east/west (bounces |
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* to the southwest. |
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*/ |
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if(op->direction&1) |
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op->direction=absdir(op->direction+4); |
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else { |
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int left, right; |
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int mflags; |
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|
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/* Need to check for P_OUT_OF_MAP: if the bolt is tavelling |
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* over a corner in a tiled map, it is possible that |
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* op->direction is within an adjacent map but either |
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* op->direction-1 or op->direction+1 does not exist. |
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*/ |
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mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], |
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op->y+freearr_y[absdir(op->direction-1)], &x, &y); |
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|
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left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); |
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|
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mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], |
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op->y+freearr_y[absdir(op->direction+1)], &x, &y); |
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right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); |
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|
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if(left==right) |
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op->direction=absdir(op->direction+4); |
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else if(left) |
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op->direction=absdir(op->direction+2); |
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else if(right) |
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op->direction=absdir(op->direction-2); |
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} |
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update_turn_face(op); /* A bolt *must* be IS_TURNABLE */ |
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return; |
240 |
} |
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else { /* Create a copy of this object and put it ahead */ |
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tmp=get_object(); |
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copy_object(op,tmp); |
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tmp->speed_left= -0.1; |
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tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); |
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tmp = insert_ob_in_map(tmp,op->map,op,0); |
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/* To make up for the decrease at the top of the function */ |
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tmp->duration++; |
249 |
|
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/* New forking code. Possibly create forks of this object |
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* going off in other directions. |
252 |
*/ |
253 |
|
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if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ |
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forklightning(op,tmp); |
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} |
257 |
/* In this way, the object left behind sticks on the space, but |
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* doesn't create any bolts that continue to move onward. |
259 |
*/ |
260 |
op->range = 0; |
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} /* copy object and move it along */ |
262 |
} /* if move bolt along */ |
263 |
} |
264 |
|
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/* fire_bolt |
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* object op (cast from caster) files a bolt in dir. |
267 |
* spob is the spell object for the bolt. |
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* we remove the magic flag - that can be derived from |
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* spob->attacktype. |
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* This function sets up the appropriate owner and skill |
271 |
* pointers. |
272 |
*/ |
273 |
|
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int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { |
275 |
object *tmp=NULL; |
276 |
int mflags; |
277 |
|
278 |
if (!spob->other_arch) |
279 |
return 0; |
280 |
|
281 |
tmp=arch_to_object(spob->other_arch); |
282 |
if(tmp==NULL) |
283 |
return 0; |
284 |
|
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/* peterm: level dependency for bolts */ |
286 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); |
287 |
tmp->attacktype = spob->attacktype; |
288 |
if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); |
289 |
tmp->range = spob->range + SP_level_range_adjust(caster,spob); |
290 |
tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); |
291 |
tmp->stats.Dex = spob->stats.Dex; |
292 |
tmp->stats.Con = spob->stats.Con; |
293 |
|
294 |
tmp->direction=dir; |
295 |
if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
296 |
SET_ANIMATION(tmp, dir); |
297 |
|
298 |
set_owner(tmp,op); |
299 |
set_spell_skill(op, caster, spob, tmp); |
300 |
|
301 |
tmp->x=op->x + DIRX(tmp); |
302 |
tmp->y=op->y + DIRY(tmp); |
303 |
tmp->map = op->map; |
304 |
|
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mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
306 |
if (mflags & P_OUT_OF_MAP) { |
307 |
free_object(tmp); |
308 |
return 0; |
309 |
} |
310 |
if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { |
311 |
if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { |
312 |
free_object(tmp); |
313 |
return 0; |
314 |
} |
315 |
tmp->x=op->x; |
316 |
tmp->y=op->y; |
317 |
tmp->direction=absdir(tmp->direction+4); |
318 |
tmp->map = op->map; |
319 |
} |
320 |
if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) |
321 |
move_bolt (tmp); |
322 |
return 1; |
323 |
} |
324 |
|
325 |
|
326 |
|
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/*************************************************************************** |
328 |
* |
329 |
* BULLET/BALL CODE |
330 |
* |
331 |
***************************************************************************/ |
332 |
|
333 |
/* expands an explosion. op is a piece of the |
334 |
* explosion - this expans it in the different directions. |
335 |
* At least that is what I think this does. |
336 |
*/ |
337 |
void explosion(object *op) { |
338 |
object *tmp; |
339 |
mapstruct *m=op->map; |
340 |
int i; |
341 |
|
342 |
if(--(op->duration)<0) { |
343 |
remove_ob(op); |
344 |
free_object(op); |
345 |
return; |
346 |
} |
347 |
hit_map(op,0,op->attacktype,0); |
348 |
|
349 |
if(op->range>0) { |
350 |
for(i=1;i<9;i++) { |
351 |
sint16 dx,dy; |
352 |
|
353 |
dx=op->x+freearr_x[i]; |
354 |
dy=op->y+freearr_y[i]; |
355 |
/* ok_to_put_more already does things like checks for walls, |
356 |
* out of map, etc. |
357 |
*/ |
358 |
if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { |
359 |
tmp=get_object(); |
360 |
copy_object(op,tmp); |
361 |
tmp->state=0; |
362 |
tmp->speed_left= -0.21; |
363 |
tmp->range--; |
364 |
tmp->value=0; |
365 |
tmp->x=dx; |
366 |
tmp->y=dy; |
367 |
insert_ob_in_map(tmp,m,op,0); |
368 |
} |
369 |
} |
370 |
} |
371 |
} |
372 |
|
373 |
|
374 |
/* Causes an object to explode, eg, a firebullet, |
375 |
* poison cloud ball, etc. op is the object to |
376 |
* explode. |
377 |
*/ |
378 |
void explode_bullet(object *op) |
379 |
{ |
380 |
tag_t op_tag = op->count; |
381 |
object *tmp, *owner; |
382 |
|
383 |
if (op->other_arch == NULL) { |
384 |
LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); |
385 |
remove_ob (op); |
386 |
free_object (op); |
387 |
return; |
388 |
} |
389 |
|
390 |
if (op->env) { |
391 |
object *env; |
392 |
|
393 |
env = object_get_env_recursive(op); |
394 |
if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { |
395 |
LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
396 |
remove_ob (op); |
397 |
free_object (op); |
398 |
return; |
399 |
} |
400 |
remove_ob (op); |
401 |
op->x = env->x; |
402 |
op->y = env->y; |
403 |
insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
404 |
} else if (out_of_map (op->map, op->x, op->y)) { |
405 |
LOG (llevError, "BUG: explode_bullet(): op out of map\n"); |
406 |
remove_ob (op); |
407 |
free_object (op); |
408 |
return; |
409 |
} |
410 |
|
411 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps |
412 |
// NOTE: If this breaks something important: remove this. I can't think of anything |
413 |
// bad at the moment that might happen from this. |
414 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) |
415 |
{ |
416 |
remove_ob (op); |
417 |
free_object (op); |
418 |
return; |
419 |
} |
420 |
|
421 |
if (op->attacktype) { |
422 |
hit_map (op, 0, op->attacktype, 1); |
423 |
if (was_destroyed (op, op_tag)) |
424 |
return; |
425 |
} |
426 |
|
427 |
/* other_arch contains what this explodes into */ |
428 |
tmp = arch_to_object (op->other_arch); |
429 |
|
430 |
copy_owner (tmp, op); |
431 |
if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); |
432 |
if (op->skill) tmp->skill = add_refcount(op->skill); |
433 |
|
434 |
owner = get_owner(op); |
435 |
if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && |
436 |
!tailor_god_spell(tmp, owner)) { |
437 |
remove_ob (op); |
438 |
free_object (op); |
439 |
return; |
440 |
} |
441 |
tmp->x = op->x; |
442 |
tmp->y = op->y; |
443 |
|
444 |
/* special for bombs - it actually has sane values for these */ |
445 |
if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { |
446 |
tmp->attacktype = op->attacktype; |
447 |
tmp->range = op->range; |
448 |
tmp->stats.dam = op->stats.dam; |
449 |
tmp->duration = op->duration; |
450 |
} else { |
451 |
if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; |
452 |
/* Spell doc describes what is going on here */ |
453 |
tmp->stats.dam = op->dam_modifier; |
454 |
tmp->range = op->stats.maxhp; |
455 |
tmp->duration = op->stats.hp; |
456 |
/* Used for spell tracking - just need a unique val for this spell - |
457 |
* the count of the parent should work fine. |
458 |
*/ |
459 |
tmp->stats.maxhp = op->count; |
460 |
} |
461 |
|
462 |
/* Set direction of cone explosion */ |
463 |
if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) |
464 |
tmp->stats.sp = op->direction; |
465 |
|
466 |
/* Prevent recursion */ |
467 |
op->move_on = 0; |
468 |
|
469 |
insert_ob_in_map(tmp, op->map, op, 0); |
470 |
/* remove the firebullet */ |
471 |
if ( ! was_destroyed (op, op_tag)) { |
472 |
remove_ob (op); |
473 |
free_object (op); |
474 |
} |
475 |
} |
476 |
|
477 |
|
478 |
|
479 |
/* checks to see what op should do, given the space it is on |
480 |
* (eg, explode, damage player, etc) |
481 |
*/ |
482 |
|
483 |
void check_bullet(object *op) |
484 |
{ |
485 |
tag_t op_tag = op->count, tmp_tag; |
486 |
object *tmp; |
487 |
int dam, mflags; |
488 |
mapstruct *m; |
489 |
sint16 sx, sy; |
490 |
|
491 |
mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); |
492 |
|
493 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) |
494 |
return; |
495 |
|
496 |
if (op->other_arch) { |
497 |
/* explode object will also remove op */ |
498 |
explode_bullet (op); |
499 |
return; |
500 |
} |
501 |
|
502 |
/* If nothing alive on this space, no reason to do anything further */ |
503 |
if (!(mflags & P_IS_ALIVE)) return; |
504 |
|
505 |
for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) |
506 |
{ |
507 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
508 |
tmp_tag = tmp->count; |
509 |
dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
510 |
if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) |
511 |
|| (op->stats.dam -= dam) < 0) |
512 |
{ |
513 |
if(!QUERY_FLAG(op,FLAG_REMOVED)) { |
514 |
remove_ob (op); |
515 |
free_object(op); |
516 |
return; |
517 |
} |
518 |
} |
519 |
} |
520 |
} |
521 |
} |
522 |
|
523 |
|
524 |
/* Basically, we move 'op' one square, and if it hits something, |
525 |
* call check_bullet. |
526 |
* This function is only applicable to bullets, but not to all |
527 |
* fired arches (eg, bolts). |
528 |
*/ |
529 |
|
530 |
void move_bullet(object *op) |
531 |
{ |
532 |
sint16 new_x, new_y; |
533 |
int mflags; |
534 |
mapstruct *m; |
535 |
|
536 |
#if 0 |
537 |
/* We need a better general purpose way to do this */ |
538 |
|
539 |
/* peterm: added to make comet leave a trail of burnouts |
540 |
it's an unadulterated hack, but the effect is cool. */ |
541 |
if(op->stats.sp == SP_METEOR) { |
542 |
replace_insert_ob_in_map("fire_trail",op); |
543 |
if (was_destroyed (op, op_tag)) |
544 |
return; |
545 |
} /* end addition. */ |
546 |
#endif |
547 |
|
548 |
/* Reached the end of its life - remove it */ |
549 |
if (--op->range <=0) { |
550 |
if (op->other_arch) { |
551 |
explode_bullet (op); |
552 |
} else { |
553 |
remove_ob (op); |
554 |
free_object (op); |
555 |
} |
556 |
return; |
557 |
} |
558 |
|
559 |
new_x = op->x + DIRX(op); |
560 |
new_y = op->y + DIRY(op); |
561 |
m = op->map; |
562 |
mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); |
563 |
|
564 |
if (mflags & P_OUT_OF_MAP) { |
565 |
remove_ob (op); |
566 |
free_object (op); |
567 |
return; |
568 |
} |
569 |
|
570 |
if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { |
571 |
if (op->other_arch) { |
572 |
explode_bullet (op); |
573 |
} else { |
574 |
remove_ob (op); |
575 |
free_object (op); |
576 |
} |
577 |
return; |
578 |
} |
579 |
|
580 |
remove_ob (op); |
581 |
op->x = new_x; |
582 |
op->y = new_y; |
583 |
if ((op = insert_ob_in_map (op, m, op,0)) == NULL) |
584 |
return; |
585 |
|
586 |
if (reflwall (op->map, op->x, op->y, op)) { |
587 |
op->direction = absdir (op->direction + 4); |
588 |
update_turn_face (op); |
589 |
} else { |
590 |
check_bullet (op); |
591 |
} |
592 |
} |
593 |
|
594 |
|
595 |
|
596 |
|
597 |
/* fire_bullet |
598 |
* object op (cast from caster) files a bolt in dir. |
599 |
* spob is the spell object for the bolt. |
600 |
* we remove the magic flag - that can be derived from |
601 |
* spob->attacktype. |
602 |
* This function sets up the appropriate owner and skill |
603 |
* pointers. |
604 |
*/ |
605 |
|
606 |
int fire_bullet(object *op,object *caster,int dir,object *spob) { |
607 |
object *tmp=NULL; |
608 |
int mflags; |
609 |
|
610 |
if (!spob->other_arch) |
611 |
return 0; |
612 |
|
613 |
tmp=arch_to_object(spob->other_arch); |
614 |
if(tmp==NULL) |
615 |
return 0; |
616 |
|
617 |
/* peterm: level dependency for bolts */ |
618 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); |
619 |
tmp->attacktype = spob->attacktype; |
620 |
if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); |
621 |
|
622 |
tmp->range = 50; |
623 |
|
624 |
/* Need to store duration/range for the ball to use */ |
625 |
tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); |
626 |
tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); |
627 |
tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); |
628 |
|
629 |
tmp->direction=dir; |
630 |
if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
631 |
SET_ANIMATION(tmp, dir); |
632 |
|
633 |
set_owner(tmp,op); |
634 |
set_spell_skill(op, caster, spob, tmp); |
635 |
|
636 |
tmp->x=op->x + freearr_x[dir]; |
637 |
tmp->y=op->y + freearr_y[dir]; |
638 |
tmp->map = op->map; |
639 |
|
640 |
mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
641 |
if (mflags & P_OUT_OF_MAP) { |
642 |
free_object(tmp); |
643 |
return 0; |
644 |
} |
645 |
if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { |
646 |
if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { |
647 |
free_object(tmp); |
648 |
return 0; |
649 |
} |
650 |
tmp->x=op->x; |
651 |
tmp->y=op->y; |
652 |
tmp->direction=absdir(tmp->direction+4); |
653 |
tmp->map = op->map; |
654 |
} |
655 |
if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { |
656 |
check_bullet (tmp); |
657 |
} |
658 |
return 1; |
659 |
} |
660 |
|
661 |
|
662 |
|
663 |
|
664 |
/***************************************************************************** |
665 |
* |
666 |
* CONE RELATED FUNCTIONS |
667 |
* |
668 |
*****************************************************************************/ |
669 |
|
670 |
|
671 |
/* drops an object based on what is in the cone's "other_arch" */ |
672 |
void cone_drop(object *op) { |
673 |
object *new_ob = arch_to_object(op->other_arch); |
674 |
|
675 |
new_ob->x = op->x; |
676 |
new_ob->y = op->y; |
677 |
new_ob->level = op->level; |
678 |
set_owner(new_ob,op->owner); |
679 |
|
680 |
/* preserve skill ownership */ |
681 |
if(op->skill && op->skill != new_ob->skill) { |
682 |
if (new_ob->skill) free_string(new_ob->skill); |
683 |
new_ob->skill = add_refcount(op->skill); |
684 |
} |
685 |
insert_ob_in_map(new_ob,op->map,op,0); |
686 |
|
687 |
} |
688 |
|
689 |
/* move_cone: causes cone object 'op' to move a space/hit creatures */ |
690 |
|
691 |
void move_cone(object *op) { |
692 |
int i; |
693 |
tag_t tag; |
694 |
|
695 |
/* if no map then hit_map will crash so just ignore object */ |
696 |
if (! op->map) { |
697 |
LOG(llevError,"Tried to move_cone object %s without a map.\n", |
698 |
op->name ? op->name : "unknown"); |
699 |
op->speed = 0; |
700 |
update_ob_speed (op); |
701 |
return; |
702 |
} |
703 |
|
704 |
/* lava saves it's life, but not yours :) */ |
705 |
if (QUERY_FLAG(op, FLAG_LIFESAVE)) { |
706 |
hit_map(op,0,op->attacktype,0); |
707 |
return; |
708 |
} |
709 |
|
710 |
#if 0 |
711 |
/* Disable this - enabling it makes monsters easier, as |
712 |
* when their cone dies when they die. |
713 |
*/ |
714 |
/* If no owner left, the spell dies out. */ |
715 |
if(get_owner(op)==NULL) { |
716 |
remove_ob(op); |
717 |
free_object(op); |
718 |
return; |
719 |
} |
720 |
#endif |
721 |
|
722 |
tag = op->count; |
723 |
hit_map(op,0,op->attacktype,0); |
724 |
|
725 |
/* Check to see if we should push anything. |
726 |
* Spell objects with weight push whatever they encounter to some |
727 |
* degree. |
728 |
*/ |
729 |
if(op->weight) check_spell_knockback(op); |
730 |
|
731 |
if (was_destroyed (op, tag)) |
732 |
return; |
733 |
|
734 |
if((op->duration--)<0) { |
735 |
remove_ob(op); |
736 |
free_object(op); |
737 |
return; |
738 |
} |
739 |
/* Object has hit maximum range, so don't have it move |
740 |
* any further. When the duration above expires, |
741 |
* then the object will get removed. |
742 |
*/ |
743 |
if (--op->range < 0) { |
744 |
op->range=0; /* just so it doesn't wrap */ |
745 |
return; |
746 |
} |
747 |
|
748 |
for(i= -1;i<2;i++) { |
749 |
sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], |
750 |
y=op->y+freearr_y[absdir(op->stats.sp+i)]; |
751 |
|
752 |
if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { |
753 |
object *tmp=get_object(); |
754 |
copy_object(op, tmp); |
755 |
tmp->x=x; |
756 |
tmp->y=y; |
757 |
|
758 |
tmp->duration = op->duration + 1; |
759 |
|
760 |
/* Use for spell tracking - see ok_to_put_more() */ |
761 |
tmp->stats.maxhp = op->stats.maxhp; |
762 |
insert_ob_in_map(tmp,op->map,op,0); |
763 |
if (tmp->other_arch) cone_drop(tmp); |
764 |
} |
765 |
} |
766 |
} |
767 |
|
768 |
/* cast_cone: casts a cone spell. |
769 |
* op: person firing the object. |
770 |
* caster: object casting the spell. |
771 |
* dir: direction to fire in. |
772 |
* spell: spell that is being fired. It uses other_arch for the archetype |
773 |
* to fire. |
774 |
* returns 0 on failure, 1 on success. |
775 |
*/ |
776 |
int cast_cone(object *op, object *caster,int dir, object *spell) |
777 |
{ |
778 |
object *tmp; |
779 |
int i,success=0,range_min= -1,range_max=1; |
780 |
mapstruct *m; |
781 |
sint16 sx, sy; |
782 |
MoveType movetype; |
783 |
|
784 |
if (!spell->other_arch) return 0; |
785 |
|
786 |
if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) && |
787 |
op->attacktype & AT_TURN_UNDEAD) { |
788 |
new_draw_info(NDI_UNIQUE, 0,op, |
789 |
"Your undead nature prevents you from turning undead!"); |
790 |
return 0; |
791 |
} |
792 |
|
793 |
if(!dir) { |
794 |
range_min= 0; |
795 |
range_max=8; |
796 |
} |
797 |
|
798 |
/* Need to know what the movetype of the object we are about |
799 |
* to create is, so we can know if the space we are about to |
800 |
* insert it into is blocked. |
801 |
*/ |
802 |
movetype = spell->other_arch->clone.move_type; |
803 |
|
804 |
for(i=range_min;i<=range_max;i++) { |
805 |
sint16 x,y, d; |
806 |
|
807 |
/* We can't use absdir here, because it never returns |
808 |
* 0. If this is a rune, we want to hit the person on top |
809 |
* of the trap (d==0). If it is not a rune, then we don't want |
810 |
* to hit that person. |
811 |
*/ |
812 |
d = dir + i; |
813 |
while (d < 0) d+=8; |
814 |
while (d > 8) d-=8; |
815 |
|
816 |
/* If it's not a rune, we don't want to blast the caster. |
817 |
* In that case, we have to see - if dir is specified, |
818 |
* turn this into direction 8. If dir is not specified (all |
819 |
* direction) skip - otherwise, one line would do more damage |
820 |
* becase 0 direction will go through 9 directions - necessary |
821 |
* for the rune code. |
822 |
*/ |
823 |
if (caster->type != RUNE && d==0) { |
824 |
if (dir!=0) d=8; |
825 |
else continue; |
826 |
} |
827 |
|
828 |
x = op->x+freearr_x[d]; |
829 |
y = op->y+freearr_y[d]; |
830 |
|
831 |
if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) |
832 |
continue; |
833 |
|
834 |
if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) |
835 |
continue; |
836 |
|
837 |
success=1; |
838 |
tmp=arch_to_object(spell->other_arch); |
839 |
set_owner(tmp,op); |
840 |
set_spell_skill(op, caster, spell, tmp); |
841 |
tmp->level = caster_level (caster, spell); |
842 |
tmp->x = sx; |
843 |
tmp->y = sy; |
844 |
tmp->attacktype=spell->attacktype; |
845 |
|
846 |
/* holy word stuff */ |
847 |
if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { |
848 |
if(!tailor_god_spell(tmp,op)) return 0; |
849 |
} |
850 |
|
851 |
if(dir) |
852 |
tmp->stats.sp=dir; |
853 |
else |
854 |
tmp->stats.sp=i; |
855 |
|
856 |
tmp->range=spell->range + SP_level_range_adjust(caster,spell); |
857 |
|
858 |
/* If casting it in all directions, it doesn't go as far */ |
859 |
if (dir == 0) { |
860 |
tmp->range /= 4; |
861 |
if (tmp->range < 2 && spell->range >=2) tmp->range = 2; |
862 |
} |
863 |
tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); |
864 |
tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); |
865 |
|
866 |
/* Special bonus for fear attacks */ |
867 |
if (tmp->attacktype & AT_FEAR) { |
868 |
if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; |
869 |
else |
870 |
tmp->duration += caster->level/3; |
871 |
} |
872 |
if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { |
873 |
if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; |
874 |
else |
875 |
tmp->duration += caster->level/3; |
876 |
} |
877 |
|
878 |
|
879 |
if ( !(tmp->move_type & MOVE_FLY_LOW)) |
880 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", |
881 |
spell->other_arch->name); |
882 |
|
883 |
if (!tmp->move_on && tmp->stats.dam) { |
884 |
LOG (llevDebug, |
885 |
"cast_cone(): arch %s doesn't have move_on set\n", |
886 |
spell->other_arch->name); |
887 |
} |
888 |
insert_ob_in_map(tmp,m,op,0); |
889 |
|
890 |
/* This is used for tracking spells so that one effect doesn't hit |
891 |
* a single space too many times. |
892 |
*/ |
893 |
tmp->stats.maxhp = tmp->count; |
894 |
|
895 |
if(tmp->other_arch) cone_drop(tmp); |
896 |
} |
897 |
return success; |
898 |
} |
899 |
|
900 |
/**************************************************************************** |
901 |
* |
902 |
* BOMB related code |
903 |
* |
904 |
****************************************************************************/ |
905 |
|
906 |
|
907 |
/* This handles an exploding bomb. |
908 |
* op is the original bomb object. |
909 |
*/ |
910 |
void animate_bomb(object *op) { |
911 |
int i; |
912 |
object *env, *tmp; |
913 |
archetype *at; |
914 |
|
915 |
if(op->state!=NUM_ANIMATIONS(op)-1) |
916 |
return; |
917 |
|
918 |
|
919 |
env = object_get_env_recursive(op); |
920 |
|
921 |
if (op->env) { |
922 |
if (env->map == NULL) |
923 |
return; |
924 |
|
925 |
if (env->type == PLAYER) |
926 |
esrv_del_item(env->contr, op->count); |
927 |
|
928 |
remove_ob(op); |
929 |
op->x = env->x; |
930 |
op->y = env->y; |
931 |
if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) |
932 |
return; |
933 |
} |
934 |
|
935 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding |
936 |
// on a safe map. I don't like this special casing, but it seems to be neccessary |
937 |
// as bombs can be carried. |
938 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) |
939 |
{ |
940 |
remove_ob (op); |
941 |
free_object (op); |
942 |
return; |
943 |
} |
944 |
|
945 |
/* This copies a lot of the code from the fire bullet, |
946 |
* but using the cast_bullet isn't really feasible, |
947 |
* so just set up the appropriate values. |
948 |
*/ |
949 |
at = find_archetype(SPLINT); |
950 |
if (at) { |
951 |
for(i=1;i<9;i++) { |
952 |
if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
953 |
continue; |
954 |
tmp = arch_to_object(at); |
955 |
tmp->direction = i; |
956 |
tmp->range = op->range; |
957 |
tmp->stats.dam = op->stats.dam; |
958 |
tmp->duration = op->duration; |
959 |
tmp->attacktype = op->attacktype; |
960 |
copy_owner (tmp, op); |
961 |
if(op->skill && op->skill != tmp->skill) { |
962 |
if (tmp->skill) free_string(tmp->skill); |
963 |
tmp->skill = add_refcount(op->skill); |
964 |
} |
965 |
if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
966 |
SET_ANIMATION(tmp, i); |
967 |
tmp->x = op->x + freearr_x[i]; |
968 |
tmp->y = op->y + freearr_x[i]; |
969 |
insert_ob_in_map(tmp, op->map, op, 0); |
970 |
move_bullet(tmp); |
971 |
} |
972 |
} |
973 |
|
974 |
explode_bullet(op); |
975 |
} |
976 |
|
977 |
int create_bomb(object *op,object *caster,int dir, object *spell) { |
978 |
|
979 |
object *tmp; |
980 |
int mflags; |
981 |
sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; |
982 |
mapstruct *m; |
983 |
|
984 |
mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); |
985 |
if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { |
986 |
new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
987 |
return 0; |
988 |
} |
989 |
tmp=arch_to_object(spell->other_arch); |
990 |
|
991 |
/* level dependencies for bomb */ |
992 |
tmp->range=spell->range + SP_level_range_adjust(caster,spell); |
993 |
tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); |
994 |
tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); |
995 |
tmp->attacktype = spell->attacktype; |
996 |
|
997 |
set_owner(tmp,op); |
998 |
set_spell_skill(op, caster, spell, tmp); |
999 |
tmp->x=dx; |
1000 |
tmp->y=dy; |
1001 |
insert_ob_in_map(tmp,m,op,0); |
1002 |
return 1; |
1003 |
} |
1004 |
|
1005 |
/**************************************************************************** |
1006 |
* |
1007 |
* smite related spell code. |
1008 |
* |
1009 |
****************************************************************************/ |
1010 |
|
1011 |
/* get_pointed_target() - this is used by finger of death |
1012 |
* and the 'smite' spells. Returns the pointer to the first |
1013 |
* monster in the direction which is pointed to by op. b.t. |
1014 |
* op is the caster - really only used for the source location. |
1015 |
* dir is the direction to look in. |
1016 |
* range is how far out to look. |
1017 |
* type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1018 |
* this info is used for blocked magic/unholy spaces. |
1019 |
*/ |
1020 |
|
1021 |
object *get_pointed_target(object *op, int dir, int range, int type) { |
1022 |
object *target; |
1023 |
sint16 x,y; |
1024 |
int dist, mflags; |
1025 |
mapstruct *mp; |
1026 |
|
1027 |
if (dir==0) return NULL; |
1028 |
|
1029 |
for (dist=1; dist<range; dist++) { |
1030 |
x = op->x + freearr_x[dir] * dist; |
1031 |
y = op->y + freearr_y[dir] * dist; |
1032 |
mp = op->map; |
1033 |
mflags = get_map_flags(op->map, &mp, x, y, &x, &y); |
1034 |
|
1035 |
if (mflags & P_OUT_OF_MAP) return NULL; |
1036 |
if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL; |
1037 |
if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL; |
1038 |
if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL; |
1039 |
|
1040 |
if (mflags & P_IS_ALIVE) { |
1041 |
for(target=get_map_ob(mp,x,y); target; target=target->above) { |
1042 |
if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) { |
1043 |
return target; |
1044 |
} |
1045 |
} |
1046 |
} |
1047 |
} |
1048 |
return NULL; |
1049 |
} |
1050 |
|
1051 |
|
1052 |
/* cast_smite_arch() - the priest points to a creature and causes |
1053 |
* a 'godly curse' to decend. |
1054 |
* usual params - |
1055 |
* op = player |
1056 |
* caster = object casting the spell. |
1057 |
* dir = direction being cast |
1058 |
* spell = spell object |
1059 |
*/ |
1060 |
|
1061 |
int cast_smite_spell (object *op, object *caster,int dir, object *spell) { |
1062 |
object *effect, *target; |
1063 |
object *god = find_god(determine_god(op)); |
1064 |
int range; |
1065 |
|
1066 |
range = spell->range + SP_level_range_adjust(caster,spell); |
1067 |
target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); |
1068 |
|
1069 |
/* Bunch of conditions for casting this spell. Note that only |
1070 |
* require a god if this is a cleric spell (requires grace). |
1071 |
* This makes this spell much more general purpose - it can be used |
1072 |
* by wizards also, which is good, because I think this is a very |
1073 |
* interesting spell. |
1074 |
* if it is a cleric spell, you need a god, and the creature |
1075 |
* can't be friendly to your god. |
1076 |
*/ |
1077 |
|
1078 |
if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) |
1079 |
||(!god && spell->stats.grace) |
1080 |
||(target->title && god && !strcmp(target->title,god->name)) |
1081 |
||(target->race && god && strstr(target->race,god->race))) { |
1082 |
new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); |
1083 |
return 0; |
1084 |
} |
1085 |
|
1086 |
if (spell->other_arch) |
1087 |
effect = arch_to_object(spell->other_arch); |
1088 |
else |
1089 |
return 0; |
1090 |
|
1091 |
/* tailor the effect by priest level and worshipped God */ |
1092 |
effect->level = caster_level (caster, spell); |
1093 |
effect->attacktype = spell->attacktype; |
1094 |
if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { |
1095 |
if(tailor_god_spell(effect,op)) |
1096 |
new_draw_info_format(NDI_UNIQUE,0,op, |
1097 |
"%s answers your call!",determine_god(op)); |
1098 |
else { |
1099 |
new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); |
1100 |
return 0; |
1101 |
} |
1102 |
} |
1103 |
|
1104 |
/* size of the area of destruction */ |
1105 |
effect->range=spell->range + |
1106 |
SP_level_range_adjust(caster,spell); |
1107 |
effect->duration=spell->duration + |
1108 |
SP_level_range_adjust(caster,spell); |
1109 |
|
1110 |
if (effect->attacktype & AT_DEATH) { |
1111 |
effect->level=spell->stats.dam + |
1112 |
SP_level_dam_adjust(caster,spell); |
1113 |
|
1114 |
/* casting death spells at undead isn't a good thing */ |
1115 |
if QUERY_FLAG(target, FLAG_UNDEAD) { |
1116 |
if(random_roll(0, 2, op, PREFER_LOW)) { |
1117 |
new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); |
1118 |
effect->x=op->x; |
1119 |
effect->y=op->y; |
1120 |
} else { |
1121 |
new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", |
1122 |
query_name(target)); |
1123 |
target->stats.hp = target->stats.maxhp*2; |
1124 |
free_object(effect); |
1125 |
return 0; |
1126 |
} |
1127 |
} |
1128 |
} else { |
1129 |
/* how much woe to inflict :) */ |
1130 |
effect->stats.dam=spell->stats.dam + |
1131 |
SP_level_dam_adjust(caster,spell); |
1132 |
} |
1133 |
|
1134 |
set_owner(effect,op); |
1135 |
set_spell_skill(op, caster, spell, effect); |
1136 |
|
1137 |
/* ok, tell it where to be, and insert! */ |
1138 |
effect->x=target->x; |
1139 |
effect->y=target->y; |
1140 |
insert_ob_in_map(effect,target->map,op,0); |
1141 |
|
1142 |
return 1; |
1143 |
} |
1144 |
|
1145 |
|
1146 |
/**************************************************************************** |
1147 |
* |
1148 |
* MAGIC MISSILE code. |
1149 |
* note that the fire_bullet is used to fire the missile. The |
1150 |
* code here is just to move the missile. |
1151 |
****************************************************************************/ |
1152 |
|
1153 |
/* op is a missile that needs to be moved */ |
1154 |
void move_missile(object *op) { |
1155 |
int i, mflags; |
1156 |
object *owner; |
1157 |
sint16 new_x, new_y; |
1158 |
mapstruct *m; |
1159 |
|
1160 |
if (op->range-- <=0) { |
1161 |
remove_ob(op); |
1162 |
free_object(op); |
1163 |
return; |
1164 |
} |
1165 |
|
1166 |
owner = get_owner(op); |
1167 |
#if 0 |
1168 |
/* It'd make things nastier if this wasn't here - spells cast by |
1169 |
* monster that are then killed would continue to survive |
1170 |
*/ |
1171 |
if (owner == NULL) { |
1172 |
remove_ob(op); |
1173 |
free_object(op); |
1174 |
return; |
1175 |
} |
1176 |
#endif |
1177 |
|
1178 |
new_x = op->x + DIRX(op); |
1179 |
new_y = op->y + DIRY(op); |
1180 |
|
1181 |
mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); |
1182 |
|
1183 |
if (!(mflags & P_OUT_OF_MAP) && |
1184 |
((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { |
1185 |
tag_t tag = op->count; |
1186 |
hit_map (op, op->direction, AT_MAGIC, 1); |
1187 |
/* Basically, missile only hits one thing then goes away. |
1188 |
* we need to remove it if someone hasn't already done so. |
1189 |
*/ |
1190 |
if ( ! was_destroyed (op, tag)) { |
1191 |
remove_ob (op); |
1192 |
free_object(op); |
1193 |
} |
1194 |
return; |
1195 |
} |
1196 |
|
1197 |
remove_ob(op); |
1198 |
if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { |
1199 |
free_object(op); |
1200 |
return; |
1201 |
} |
1202 |
op->x = new_x; |
1203 |
op->y = new_y; |
1204 |
op->map = m; |
1205 |
i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); |
1206 |
if(i > 0 && i != op->direction){ |
1207 |
op->direction=i; |
1208 |
SET_ANIMATION(op, op->direction); |
1209 |
} |
1210 |
insert_ob_in_map(op,op->map,op,0); |
1211 |
} |
1212 |
|
1213 |
/**************************************************************************** |
1214 |
* Destruction |
1215 |
****************************************************************************/ |
1216 |
/* make_object_glow() - currently only makes living objects glow. |
1217 |
* we do this by creating a force and inserting it in the |
1218 |
* object. if time is 0, the object glows permanently. To truely |
1219 |
* make this work for non-living objects, we would have to |
1220 |
* give them the capability to have an inventory. b.t. |
1221 |
*/ |
1222 |
|
1223 |
int make_object_glow(object *op, int radius, int time) { |
1224 |
object *tmp; |
1225 |
|
1226 |
/* some things are unaffected... */ |
1227 |
if(op->path_denied&PATH_LIGHT) |
1228 |
return 0; |
1229 |
|
1230 |
tmp=get_archetype(FORCE_NAME); |
1231 |
tmp->speed = 0.01; |
1232 |
tmp->stats.food = time; |
1233 |
SET_FLAG(tmp, FLAG_IS_USED_UP); |
1234 |
tmp->glow_radius=radius; |
1235 |
if (tmp->glow_radius > MAX_LIGHT_RADII) |
1236 |
tmp->glow_radius = MAX_LIGHT_RADII; |
1237 |
|
1238 |
tmp->x=op->x; |
1239 |
tmp->y=op->y; |
1240 |
if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
1241 |
tmp=insert_ob_in_ob(tmp,op); |
1242 |
if (tmp->glow_radius > op->glow_radius) |
1243 |
op->glow_radius = tmp->glow_radius; |
1244 |
|
1245 |
if(!tmp->env||op!=tmp->env) { |
1246 |
LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", |
1247 |
op->name); |
1248 |
return 0; |
1249 |
} |
1250 |
return 1; |
1251 |
} |
1252 |
|
1253 |
|
1254 |
|
1255 |
|
1256 |
int cast_destruction(object *op, object *caster, object *spell_ob) { |
1257 |
int i,j, range, mflags, friendly=0, dam, dur; |
1258 |
sint16 sx,sy; |
1259 |
mapstruct *m; |
1260 |
object *tmp; |
1261 |
const char *skill; |
1262 |
|
1263 |
range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
1264 |
dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
1265 |
dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); |
1266 |
if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; |
1267 |
|
1268 |
/* destruction doesn't use another spell object, so we need |
1269 |
* update op's skill pointer so that exp is properly awarded. |
1270 |
* We do some shortcuts here - since this is just temporary |
1271 |
* and we'll reset the values back, we don't need to go through |
1272 |
* the full share string/free_string route. |
1273 |
*/ |
1274 |
skill = op->skill; |
1275 |
if (caster == op) op->skill = spell_ob->skill; |
1276 |
else if (caster->skill) op->skill = caster->skill; |
1277 |
else op->skill = NULL; |
1278 |
|
1279 |
change_skill(op, find_skill_by_name(op, op->skill), 1); |
1280 |
|
1281 |
for(i= -range; i<range; i++) { |
1282 |
for(j=-range; j<range ; j++) { |
1283 |
m = op->map; |
1284 |
sx = op->x + i; |
1285 |
sy = op->y + j; |
1286 |
mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1287 |
if (mflags & P_OUT_OF_MAP) continue; |
1288 |
if (mflags & P_IS_ALIVE) { |
1289 |
for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { |
1290 |
if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; |
1291 |
} |
1292 |
if (tmp) { |
1293 |
if (tmp->head) tmp=tmp->head; |
1294 |
|
1295 |
if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || |
1296 |
(!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { |
1297 |
if (spell_ob->subtype == SP_DESTRUCTION) { |
1298 |
hit_player(tmp,dam,op,spell_ob->attacktype,0); |
1299 |
if (spell_ob->other_arch) { |
1300 |
tmp = arch_to_object(spell_ob->other_arch); |
1301 |
tmp->x = sx; |
1302 |
tmp->y = sy; |
1303 |
insert_ob_in_map(tmp, m, op, 0); |
1304 |
} |
1305 |
} |
1306 |
else if (spell_ob->subtype == SP_FAERY_FIRE && |
1307 |
tmp->resist[ATNR_MAGIC]!=100) { |
1308 |
if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { |
1309 |
object *effect = arch_to_object(spell_ob->other_arch); |
1310 |
effect->x = sx; |
1311 |
effect->y = sy; |
1312 |
insert_ob_in_map(effect, m, op, 0); |
1313 |
} |
1314 |
} |
1315 |
} |
1316 |
} |
1317 |
} |
1318 |
} |
1319 |
} |
1320 |
op->skill = skill; |
1321 |
return 1; |
1322 |
} |
1323 |
|
1324 |
/*************************************************************************** |
1325 |
* |
1326 |
* CURSE |
1327 |
* |
1328 |
***************************************************************************/ |
1329 |
|
1330 |
int cast_curse(object *op, object *caster, object *spell_ob, int dir) { |
1331 |
object *god = find_god(determine_god(op)); |
1332 |
object *tmp, *force; |
1333 |
|
1334 |
tmp = get_pointed_target(op, (dir==0)?op->direction:dir, |
1335 |
spell_ob->range, SPELL_GRACE); |
1336 |
if (!tmp) { |
1337 |
new_draw_info(NDI_UNIQUE, 0, op, |
1338 |
"There is no one in that direction to curse."); |
1339 |
return 0; |
1340 |
} |
1341 |
|
1342 |
/* If we've already got a force of this type, don't add a new one. */ |
1343 |
for(force=tmp->inv; force!=NULL; force=force->below) { |
1344 |
if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { |
1345 |
if (force->name == spell_ob->name) { |
1346 |
break; |
1347 |
} |
1348 |
else if (spell_ob->race && spell_ob->race == force->name) { |
1349 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1350 |
"You can not cast %s while %s is in effect", |
1351 |
spell_ob->name, force->name_pl); |
1352 |
return 0; |
1353 |
} |
1354 |
} |
1355 |
} |
1356 |
|
1357 |
if(force==NULL) { |
1358 |
force=get_archetype(FORCE_NAME); |
1359 |
force->subtype = FORCE_CHANGE_ABILITY; |
1360 |
free_string(force->name); |
1361 |
if (spell_ob->race) |
1362 |
force->name = add_refcount(spell_ob->race); |
1363 |
else |
1364 |
force->name = add_refcount(spell_ob->name); |
1365 |
free_string(force->name_pl); |
1366 |
force->name_pl = add_refcount(spell_ob->name); |
1367 |
|
1368 |
} else { |
1369 |
int duration; |
1370 |
|
1371 |
duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1372 |
if (duration > force->duration) { |
1373 |
force->duration = duration; |
1374 |
new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1375 |
} else { |
1376 |
new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1377 |
} |
1378 |
return 1; |
1379 |
} |
1380 |
force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1381 |
force->speed = 1.0; |
1382 |
force->speed_left = -1.0; |
1383 |
SET_FLAG(force, FLAG_APPLIED); |
1384 |
|
1385 |
if(god) { |
1386 |
if (spell_ob->last_grace) |
1387 |
force->path_repelled=god->path_repelled; |
1388 |
if (spell_ob->last_grace) |
1389 |
force->path_denied=god->path_denied; |
1390 |
new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1391 |
"You are a victim of %s's curse!",god->name); |
1392 |
} else |
1393 |
new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); |
1394 |
|
1395 |
|
1396 |
if(tmp!=op && op->type==PLAYER) |
1397 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); |
1398 |
|
1399 |
force->stats.ac = spell_ob->stats.ac; |
1400 |
force->stats.wc = spell_ob->stats.wc; |
1401 |
|
1402 |
change_abil(tmp,force); /* Mostly to display any messages */ |
1403 |
insert_ob_in_ob(force,tmp); |
1404 |
fix_player(tmp); |
1405 |
return 1; |
1406 |
|
1407 |
} |
1408 |
|
1409 |
|
1410 |
/********************************************************************** |
1411 |
* mood change |
1412 |
* Arguably, this may or may not be an attack spell. But since it |
1413 |
* effects monsters, it seems best to put it into this file |
1414 |
***********************************************************************/ |
1415 |
|
1416 |
/* This covers the various spells that change the moods of monsters - |
1417 |
* makes them angry, peacful, friendly, etc. |
1418 |
*/ |
1419 |
int mood_change(object *op, object *caster, object *spell) { |
1420 |
object *tmp, *god, *head; |
1421 |
int done_one, range, mflags, level, at, best_at; |
1422 |
sint16 x, y, nx, ny; |
1423 |
mapstruct *m; |
1424 |
const char *race; |
1425 |
|
1426 |
/* We precompute some values here so that we don't have to keep |
1427 |
* doing it over and over again. |
1428 |
*/ |
1429 |
god=find_god(determine_god(op)); |
1430 |
level=caster_level(caster, spell); |
1431 |
range = spell->range + SP_level_range_adjust(caster, spell); |
1432 |
|
1433 |
/* On the bright side, no monster should ever have a race of GOD_... |
1434 |
* so even if the player doesn't worship a god, if race=GOD_.., it |
1435 |
* won't ever match anything. |
1436 |
*/ |
1437 |
if (!spell->race) race=NULL; |
1438 |
else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; |
1439 |
else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; |
1440 |
else race = spell->race; |
1441 |
|
1442 |
|
1443 |
for (x = op->x - range; x <= op->x + range; x++) |
1444 |
for (y = op->y - range; y <= op->y + range; y++) { |
1445 |
|
1446 |
done_one=0; |
1447 |
m = op->map; |
1448 |
nx = x; |
1449 |
ny = y; |
1450 |
mflags = get_map_flags(m, &m, x, y, &nx, &ny); |
1451 |
if (mflags & P_OUT_OF_MAP) continue; |
1452 |
|
1453 |
/* If there is nothing living on this space, no need to go further */ |
1454 |
if (!(mflags & P_IS_ALIVE)) continue; |
1455 |
|
1456 |
for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) |
1457 |
if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
1458 |
|
1459 |
/* There can be living objects that are not monsters */ |
1460 |
if (!tmp || tmp->type==PLAYER) continue; |
1461 |
|
1462 |
/* Only the head has meaningful data, so resolve to that */ |
1463 |
if (tmp->head) head=tmp->head; |
1464 |
else head=tmp; |
1465 |
|
1466 |
/* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1467 |
if (race && head->race && !strstr(race, head->race)) continue; |
1468 |
if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; |
1469 |
|
1470 |
/* Now do a bunch of stuff related to saving throws */ |
1471 |
best_at = -1; |
1472 |
if (spell->attacktype) { |
1473 |
for (at=0; at < NROFATTACKS; at++) |
1474 |
if (spell->attacktype & (1 << at)) |
1475 |
if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; |
1476 |
|
1477 |
if (best_at == -1) at=0; |
1478 |
else { |
1479 |
if (head->resist[best_at] == 100) continue; |
1480 |
else at = head->resist[best_at] / 5; |
1481 |
} |
1482 |
at -= level / 5; |
1483 |
if (did_make_save(head, head->level, at)) continue; |
1484 |
} |
1485 |
else /* spell->attacktype */ |
1486 |
/* |
1487 |
Spell has no attacktype (charm & such), so we'll have a specific saving: |
1488 |
* if spell level < monster level, no go |
1489 |
* else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1490 |
|
1491 |
The chance will then be in the range [20-70] percent, not too bad. |
1492 |
|
1493 |
This is required to fix the 'charm monster' abuse, where a player level 1 can |
1494 |
charm a level 125 monster... |
1495 |
|
1496 |
Ryo, august 14th |
1497 |
*/ |
1498 |
{ |
1499 |
if ( head->level > level ) continue; |
1500 |
if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) |
1501 |
/* Failed, no effect */ |
1502 |
continue; |
1503 |
} |
1504 |
|
1505 |
/* Done with saving throw. Now start effecting the monster */ |
1506 |
|
1507 |
/* aggravation */ |
1508 |
if (QUERY_FLAG(spell, FLAG_MONSTER)) { |
1509 |
CLEAR_FLAG(head, FLAG_SLEEP); |
1510 |
if (QUERY_FLAG(head, FLAG_FRIENDLY)) |
1511 |
remove_friendly_object(head); |
1512 |
|
1513 |
done_one = 1; |
1514 |
head->enemy = op; |
1515 |
} |
1516 |
|
1517 |
/* calm monsters */ |
1518 |
if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { |
1519 |
SET_FLAG(head, FLAG_UNAGGRESSIVE); |
1520 |
head->enemy = NULL; |
1521 |
done_one = 1; |
1522 |
} |
1523 |
|
1524 |
/* berserk monsters */ |
1525 |
if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { |
1526 |
SET_FLAG(head, FLAG_BERSERK); |
1527 |
done_one = 1; |
1528 |
} |
1529 |
/* charm */ |
1530 |
if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { |
1531 |
SET_FLAG(head, FLAG_FRIENDLY); |
1532 |
/* Prevent uncontolled outbreaks of self replicating monsters. |
1533 |
Typical use case is charm, go somwhere, use aggravation to make hostile. |
1534 |
This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1535 |
CLEAR_FLAG(head, FLAG_GENERATOR); |
1536 |
set_owner(head, op); |
1537 |
set_spell_skill(op, caster, spell, head); |
1538 |
add_friendly_object(head); |
1539 |
head->attack_movement = PETMOVE; |
1540 |
done_one = 1; |
1541 |
change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1542 |
head->stats.exp = 0; |
1543 |
} |
1544 |
|
1545 |
/* If a monster was effected, put an effect in */ |
1546 |
if (done_one && spell->other_arch) { |
1547 |
tmp = arch_to_object(spell->other_arch); |
1548 |
tmp->x = nx; |
1549 |
tmp->y = ny; |
1550 |
insert_ob_in_map(tmp, m, op, 0); |
1551 |
} |
1552 |
} /* for y */ |
1553 |
|
1554 |
return 1; |
1555 |
} |
1556 |
|
1557 |
|
1558 |
/* Move_ball_spell: This handles ball type spells that just sort of wander |
1559 |
* about. was called move_ball_lightning, but since more than the ball |
1560 |
* lightning spell used it, that seemed misnamed. |
1561 |
* op is the spell effect. |
1562 |
* note that duration is handled by process_object() in time.c |
1563 |
*/ |
1564 |
|
1565 |
void move_ball_spell(object *op) { |
1566 |
int i,j,dam_save,dir, mflags; |
1567 |
sint16 nx,ny, hx, hy; |
1568 |
object *owner; |
1569 |
mapstruct *m; |
1570 |
|
1571 |
owner = get_owner(op); |
1572 |
|
1573 |
/* the following logic makes sure that the ball doesn't move into a wall, |
1574 |
* and makes sure that it will move along a wall to try and get at it's |
1575 |
* victim. The block immediately below more or less chooses a random |
1576 |
* offset to move the ball, eg, keep it mostly on course, with some |
1577 |
* deviations. |
1578 |
*/ |
1579 |
|
1580 |
dir = 0; |
1581 |
if(!(rndm(0, 3))) |
1582 |
j = rndm(0, 1); |
1583 |
else j=0; |
1584 |
|
1585 |
for(i = 1; i < 9; i++) { |
1586 |
/* i bit 0: alters sign of offset |
1587 |
* other bits (i / 2): absolute value of offset |
1588 |
*/ |
1589 |
|
1590 |
int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); |
1591 |
int tmpdir = absdir (op->direction + offset); |
1592 |
|
1593 |
nx = op->x + freearr_x[tmpdir]; |
1594 |
ny = op->y + freearr_y[tmpdir]; |
1595 |
if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && |
1596 |
!(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { |
1597 |
dir = tmpdir; |
1598 |
break; |
1599 |
} |
1600 |
} |
1601 |
if (dir == 0) { |
1602 |
nx = op->x; |
1603 |
ny = op->y; |
1604 |
m = op->map; |
1605 |
} |
1606 |
|
1607 |
remove_ob(op); |
1608 |
op->y=ny; |
1609 |
op->x=nx; |
1610 |
insert_ob_in_map(op,m,op,0); |
1611 |
|
1612 |
dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1613 |
surrounding squares */ |
1614 |
|
1615 |
/* loop over current square and neighbors to hit. |
1616 |
* if this has an other_arch field, we insert that in |
1617 |
* the surround spaces. |
1618 |
*/ |
1619 |
for(j=0;j<9;j++) { |
1620 |
object *new_ob; |
1621 |
|
1622 |
hx = nx+freearr_x[j]; |
1623 |
hy = ny+freearr_y[j]; |
1624 |
|
1625 |
m = op->map; |
1626 |
mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); |
1627 |
|
1628 |
if (mflags & P_OUT_OF_MAP) continue; |
1629 |
|
1630 |
/* first, don't ever, ever hit the owner. Don't hit out |
1631 |
* of the map either. |
1632 |
*/ |
1633 |
|
1634 |
if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { |
1635 |
if(j) op->stats.dam = dam_save/2; |
1636 |
hit_map(op,j,op->attacktype,1); |
1637 |
|
1638 |
} |
1639 |
|
1640 |
/* insert the other arch */ |
1641 |
if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { |
1642 |
new_ob = arch_to_object(op->other_arch); |
1643 |
new_ob->x = hx; |
1644 |
new_ob->y = hy; |
1645 |
insert_ob_in_map(new_ob,m,op,0); |
1646 |
} |
1647 |
} |
1648 |
|
1649 |
/* restore to the center location and damage*/ |
1650 |
op->stats.dam = dam_save; |
1651 |
|
1652 |
i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); |
1653 |
|
1654 |
if(i>=0) { /* we have a preferred direction! */ |
1655 |
/* pick another direction if the preferred dir is blocked. */ |
1656 |
if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || |
1657 |
OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { |
1658 |
i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ |
1659 |
} |
1660 |
op->direction=i; |
1661 |
} |
1662 |
} |
1663 |
|
1664 |
|
1665 |
/* move_swarm_spell: peterm |
1666 |
* This is an implementation of the swarm spell. It was written for |
1667 |
* meteor swarm, but it could be used for any swarm. A swarm spell |
1668 |
* is a special type of object that casts swarms of other types |
1669 |
* of spells. Which spell it casts is flexible. It fires the spells |
1670 |
* from a set of squares surrounding the caster, in a given direction. |
1671 |
*/ |
1672 |
|
1673 |
void move_swarm_spell(object *op) |
1674 |
{ |
1675 |
static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; |
1676 |
static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; |
1677 |
sint16 target_x, target_y, origin_x, origin_y; |
1678 |
int basedir, adjustdir; |
1679 |
mapstruct *m; |
1680 |
object *owner; |
1681 |
|
1682 |
owner = get_owner(op); |
1683 |
if(op->duration == 0 || owner == NULL) { |
1684 |
remove_ob(op); |
1685 |
free_object(op); |
1686 |
return; |
1687 |
} |
1688 |
op->duration--; |
1689 |
|
1690 |
basedir = op->direction; |
1691 |
if(basedir == 0) { |
1692 |
/* spray in all directions! 8) */ |
1693 |
basedir = rndm(1, 8); |
1694 |
} |
1695 |
|
1696 |
#if 0 |
1697 |
// this is bogus: it causes wrong places to be checked below |
1698 |
// (a wall 2 cells away will block the effect...) and |
1699 |
// doesn't work for SP_BULLET anyhow, so again tests the wrong |
1700 |
// space. |
1701 |
// should be fixed later, but correctness before featurs... |
1702 |
// (schmorp) |
1703 |
|
1704 |
/* new offset calculation to make swarm element distribution |
1705 |
* more uniform |
1706 |
*/ |
1707 |
if(op->duration) { |
1708 |
if(basedir & 1) { |
1709 |
adjustdir = cardinal_adjust[rndm(0, 8)]; |
1710 |
} else { |
1711 |
adjustdir = diagonal_adjust[rndm(0, 9)]; |
1712 |
} |
1713 |
} else { |
1714 |
adjustdir = 0; /* fire the last one from forward. */ |
1715 |
} |
1716 |
|
1717 |
target_x = op->x + freearr_x[absdir(basedir + adjustdir)]; |
1718 |
target_y = op->y + freearr_y[absdir(basedir + adjustdir)]; |
1719 |
|
1720 |
/* back up one space so we can hit point-blank targets, but this |
1721 |
* necessitates extra out_of_map check below |
1722 |
*/ |
1723 |
origin_x = target_x - freearr_x[basedir]; |
1724 |
origin_y = target_y - freearr_y[basedir]; |
1725 |
|
1726 |
|
1727 |
/* spell pointer is set up for the spell this casts. Since this |
1728 |
* should just be a pointer to the spell in some inventory, |
1729 |
* it is unlikely to disappear by the time we need it. However, |
1730 |
* do some sanity checking anyways. |
1731 |
*/ |
1732 |
|
1733 |
if (op->spell && op->spell->type == SPELL && |
1734 |
!(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && |
1735 |
!(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) { |
1736 |
|
1737 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1738 |
if (op->spell->subtype == SP_BULLET) |
1739 |
fire_bullet(owner, op, basedir, op->spell); |
1740 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1741 |
fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); |
1742 |
} |
1743 |
#endif |
1744 |
|
1745 |
/* spell pointer is set up for the spell this casts. Since this |
1746 |
* should just be a pointer to the spell in some inventory, |
1747 |
* it is unlikely to disappear by the time we need it. However, |
1748 |
* do some sanity checking anyways. |
1749 |
*/ |
1750 |
|
1751 |
if (op->spell && op->spell->type == SPELL) |
1752 |
{ |
1753 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1754 |
if (op->spell->subtype == SP_BULLET) |
1755 |
fire_bullet(owner, op, basedir, op->spell); |
1756 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1757 |
fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); |
1758 |
} |
1759 |
} |
1760 |
|
1761 |
|
1762 |
|
1763 |
|
1764 |
/* fire_swarm: |
1765 |
* The following routine creates a swarm of objects. It actually |
1766 |
* sets up a specific swarm object, which then fires off all |
1767 |
* the parts of the swarm. |
1768 |
* |
1769 |
* op: the owner |
1770 |
* caster: the caster (owner, wand, rod, scroll) |
1771 |
* dir: the direction everything will be fired in |
1772 |
* spell - the spell that is this spell. |
1773 |
* n: the number to be fired. |
1774 |
*/ |
1775 |
|
1776 |
int fire_swarm (object *op, object *caster, object *spell, int dir) |
1777 |
{ |
1778 |
object *tmp; |
1779 |
int i; |
1780 |
|
1781 |
if (!spell->other_arch) return 0; |
1782 |
|
1783 |
tmp=get_archetype(SWARM_SPELL); |
1784 |
tmp->x=op->x; |
1785 |
tmp->y=op->y; |
1786 |
set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ |
1787 |
set_spell_skill(op, caster, spell, tmp); |
1788 |
|
1789 |
tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ |
1790 |
tmp->spell = arch_to_object(spell->other_arch); |
1791 |
|
1792 |
tmp->attacktype = tmp->spell->attacktype; |
1793 |
|
1794 |
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { |
1795 |
if ( ! tailor_god_spell (tmp, op)) |
1796 |
return 1; |
1797 |
} |
1798 |
tmp->duration = SP_level_duration_adjust(caster, spell); |
1799 |
for (i=0; i< spell->duration; i++) |
1800 |
tmp->duration += die_roll(1, 3, op, PREFER_HIGH); |
1801 |
|
1802 |
tmp->direction=dir; |
1803 |
tmp->invisible=1; |
1804 |
insert_ob_in_map(tmp,op->map,op,0); |
1805 |
return 1; |
1806 |
} |
1807 |
|
1808 |
|
1809 |
/* See the spells documentation file for why this is its own |
1810 |
* function. |
1811 |
*/ |
1812 |
int cast_light(object *op,object *caster,object *spell, int dir) { |
1813 |
object *target=NULL,*tmp=NULL; |
1814 |
sint16 x,y; |
1815 |
int dam, mflags; |
1816 |
mapstruct *m; |
1817 |
|
1818 |
dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); |
1819 |
|
1820 |
if(!dir) { |
1821 |
new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); |
1822 |
return 0; |
1823 |
} |
1824 |
|
1825 |
x=op->x+freearr_x[dir]; |
1826 |
y=op->y+freearr_y[dir]; |
1827 |
m = op->map; |
1828 |
|
1829 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
1830 |
|
1831 |
if (mflags & P_OUT_OF_MAP) { |
1832 |
new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); |
1833 |
return 0; |
1834 |
} |
1835 |
|
1836 |
if (mflags & P_IS_ALIVE && spell->attacktype) { |
1837 |
for(target=get_map_ob(m,x,y);target;target=target->above) |
1838 |
if(QUERY_FLAG(target,FLAG_MONSTER)) { |
1839 |
/* oky doky. got a target monster. Lets make a blinding attack */ |
1840 |
if(target->head) target = target->head; |
1841 |
(void) hit_player(target,dam,op,spell->attacktype,1); |
1842 |
return 1; /* one success only! */ |
1843 |
} |
1844 |
} |
1845 |
|
1846 |
/* no live target, perhaps a wall is in the way? */ |
1847 |
if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { |
1848 |
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1849 |
return 0; |
1850 |
} |
1851 |
|
1852 |
/* ok, looks groovy to just insert a new light on the map */ |
1853 |
tmp=arch_to_object(spell->other_arch); |
1854 |
if(!tmp) { |
1855 |
LOG(llevError,"Error: spell arch for cast_light() missing.\n"); |
1856 |
return 0; |
1857 |
} |
1858 |
tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); |
1859 |
if (tmp->glow_radius) { |
1860 |
tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); |
1861 |
if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; |
1862 |
} |
1863 |
tmp->x=x; |
1864 |
tmp->y=y; |
1865 |
insert_ob_in_map(tmp,m,op,0); |
1866 |
return 1; |
1867 |
} |
1868 |
|
1869 |
|
1870 |
|
1871 |
|
1872 |
/* cast_cause_disease: this spell looks along <dir> from the |
1873 |
* player and infects someone. |
1874 |
* op is the player/monster, caster is the object, dir is the direction |
1875 |
* to cast, disease_arch is the specific disease, and type is the spell number |
1876 |
* perhaps this should actually be in disease.c? |
1877 |
*/ |
1878 |
|
1879 |
int cast_cause_disease(object *op, object *caster, object *spell, int dir) { |
1880 |
sint16 x,y; |
1881 |
int i, mflags, range, dam_mod, dur_mod; |
1882 |
object *walk; |
1883 |
mapstruct *m; |
1884 |
|
1885 |
x = op->x; |
1886 |
y = op->y; |
1887 |
|
1888 |
/* If casting from a scroll, no direction will be available, so refer to the |
1889 |
* direction the player is pointing. |
1890 |
*/ |
1891 |
if (!dir) dir=op->facing; |
1892 |
if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ |
1893 |
|
1894 |
/* Calculate these once here */ |
1895 |
range = spell->range + SP_level_range_adjust(caster, spell); |
1896 |
dam_mod = SP_level_dam_adjust(caster, spell); |
1897 |
dur_mod = SP_level_duration_adjust(caster, spell); |
1898 |
|
1899 |
/* search in a line for a victim */ |
1900 |
for(i=1; i<range; i++) { |
1901 |
x = op->x + i * freearr_x[dir]; |
1902 |
y = op->y + i * freearr_y[dir]; |
1903 |
m = op->map; |
1904 |
|
1905 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
1906 |
|
1907 |
if (mflags & P_OUT_OF_MAP) return 0; |
1908 |
|
1909 |
/* don't go through walls - presume diseases are airborne */ |
1910 |
if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; |
1911 |
|
1912 |
/* Only bother looking on this space if there is something living here */ |
1913 |
if (mflags & P_IS_ALIVE) { |
1914 |
/* search this square for a victim */ |
1915 |
for(walk=get_map_ob(m,x,y);walk;walk=walk->above) |
1916 |
if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ |
1917 |
object *disease = arch_to_object(spell->other_arch); |
1918 |
|
1919 |
set_owner(disease,op); |
1920 |
set_spell_skill(op, caster, spell, disease); |
1921 |
disease->stats.exp = 0; |
1922 |
disease->level = caster_level(caster, spell); |
1923 |
|
1924 |
/* do level adjustments */ |
1925 |
if(disease->stats.wc) |
1926 |
disease->stats.wc += dur_mod/2; |
1927 |
|
1928 |
if(disease->magic> 0) |
1929 |
disease->magic += dur_mod/4; |
1930 |
|
1931 |
if(disease->stats.maxhp>0) |
1932 |
disease->stats.maxhp += dur_mod; |
1933 |
|
1934 |
if(disease->stats.maxgrace>0) |
1935 |
disease->stats.maxgrace += dur_mod; |
1936 |
|
1937 |
if(disease->stats.dam) { |
1938 |
if(disease->stats.dam > 0) |
1939 |
disease->stats.dam += dam_mod; |
1940 |
else disease->stats.dam -= dam_mod; |
1941 |
} |
1942 |
|
1943 |
if(disease->last_sp) { |
1944 |
disease->last_sp -= 2*dam_mod; |
1945 |
if(disease->last_sp <1) disease->last_sp = 1; |
1946 |
} |
1947 |
|
1948 |
if(disease->stats.maxsp) { |
1949 |
if(disease->stats.maxsp > 0) |
1950 |
disease->stats.maxsp += dam_mod; |
1951 |
else disease->stats.maxsp -= dam_mod; |
1952 |
} |
1953 |
|
1954 |
if(disease->stats.ac) |
1955 |
disease->stats.ac += dam_mod; |
1956 |
|
1957 |
if(disease->last_eat) |
1958 |
disease->last_eat -= dam_mod; |
1959 |
|
1960 |
if(disease->stats.hp) |
1961 |
disease->stats.hp -= dam_mod; |
1962 |
|
1963 |
if(disease->stats.sp) |
1964 |
disease->stats.sp -= dam_mod; |
1965 |
|
1966 |
if(infect_object(walk,disease,1)) { |
1967 |
object *flash; /* visual effect for inflicting disease */ |
1968 |
|
1969 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); |
1970 |
|
1971 |
free_object(disease); /* don't need this one anymore */ |
1972 |
flash=get_archetype(ARCH_DETECT_MAGIC); |
1973 |
flash->x = x; |
1974 |
flash->y = y; |
1975 |
flash->map = walk->map; |
1976 |
insert_ob_in_map(flash,walk->map,op,0); |
1977 |
return 1; |
1978 |
} |
1979 |
free_object(disease); |
1980 |
} |
1981 |
} /* if living creature */ |
1982 |
} /* for range of spaces */ |
1983 |
new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); |
1984 |
return 1; |
1985 |
} |