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/* |
2 |
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@schmorp.de> |
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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 |
45 |
check_spell_knockback (object *op) |
46 |
{ |
47 |
object *tmp, *tmp2; /* object on the map */ |
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int weight_move; |
49 |
int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ |
50 |
|
51 |
if (!op->weight) |
52 |
{ /*shouldn't happen but if cone object has no weight drop out */ |
53 |
/*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */ |
54 |
return; |
55 |
} |
56 |
else |
57 |
{ |
58 |
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); */ |
60 |
} |
61 |
|
62 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
63 |
{ |
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int num_sections = 1; |
65 |
|
66 |
/* don't move DM */ |
67 |
if (QUERY_FLAG (tmp, FLAG_WIZ)) |
68 |
return; |
69 |
|
70 |
/* don't move parts of objects */ |
71 |
if (tmp->head) |
72 |
continue; |
73 |
|
74 |
/* don't move floors or immobile objects */ |
75 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) |
76 |
continue; |
77 |
|
78 |
/* count the object's sections */ |
79 |
for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) |
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num_sections++; |
81 |
|
82 |
/* I'm not sure if it makes sense to divide by num_sections - bigger |
83 |
* 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. |
85 |
*/ |
86 |
|
87 |
/* surface area? -tm */ |
88 |
|
89 |
if (tmp->move_type & MOVE_FLYING) |
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frictionmod = 1; /* flying objects loose the friction modifier */ |
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|
92 |
if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) |
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{ /* 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 |
99 |
* right now. |
100 |
*/ |
101 |
move_object (tmp, absdir (op->stats.sp)); |
102 |
} |
103 |
|
104 |
} |
105 |
} |
106 |
|
107 |
/*************************************************************************** |
108 |
* |
109 |
* BOLT CODE |
110 |
* |
111 |
***************************************************************************/ |
112 |
|
113 |
/* Causes op to fork. op is the original bolt, tmp |
114 |
* is the first piece of the fork. |
115 |
*/ |
116 |
|
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void |
118 |
forklightning (object *op, object *tmp) |
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{ |
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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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maptile *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], &sx, &sy) & P_OUT_OF_MAP) |
139 |
return; |
140 |
|
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if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
142 |
return; |
143 |
|
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/* OK, we made a fork */ |
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new_bolt = tmp->clone (); |
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|
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/* reduce chances of subsequent forking */ |
148 |
new_bolt->stats.Dex -= 10; |
149 |
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; |
155 |
new_bolt->y = sy; |
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new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ |
157 |
new_bolt->stats.dam++; |
158 |
tmp->stats.dam /= 2; /* reduce father bolt damage */ |
159 |
tmp->stats.dam++; |
160 |
new_bolt = insert_ob_in_map (new_bolt, m, op, 0); |
161 |
update_turn_face (new_bolt); |
162 |
} |
163 |
|
164 |
/* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
165 |
* and checks for various things that may stop it. |
166 |
*/ |
167 |
|
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void |
169 |
move_bolt (object *op) |
170 |
{ |
171 |
object *tmp; |
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int mflags; |
173 |
sint16 x, y; |
174 |
maptile *m; |
175 |
|
176 |
if (--(op->duration) < 0) |
177 |
{ |
178 |
op->destroy (); |
179 |
return; |
180 |
} |
181 |
|
182 |
hit_map (op, 0, op->attacktype, 1); |
183 |
|
184 |
if (!op->direction) |
185 |
return; |
186 |
|
187 |
if (--op->range < 0) |
188 |
{ |
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op->range = 0; |
190 |
} |
191 |
else |
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{ |
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x = op->x + DIRX (op); |
194 |
y = op->y + DIRY (op); |
195 |
m = op->map; |
196 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
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|
198 |
if (mflags & P_OUT_OF_MAP) |
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return; |
200 |
|
201 |
/* We are about to run into something - we may bounce */ |
202 |
/* Calling reflwall is pretty costly, as it has to look at all the objects |
203 |
* 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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*/ |
206 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) |
207 |
{ |
208 |
|
209 |
if (!QUERY_FLAG (op, FLAG_REFLECTING)) |
210 |
return; |
211 |
|
212 |
/* Since walls don't run diagonal, if the bolt is in |
213 |
* one of 4 main directions, it just reflects back in the |
214 |
* opposite direction. However, if the bolt is travelling |
215 |
* on the diagonal, it is trickier - eg, a bolt travelling |
216 |
* northwest bounces different if it hits a north/south |
217 |
* wall (bounces to northeast) vs an east/west (bounces |
218 |
* to the southwest. |
219 |
*/ |
220 |
if (op->direction & 1) |
221 |
op->direction = absdir (op->direction + 4); |
222 |
else |
223 |
{ |
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int left, right; |
225 |
int mflags; |
226 |
|
227 |
/* Need to check for P_OUT_OF_MAP: if the bolt is tavelling |
228 |
* over a corner in a tiled map, it is possible that |
229 |
* op->direction is within an adjacent map but either |
230 |
* op->direction-1 or op->direction+1 does not exist. |
231 |
*/ |
232 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], |
233 |
op->y + freearr_y[absdir (op->direction - 1)], &x, &y); |
234 |
|
235 |
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); |
236 |
|
237 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], |
238 |
op->y + freearr_y[absdir (op->direction + 1)], &x, &y); |
239 |
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); |
240 |
|
241 |
if (left == right) |
242 |
op->direction = absdir (op->direction + 4); |
243 |
else if (left) |
244 |
op->direction = absdir (op->direction + 2); |
245 |
else if (right) |
246 |
op->direction = absdir (op->direction - 2); |
247 |
} |
248 |
update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ |
249 |
return; |
250 |
} |
251 |
else |
252 |
{ /* Create a copy of this object and put it ahead */ |
253 |
tmp = op->clone (); |
254 |
|
255 |
tmp->speed_left = -0.1; |
256 |
tmp->x += DIRX (tmp), tmp->y += DIRY (tmp); |
257 |
tmp = insert_ob_in_map (tmp, op->map, op, 0); |
258 |
/* To make up for the decrease at the top of the function */ |
259 |
tmp->duration++; |
260 |
|
261 |
/* New forking code. Possibly create forks of this object |
262 |
* going off in other directions. |
263 |
*/ |
264 |
|
265 |
if (rndm (0, 99) < tmp->stats.Dex) |
266 |
{ /* stats.Dex % of forking */ |
267 |
forklightning (op, tmp); |
268 |
} |
269 |
/* In this way, the object left behind sticks on the space, but |
270 |
* doesn't create any bolts that continue to move onward. |
271 |
*/ |
272 |
op->range = 0; |
273 |
} /* copy object and move it along */ |
274 |
} /* if move bolt along */ |
275 |
} |
276 |
|
277 |
/* fire_bolt |
278 |
* object op (cast from caster) files a bolt in dir. |
279 |
* spob is the spell object for the bolt. |
280 |
* we remove the magic flag - that can be derived from |
281 |
* spob->attacktype. |
282 |
* This function sets up the appropriate owner and skill |
283 |
* pointers. |
284 |
*/ |
285 |
|
286 |
int |
287 |
fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) |
288 |
{ |
289 |
object *tmp = NULL; |
290 |
int mflags; |
291 |
|
292 |
if (!spob->other_arch) |
293 |
return 0; |
294 |
|
295 |
tmp = arch_to_object (spob->other_arch); |
296 |
if (tmp == NULL) |
297 |
return 0; |
298 |
|
299 |
/* peterm: level dependency for bolts */ |
300 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
301 |
tmp->attacktype = spob->attacktype; |
302 |
if (spob->slaying) |
303 |
tmp->slaying = spob->slaying; |
304 |
tmp->range = spob->range + SP_level_range_adjust (caster, spob); |
305 |
tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); |
306 |
tmp->stats.Dex = spob->stats.Dex; |
307 |
tmp->stats.Con = spob->stats.Con; |
308 |
|
309 |
tmp->direction = dir; |
310 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
311 |
SET_ANIMATION (tmp, dir); |
312 |
|
313 |
set_owner (tmp, op); |
314 |
set_spell_skill (op, caster, spob, tmp); |
315 |
|
316 |
tmp->x = op->x + DIRX (tmp); |
317 |
tmp->y = op->y + DIRY (tmp); |
318 |
tmp->map = op->map; |
319 |
|
320 |
mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
321 |
if (mflags & P_OUT_OF_MAP) |
322 |
{ |
323 |
tmp->destroy (); |
324 |
return 0; |
325 |
} |
326 |
|
327 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
328 |
{ |
329 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
330 |
{ |
331 |
tmp->destroy (); |
332 |
return 0; |
333 |
} |
334 |
|
335 |
tmp->x = op->x; |
336 |
tmp->y = op->y; |
337 |
tmp->direction = absdir (tmp->direction + 4); |
338 |
tmp->map = op->map; |
339 |
} |
340 |
|
341 |
if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) |
342 |
move_bolt (tmp); |
343 |
|
344 |
return 1; |
345 |
} |
346 |
|
347 |
|
348 |
|
349 |
/*************************************************************************** |
350 |
* |
351 |
* BULLET/BALL CODE |
352 |
* |
353 |
***************************************************************************/ |
354 |
|
355 |
/* expands an explosion. op is a piece of the |
356 |
* explosion - this expans it in the different directions. |
357 |
* At least that is what I think this does. |
358 |
*/ |
359 |
void |
360 |
explosion (object *op) |
361 |
{ |
362 |
object *tmp; |
363 |
maptile *m = op->map; |
364 |
int i; |
365 |
|
366 |
if (--(op->duration) < 0) |
367 |
{ |
368 |
op->destroy (); |
369 |
return; |
370 |
} |
371 |
|
372 |
hit_map (op, 0, op->attacktype, 0); |
373 |
|
374 |
if (op->range > 0) |
375 |
{ |
376 |
for (i = 1; i < 9; i++) |
377 |
{ |
378 |
sint16 dx, dy; |
379 |
|
380 |
dx = op->x + freearr_x[i]; |
381 |
dy = op->y + freearr_y[i]; |
382 |
/* ok_to_put_more already does things like checks for walls, |
383 |
* out of map, etc. |
384 |
*/ |
385 |
if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) |
386 |
{ |
387 |
tmp = op->clone (); |
388 |
tmp->state = 0; |
389 |
tmp->speed_left = -0.21; |
390 |
tmp->range--; |
391 |
tmp->value = 0; |
392 |
tmp->x = dx; |
393 |
tmp->y = dy; |
394 |
insert_ob_in_map (tmp, m, op, 0); |
395 |
} |
396 |
} |
397 |
} |
398 |
} |
399 |
|
400 |
|
401 |
/* Causes an object to explode, eg, a firebullet, |
402 |
* poison cloud ball, etc. op is the object to |
403 |
* explode. |
404 |
*/ |
405 |
void |
406 |
explode_bullet (object *op) |
407 |
{ |
408 |
object *tmp, *owner; |
409 |
|
410 |
if (op->other_arch == NULL) |
411 |
{ |
412 |
LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); |
413 |
op->destroy (); |
414 |
return; |
415 |
} |
416 |
|
417 |
if (op->env) |
418 |
{ |
419 |
object *env; |
420 |
|
421 |
env = object_get_env_recursive (op); |
422 |
if (env->map == NULL || out_of_map (env->map, env->x, env->y)) |
423 |
{ |
424 |
LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
425 |
op->destroy (); |
426 |
return; |
427 |
} |
428 |
|
429 |
op->remove (); |
430 |
op->x = env->x; |
431 |
op->y = env->y; |
432 |
insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
433 |
} |
434 |
else if (out_of_map (op->map, op->x, op->y)) |
435 |
{ |
436 |
LOG (llevError, "BUG: explode_bullet(): op out of map\n"); |
437 |
op->destroy (); |
438 |
return; |
439 |
} |
440 |
|
441 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps |
442 |
// NOTE: If this breaks something important: remove this. I can't think of anything |
443 |
// bad at the moment that might happen from this. |
444 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
445 |
{ |
446 |
op->destroy (); |
447 |
return; |
448 |
} |
449 |
|
450 |
if (op->attacktype) |
451 |
{ |
452 |
hit_map (op, 0, op->attacktype, 1); |
453 |
if (op->destroyed ()) |
454 |
return; |
455 |
} |
456 |
|
457 |
/* other_arch contains what this explodes into */ |
458 |
tmp = arch_to_object (op->other_arch); |
459 |
|
460 |
copy_owner (tmp, op); |
461 |
tmp->skill = op->skill; |
462 |
|
463 |
owner = get_owner (op); |
464 |
|
465 |
if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) |
466 |
{ |
467 |
op->destroy (); |
468 |
return; |
469 |
} |
470 |
|
471 |
tmp->x = op->x; |
472 |
tmp->y = op->y; |
473 |
|
474 |
/* special for bombs - it actually has sane values for these */ |
475 |
if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) |
476 |
{ |
477 |
tmp->attacktype = op->attacktype; |
478 |
tmp->range = op->range; |
479 |
tmp->stats.dam = op->stats.dam; |
480 |
tmp->duration = op->duration; |
481 |
} |
482 |
else |
483 |
{ |
484 |
if (op->attacktype & AT_MAGIC) |
485 |
tmp->attacktype |= AT_MAGIC; |
486 |
/* Spell doc describes what is going on here */ |
487 |
tmp->stats.dam = op->dam_modifier; |
488 |
tmp->range = op->stats.maxhp; |
489 |
tmp->duration = op->stats.hp; |
490 |
/* Used for spell tracking - just need a unique val for this spell - |
491 |
* the count of the parent should work fine. |
492 |
*/ |
493 |
tmp->stats.maxhp = op->count; |
494 |
} |
495 |
|
496 |
/* Set direction of cone explosion */ |
497 |
if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) |
498 |
tmp->stats.sp = op->direction; |
499 |
|
500 |
/* Prevent recursion */ |
501 |
op->move_on = 0; |
502 |
|
503 |
insert_ob_in_map (tmp, op->map, op, 0); |
504 |
/* remove the firebullet */ |
505 |
if (!op->destroyed ()) |
506 |
{ |
507 |
op->destroy (); |
508 |
} |
509 |
} |
510 |
|
511 |
|
512 |
|
513 |
/* checks to see what op should do, given the space it is on |
514 |
* (eg, explode, damage player, etc) |
515 |
*/ |
516 |
|
517 |
void |
518 |
check_bullet (object *op) |
519 |
{ |
520 |
object *tmp; |
521 |
int dam, mflags; |
522 |
maptile *m; |
523 |
sint16 sx, sy; |
524 |
|
525 |
mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); |
526 |
|
527 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
528 |
return; |
529 |
|
530 |
if (op->other_arch) |
531 |
{ |
532 |
/* explode object will also remove op */ |
533 |
explode_bullet (op); |
534 |
return; |
535 |
} |
536 |
|
537 |
/* If nothing alive on this space, no reason to do anything further */ |
538 |
if (!(mflags & P_IS_ALIVE)) |
539 |
return; |
540 |
|
541 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
542 |
{ |
543 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
544 |
{ |
545 |
dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
546 |
if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) |
547 |
{ |
548 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
549 |
{ |
550 |
op->destroy (); |
551 |
return; |
552 |
} |
553 |
} |
554 |
} |
555 |
} |
556 |
} |
557 |
|
558 |
|
559 |
/* Basically, we move 'op' one square, and if it hits something, |
560 |
* call check_bullet. |
561 |
* This function is only applicable to bullets, but not to all |
562 |
* fired arches (eg, bolts). |
563 |
*/ |
564 |
|
565 |
void |
566 |
move_bullet (object *op) |
567 |
{ |
568 |
sint16 new_x, new_y; |
569 |
int mflags; |
570 |
maptile *m; |
571 |
|
572 |
#if 0 |
573 |
/* We need a better general purpose way to do this */ |
574 |
|
575 |
/* peterm: added to make comet leave a trail of burnouts |
576 |
it's an unadulterated hack, but the effect is cool. */ |
577 |
if (op->stats.sp == SP_METEOR) |
578 |
{ |
579 |
replace_insert_ob_in_map ("fire_trail", op); |
580 |
if (op->destroyed ()) |
581 |
return; |
582 |
} /* end addition. */ |
583 |
#endif |
584 |
|
585 |
/* Reached the end of its life - remove it */ |
586 |
if (--op->range <= 0) |
587 |
{ |
588 |
if (op->other_arch) |
589 |
explode_bullet (op); |
590 |
else |
591 |
op->destroy (); |
592 |
|
593 |
return; |
594 |
} |
595 |
|
596 |
new_x = op->x + DIRX (op); |
597 |
new_y = op->y + DIRY (op); |
598 |
m = op->map; |
599 |
mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
600 |
|
601 |
if (mflags & P_OUT_OF_MAP) |
602 |
{ |
603 |
op->destroy (); |
604 |
return; |
605 |
} |
606 |
|
607 |
if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
608 |
{ |
609 |
if (op->other_arch) |
610 |
explode_bullet (op); |
611 |
else |
612 |
op->destroy (); |
613 |
|
614 |
return; |
615 |
} |
616 |
|
617 |
op->remove (); |
618 |
op->x = new_x; |
619 |
op->y = new_y; |
620 |
if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) |
621 |
return; |
622 |
|
623 |
if (reflwall (op->map, op->x, op->y, op)) |
624 |
{ |
625 |
op->direction = absdir (op->direction + 4); |
626 |
update_turn_face (op); |
627 |
} |
628 |
else |
629 |
{ |
630 |
check_bullet (op); |
631 |
} |
632 |
} |
633 |
|
634 |
|
635 |
|
636 |
|
637 |
/* fire_bullet |
638 |
* object op (cast from caster) files a bolt in dir. |
639 |
* spob is the spell object for the bolt. |
640 |
* we remove the magic flag - that can be derived from |
641 |
* spob->attacktype. |
642 |
* This function sets up the appropriate owner and skill |
643 |
* pointers. |
644 |
*/ |
645 |
|
646 |
int |
647 |
fire_bullet (object *op, object *caster, int dir, object *spob) |
648 |
{ |
649 |
object *tmp = NULL; |
650 |
int mflags; |
651 |
|
652 |
if (!spob->other_arch) |
653 |
return 0; |
654 |
|
655 |
tmp = arch_to_object (spob->other_arch); |
656 |
if (tmp == NULL) |
657 |
return 0; |
658 |
|
659 |
/* peterm: level dependency for bolts */ |
660 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
661 |
tmp->attacktype = spob->attacktype; |
662 |
if (spob->slaying) |
663 |
tmp->slaying = spob->slaying; |
664 |
|
665 |
tmp->range = 50; |
666 |
|
667 |
/* Need to store duration/range for the ball to use */ |
668 |
tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); |
669 |
tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); |
670 |
tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); |
671 |
|
672 |
tmp->direction = dir; |
673 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
674 |
SET_ANIMATION (tmp, dir); |
675 |
|
676 |
set_owner (tmp, op); |
677 |
set_spell_skill (op, caster, spob, tmp); |
678 |
|
679 |
tmp->x = op->x + freearr_x[dir]; |
680 |
tmp->y = op->y + freearr_y[dir]; |
681 |
tmp->map = op->map; |
682 |
|
683 |
mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
684 |
if (mflags & P_OUT_OF_MAP) |
685 |
{ |
686 |
tmp->destroy (); |
687 |
return 0; |
688 |
} |
689 |
|
690 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
691 |
{ |
692 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
693 |
{ |
694 |
tmp->destroy (); |
695 |
return 0; |
696 |
} |
697 |
|
698 |
tmp->x = op->x; |
699 |
tmp->y = op->y; |
700 |
tmp->direction = absdir (tmp->direction + 4); |
701 |
tmp->map = op->map; |
702 |
} |
703 |
|
704 |
if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) |
705 |
check_bullet (tmp); |
706 |
|
707 |
return 1; |
708 |
} |
709 |
|
710 |
|
711 |
|
712 |
|
713 |
/***************************************************************************** |
714 |
* |
715 |
* CONE RELATED FUNCTIONS |
716 |
* |
717 |
*****************************************************************************/ |
718 |
|
719 |
|
720 |
/* drops an object based on what is in the cone's "other_arch" */ |
721 |
void |
722 |
cone_drop (object *op) |
723 |
{ |
724 |
object *new_ob = arch_to_object (op->other_arch); |
725 |
|
726 |
new_ob->x = op->x; |
727 |
new_ob->y = op->y; |
728 |
new_ob->level = op->level; |
729 |
set_owner (new_ob, op->owner); |
730 |
|
731 |
/* preserve skill ownership */ |
732 |
if (op->skill && op->skill != new_ob->skill) |
733 |
{ |
734 |
new_ob->skill = op->skill; |
735 |
} |
736 |
insert_ob_in_map (new_ob, op->map, op, 0); |
737 |
|
738 |
} |
739 |
|
740 |
/* move_cone: causes cone object 'op' to move a space/hit creatures */ |
741 |
|
742 |
void |
743 |
move_cone (object *op) |
744 |
{ |
745 |
int i; |
746 |
|
747 |
/* if no map then hit_map will crash so just ignore object */ |
748 |
if (!op->map) |
749 |
{ |
750 |
LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); |
751 |
op->speed = 0; |
752 |
update_ob_speed (op); |
753 |
return; |
754 |
} |
755 |
|
756 |
/* lava saves it's life, but not yours :) */ |
757 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
758 |
{ |
759 |
hit_map (op, 0, op->attacktype, 0); |
760 |
return; |
761 |
} |
762 |
|
763 |
#if 0 |
764 |
/* Disable this - enabling it makes monsters easier, as |
765 |
* when their cone dies when they die. |
766 |
*/ |
767 |
/* If no owner left, the spell dies out. */ |
768 |
if (get_owner (op) == NULL) |
769 |
{ |
770 |
op->destroy (); |
771 |
return; |
772 |
} |
773 |
#endif |
774 |
|
775 |
hit_map (op, 0, op->attacktype, 0); |
776 |
|
777 |
/* Check to see if we should push anything. |
778 |
* Spell objects with weight push whatever they encounter to some |
779 |
* degree. |
780 |
*/ |
781 |
if (op->weight) |
782 |
check_spell_knockback (op); |
783 |
|
784 |
if (op->destroyed ()) |
785 |
return; |
786 |
|
787 |
if ((op->duration--) < 0) |
788 |
{ |
789 |
op->destroy (); |
790 |
return; |
791 |
} |
792 |
/* Object has hit maximum range, so don't have it move |
793 |
* any further. When the duration above expires, |
794 |
* then the object will get removed. |
795 |
*/ |
796 |
if (--op->range < 0) |
797 |
{ |
798 |
op->range = 0; /* just so it doesn't wrap */ |
799 |
return; |
800 |
} |
801 |
|
802 |
for (i = -1; i < 2; i++) |
803 |
{ |
804 |
sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; |
805 |
|
806 |
if (ok_to_put_more (op->map, x, y, op, op->attacktype)) |
807 |
{ |
808 |
object *tmp = op->clone (); |
809 |
|
810 |
tmp->x = x; |
811 |
tmp->y = y; |
812 |
|
813 |
tmp->duration = op->duration + 1; |
814 |
|
815 |
/* Use for spell tracking - see ok_to_put_more() */ |
816 |
tmp->stats.maxhp = op->stats.maxhp; |
817 |
insert_ob_in_map (tmp, op->map, op, 0); |
818 |
if (tmp->other_arch) |
819 |
cone_drop (tmp); |
820 |
} |
821 |
} |
822 |
} |
823 |
|
824 |
/* cast_cone: casts a cone spell. |
825 |
* op: person firing the object. |
826 |
* caster: object casting the spell. |
827 |
* dir: direction to fire in. |
828 |
* spell: spell that is being fired. It uses other_arch for the archetype |
829 |
* to fire. |
830 |
* returns 0 on failure, 1 on success. |
831 |
*/ |
832 |
int |
833 |
cast_cone (object *op, object *caster, int dir, object *spell) |
834 |
{ |
835 |
object *tmp; |
836 |
int i, success = 0, range_min = -1, range_max = 1; |
837 |
maptile *m; |
838 |
sint16 sx, sy; |
839 |
MoveType movetype; |
840 |
|
841 |
if (!spell->other_arch) |
842 |
return 0; |
843 |
|
844 |
if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) |
845 |
{ |
846 |
new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); |
847 |
return 0; |
848 |
} |
849 |
|
850 |
if (!dir) |
851 |
{ |
852 |
range_min = 0; |
853 |
range_max = 8; |
854 |
} |
855 |
|
856 |
/* Need to know what the movetype of the object we are about |
857 |
* to create is, so we can know if the space we are about to |
858 |
* insert it into is blocked. |
859 |
*/ |
860 |
movetype = spell->other_arch->clone.move_type; |
861 |
|
862 |
for (i = range_min; i <= range_max; i++) |
863 |
{ |
864 |
sint16 x, y, d; |
865 |
|
866 |
/* We can't use absdir here, because it never returns |
867 |
* 0. If this is a rune, we want to hit the person on top |
868 |
* of the trap (d==0). If it is not a rune, then we don't want |
869 |
* to hit that person. |
870 |
*/ |
871 |
d = dir + i; |
872 |
while (d < 0) |
873 |
d += 8; |
874 |
while (d > 8) |
875 |
d -= 8; |
876 |
|
877 |
/* If it's not a rune, we don't want to blast the caster. |
878 |
* In that case, we have to see - if dir is specified, |
879 |
* turn this into direction 8. If dir is not specified (all |
880 |
* direction) skip - otherwise, one line would do more damage |
881 |
* becase 0 direction will go through 9 directions - necessary |
882 |
* for the rune code. |
883 |
*/ |
884 |
if (caster->type != RUNE && d == 0) |
885 |
{ |
886 |
if (dir != 0) |
887 |
d = 8; |
888 |
else |
889 |
continue; |
890 |
} |
891 |
|
892 |
x = op->x + freearr_x[d]; |
893 |
y = op->y + freearr_y[d]; |
894 |
|
895 |
if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) |
896 |
continue; |
897 |
|
898 |
if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) |
899 |
continue; |
900 |
|
901 |
success = 1; |
902 |
tmp = arch_to_object (spell->other_arch); |
903 |
set_owner (tmp, op); |
904 |
set_spell_skill (op, caster, spell, tmp); |
905 |
tmp->level = caster_level (caster, spell); |
906 |
tmp->x = sx; |
907 |
tmp->y = sy; |
908 |
tmp->attacktype = spell->attacktype; |
909 |
|
910 |
/* holy word stuff */ |
911 |
if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) |
912 |
if (!tailor_god_spell (tmp, op)) |
913 |
return 0; |
914 |
|
915 |
if (dir) |
916 |
tmp->stats.sp = dir; |
917 |
else |
918 |
tmp->stats.sp = i; |
919 |
|
920 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
921 |
|
922 |
/* If casting it in all directions, it doesn't go as far */ |
923 |
if (dir == 0) |
924 |
{ |
925 |
tmp->range /= 4; |
926 |
if (tmp->range < 2 && spell->range >= 2) |
927 |
tmp->range = 2; |
928 |
} |
929 |
|
930 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
931 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
932 |
|
933 |
/* Special bonus for fear attacks */ |
934 |
if (tmp->attacktype & AT_FEAR) |
935 |
{ |
936 |
if (caster->type == PLAYER) |
937 |
tmp->duration += fear_bonus[caster->stats.Cha]; |
938 |
else |
939 |
tmp->duration += caster->level / 3; |
940 |
} |
941 |
|
942 |
if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) |
943 |
{ |
944 |
if (caster->type == PLAYER) |
945 |
tmp->duration += turn_bonus[caster->stats.Wis] / 5; |
946 |
else |
947 |
tmp->duration += caster->level / 3; |
948 |
} |
949 |
|
950 |
if (!(tmp->move_type & MOVE_FLY_LOW)) |
951 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); |
952 |
|
953 |
if (!tmp->move_on && tmp->stats.dam) |
954 |
{ |
955 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); |
956 |
} |
957 |
|
958 |
insert_ob_in_map (tmp, m, op, 0); |
959 |
|
960 |
/* This is used for tracking spells so that one effect doesn't hit |
961 |
* a single space too many times. |
962 |
*/ |
963 |
tmp->stats.maxhp = tmp->count; |
964 |
|
965 |
if (tmp->other_arch) |
966 |
cone_drop (tmp); |
967 |
} |
968 |
|
969 |
return success; |
970 |
} |
971 |
|
972 |
/**************************************************************************** |
973 |
* |
974 |
* BOMB related code |
975 |
* |
976 |
****************************************************************************/ |
977 |
|
978 |
|
979 |
/* This handles an exploding bomb. |
980 |
* op is the original bomb object. |
981 |
*/ |
982 |
void |
983 |
animate_bomb (object *op) |
984 |
{ |
985 |
int i; |
986 |
object *env, *tmp; |
987 |
archetype *at; |
988 |
|
989 |
if (op->state != NUM_ANIMATIONS (op) - 1) |
990 |
return; |
991 |
|
992 |
env = object_get_env_recursive (op); |
993 |
|
994 |
if (op->env) |
995 |
{ |
996 |
if (env->map == NULL) |
997 |
return; |
998 |
|
999 |
if (env->type == PLAYER) |
1000 |
esrv_del_item (env->contr, op->count); |
1001 |
|
1002 |
op->remove (); |
1003 |
op->x = env->x; |
1004 |
op->y = env->y; |
1005 |
if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL) |
1006 |
return; |
1007 |
} |
1008 |
|
1009 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding |
1010 |
// on a safe map. I don't like this special casing, but it seems to be neccessary |
1011 |
// as bombs can be carried. |
1012 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
1013 |
{ |
1014 |
op->destroy (); |
1015 |
return; |
1016 |
} |
1017 |
|
1018 |
/* This copies a lot of the code from the fire bullet, |
1019 |
* but using the cast_bullet isn't really feasible, |
1020 |
* so just set up the appropriate values. |
1021 |
*/ |
1022 |
at = archetype::find (SPLINT); |
1023 |
if (at) |
1024 |
{ |
1025 |
for (i = 1; i < 9; i++) |
1026 |
{ |
1027 |
if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
1028 |
continue; |
1029 |
tmp = arch_to_object (at); |
1030 |
tmp->direction = i; |
1031 |
tmp->range = op->range; |
1032 |
tmp->stats.dam = op->stats.dam; |
1033 |
tmp->duration = op->duration; |
1034 |
tmp->attacktype = op->attacktype; |
1035 |
copy_owner (tmp, op); |
1036 |
if (op->skill && op->skill != tmp->skill) |
1037 |
{ |
1038 |
tmp->skill = op->skill; |
1039 |
} |
1040 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
1041 |
SET_ANIMATION (tmp, i); |
1042 |
tmp->x = op->x + freearr_x[i]; |
1043 |
tmp->y = op->y + freearr_x[i]; |
1044 |
insert_ob_in_map (tmp, op->map, op, 0); |
1045 |
move_bullet (tmp); |
1046 |
} |
1047 |
} |
1048 |
|
1049 |
explode_bullet (op); |
1050 |
} |
1051 |
|
1052 |
int |
1053 |
create_bomb (object *op, object *caster, int dir, object *spell) |
1054 |
{ |
1055 |
|
1056 |
object *tmp; |
1057 |
int mflags; |
1058 |
sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; |
1059 |
maptile *m; |
1060 |
|
1061 |
mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); |
1062 |
if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) |
1063 |
{ |
1064 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1065 |
return 0; |
1066 |
} |
1067 |
tmp = arch_to_object (spell->other_arch); |
1068 |
|
1069 |
/* level dependencies for bomb */ |
1070 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
1071 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1072 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
1073 |
tmp->attacktype = spell->attacktype; |
1074 |
|
1075 |
set_owner (tmp, op); |
1076 |
set_spell_skill (op, caster, spell, tmp); |
1077 |
tmp->x = dx; |
1078 |
tmp->y = dy; |
1079 |
insert_ob_in_map (tmp, m, op, 0); |
1080 |
return 1; |
1081 |
} |
1082 |
|
1083 |
/**************************************************************************** |
1084 |
* |
1085 |
* smite related spell code. |
1086 |
* |
1087 |
****************************************************************************/ |
1088 |
|
1089 |
/* get_pointed_target() - this is used by finger of death |
1090 |
* and the 'smite' spells. Returns the pointer to the first |
1091 |
* monster in the direction which is pointed to by op. b.t. |
1092 |
* op is the caster - really only used for the source location. |
1093 |
* dir is the direction to look in. |
1094 |
* range is how far out to look. |
1095 |
* type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1096 |
* this info is used for blocked magic/unholy spaces. |
1097 |
*/ |
1098 |
|
1099 |
object * |
1100 |
get_pointed_target (object *op, int dir, int range, int type) |
1101 |
{ |
1102 |
object *target; |
1103 |
sint16 x, y; |
1104 |
int dist, mflags; |
1105 |
maptile *mp; |
1106 |
|
1107 |
if (dir == 0) |
1108 |
return NULL; |
1109 |
|
1110 |
for (dist = 1; dist < range; dist++) |
1111 |
{ |
1112 |
x = op->x + freearr_x[dir] * dist; |
1113 |
y = op->y + freearr_y[dir] * dist; |
1114 |
mp = op->map; |
1115 |
mflags = get_map_flags (op->map, &mp, x, y, &x, &y); |
1116 |
|
1117 |
if (mflags & P_OUT_OF_MAP) |
1118 |
return NULL; |
1119 |
if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) |
1120 |
return NULL; |
1121 |
if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) |
1122 |
return NULL; |
1123 |
if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1124 |
return NULL; |
1125 |
|
1126 |
if (mflags & P_IS_ALIVE) |
1127 |
{ |
1128 |
for (target = get_map_ob (mp, x, y); target; target = target->above) |
1129 |
{ |
1130 |
if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) |
1131 |
{ |
1132 |
return target; |
1133 |
} |
1134 |
} |
1135 |
} |
1136 |
} |
1137 |
return NULL; |
1138 |
} |
1139 |
|
1140 |
|
1141 |
/* cast_smite_arch() - the priest points to a creature and causes |
1142 |
* a 'godly curse' to decend. |
1143 |
* usual params - |
1144 |
* op = player |
1145 |
* caster = object casting the spell. |
1146 |
* dir = direction being cast |
1147 |
* spell = spell object |
1148 |
*/ |
1149 |
|
1150 |
int |
1151 |
cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1152 |
{ |
1153 |
object *effect, *target; |
1154 |
object *god = find_god (determine_god (op)); |
1155 |
int range; |
1156 |
|
1157 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1158 |
target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); |
1159 |
|
1160 |
/* Bunch of conditions for casting this spell. Note that only |
1161 |
* require a god if this is a cleric spell (requires grace). |
1162 |
* This makes this spell much more general purpose - it can be used |
1163 |
* by wizards also, which is good, because I think this is a very |
1164 |
* interesting spell. |
1165 |
* if it is a cleric spell, you need a god, and the creature |
1166 |
* can't be friendly to your god. |
1167 |
*/ |
1168 |
|
1169 |
if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) |
1170 |
|| (!god && spell->stats.grace) |
1171 |
|| (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) |
1172 |
{ |
1173 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); |
1174 |
return 0; |
1175 |
} |
1176 |
|
1177 |
if (spell->other_arch) |
1178 |
effect = arch_to_object (spell->other_arch); |
1179 |
else |
1180 |
return 0; |
1181 |
|
1182 |
/* tailor the effect by priest level and worshipped God */ |
1183 |
effect->level = caster_level (caster, spell); |
1184 |
effect->attacktype = spell->attacktype; |
1185 |
if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) |
1186 |
{ |
1187 |
if (tailor_god_spell (effect, op)) |
1188 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); |
1189 |
else |
1190 |
{ |
1191 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); |
1192 |
return 0; |
1193 |
} |
1194 |
} |
1195 |
|
1196 |
/* size of the area of destruction */ |
1197 |
effect->range = spell->range + SP_level_range_adjust (caster, spell); |
1198 |
effect->duration = spell->duration + SP_level_range_adjust (caster, spell); |
1199 |
|
1200 |
if (effect->attacktype & AT_DEATH) |
1201 |
{ |
1202 |
effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1203 |
|
1204 |
/* casting death spells at undead isn't a good thing */ |
1205 |
if QUERY_FLAG |
1206 |
(target, FLAG_UNDEAD) |
1207 |
{ |
1208 |
if (random_roll (0, 2, op, PREFER_LOW)) |
1209 |
{ |
1210 |
new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); |
1211 |
effect->x = op->x; |
1212 |
effect->y = op->y; |
1213 |
} |
1214 |
else |
1215 |
{ |
1216 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); |
1217 |
target->stats.hp = target->stats.maxhp * 2; |
1218 |
effect->destroy (); |
1219 |
return 0; |
1220 |
} |
1221 |
} |
1222 |
} |
1223 |
else |
1224 |
{ |
1225 |
/* how much woe to inflict :) */ |
1226 |
effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1227 |
} |
1228 |
|
1229 |
set_owner (effect, op); |
1230 |
set_spell_skill (op, caster, spell, effect); |
1231 |
|
1232 |
/* ok, tell it where to be, and insert! */ |
1233 |
effect->x = target->x; |
1234 |
effect->y = target->y; |
1235 |
insert_ob_in_map (effect, target->map, op, 0); |
1236 |
|
1237 |
return 1; |
1238 |
} |
1239 |
|
1240 |
|
1241 |
/**************************************************************************** |
1242 |
* |
1243 |
* MAGIC MISSILE code. |
1244 |
* note that the fire_bullet is used to fire the missile. The |
1245 |
* code here is just to move the missile. |
1246 |
****************************************************************************/ |
1247 |
|
1248 |
/* op is a missile that needs to be moved */ |
1249 |
void |
1250 |
move_missile (object *op) |
1251 |
{ |
1252 |
int i, mflags; |
1253 |
object *owner; |
1254 |
sint16 new_x, new_y; |
1255 |
maptile *m; |
1256 |
|
1257 |
if (op->range-- <= 0) |
1258 |
{ |
1259 |
op->destroy (); |
1260 |
return; |
1261 |
} |
1262 |
|
1263 |
owner = get_owner (op); |
1264 |
#if 0 |
1265 |
/* It'd make things nastier if this wasn't here - spells cast by |
1266 |
* monster that are then killed would continue to survive |
1267 |
*/ |
1268 |
if (owner == NULL) |
1269 |
{ |
1270 |
op->destroy (); |
1271 |
return; |
1272 |
} |
1273 |
#endif |
1274 |
|
1275 |
new_x = op->x + DIRX (op); |
1276 |
new_y = op->y + DIRY (op); |
1277 |
|
1278 |
mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); |
1279 |
|
1280 |
if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) |
1281 |
{ |
1282 |
hit_map (op, op->direction, AT_MAGIC, 1); |
1283 |
/* Basically, missile only hits one thing then goes away. |
1284 |
* we need to remove it if someone hasn't already done so. |
1285 |
*/ |
1286 |
if (!op->destroyed ()) |
1287 |
op->destroy (); |
1288 |
|
1289 |
return; |
1290 |
} |
1291 |
|
1292 |
op->remove (); |
1293 |
|
1294 |
if (!op->direction || (mflags & P_OUT_OF_MAP)) |
1295 |
{ |
1296 |
op->destroy (); |
1297 |
return; |
1298 |
} |
1299 |
|
1300 |
op->x = new_x; |
1301 |
op->y = new_y; |
1302 |
op->map = m; |
1303 |
i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); |
1304 |
if (i > 0 && i != op->direction) |
1305 |
{ |
1306 |
op->direction = i; |
1307 |
SET_ANIMATION (op, op->direction); |
1308 |
} |
1309 |
|
1310 |
insert_ob_in_map (op, op->map, op, 0); |
1311 |
} |
1312 |
|
1313 |
/**************************************************************************** |
1314 |
* Destruction |
1315 |
****************************************************************************/ |
1316 |
|
1317 |
/* make_object_glow() - currently only makes living objects glow. |
1318 |
* we do this by creating a force and inserting it in the |
1319 |
* object. if time is 0, the object glows permanently. To truely |
1320 |
* make this work for non-living objects, we would have to |
1321 |
* give them the capability to have an inventory. b.t. |
1322 |
*/ |
1323 |
|
1324 |
int |
1325 |
make_object_glow (object *op, int radius, int time) |
1326 |
{ |
1327 |
object *tmp; |
1328 |
|
1329 |
/* some things are unaffected... */ |
1330 |
if (op->path_denied & PATH_LIGHT) |
1331 |
return 0; |
1332 |
|
1333 |
tmp = get_archetype (FORCE_NAME); |
1334 |
tmp->speed = 0.01; |
1335 |
tmp->stats.food = time; |
1336 |
SET_FLAG (tmp, FLAG_IS_USED_UP); |
1337 |
tmp->glow_radius = radius; |
1338 |
if (tmp->glow_radius > MAX_LIGHT_RADII) |
1339 |
tmp->glow_radius = MAX_LIGHT_RADII; |
1340 |
|
1341 |
tmp->x = op->x; |
1342 |
tmp->y = op->y; |
1343 |
if (tmp->speed < MIN_ACTIVE_SPEED) |
1344 |
tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
1345 |
tmp = insert_ob_in_ob (tmp, op); |
1346 |
if (tmp->glow_radius > op->glow_radius) |
1347 |
op->glow_radius = tmp->glow_radius; |
1348 |
|
1349 |
if (!tmp->env || op != tmp->env) |
1350 |
{ |
1351 |
LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); |
1352 |
return 0; |
1353 |
} |
1354 |
return 1; |
1355 |
} |
1356 |
|
1357 |
|
1358 |
|
1359 |
|
1360 |
int |
1361 |
cast_destruction (object *op, object *caster, object *spell_ob) |
1362 |
{ |
1363 |
int i, j, range, mflags, friendly = 0, dam, dur; |
1364 |
sint16 sx, sy; |
1365 |
maptile *m; |
1366 |
object *tmp; |
1367 |
const char *skill; |
1368 |
|
1369 |
range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1370 |
dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1371 |
dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1372 |
if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) |
1373 |
friendly = 1; |
1374 |
|
1375 |
/* destruction doesn't use another spell object, so we need |
1376 |
* update op's skill pointer so that exp is properly awarded. |
1377 |
* We do some shortcuts here - since this is just temporary |
1378 |
* and we'll reset the values back, we don't need to go through |
1379 |
* the full share string/free_string route. |
1380 |
*/ |
1381 |
skill = op->skill; |
1382 |
if (caster == op) |
1383 |
op->skill = spell_ob->skill; |
1384 |
else if (caster->skill) |
1385 |
op->skill = caster->skill; |
1386 |
else |
1387 |
op->skill = NULL; |
1388 |
|
1389 |
change_skill (op, find_skill_by_name (op, op->skill), 1); |
1390 |
|
1391 |
for (i = -range; i < range; i++) |
1392 |
{ |
1393 |
for (j = -range; j < range; j++) |
1394 |
{ |
1395 |
m = op->map; |
1396 |
sx = op->x + i; |
1397 |
sy = op->y + j; |
1398 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1399 |
if (mflags & P_OUT_OF_MAP) |
1400 |
continue; |
1401 |
if (mflags & P_IS_ALIVE) |
1402 |
{ |
1403 |
for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) |
1404 |
{ |
1405 |
if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) |
1406 |
break; |
1407 |
} |
1408 |
if (tmp) |
1409 |
{ |
1410 |
if (tmp->head) |
1411 |
tmp = tmp->head; |
1412 |
|
1413 |
if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || |
1414 |
(!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) |
1415 |
{ |
1416 |
if (spell_ob->subtype == SP_DESTRUCTION) |
1417 |
{ |
1418 |
hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1419 |
if (spell_ob->other_arch) |
1420 |
{ |
1421 |
tmp = arch_to_object (spell_ob->other_arch); |
1422 |
tmp->x = sx; |
1423 |
tmp->y = sy; |
1424 |
insert_ob_in_map (tmp, m, op, 0); |
1425 |
} |
1426 |
} |
1427 |
else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) |
1428 |
{ |
1429 |
if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) |
1430 |
{ |
1431 |
object *effect = arch_to_object (spell_ob->other_arch); |
1432 |
|
1433 |
effect->x = sx; |
1434 |
effect->y = sy; |
1435 |
insert_ob_in_map (effect, m, op, 0); |
1436 |
} |
1437 |
} |
1438 |
} |
1439 |
} |
1440 |
} |
1441 |
} |
1442 |
} |
1443 |
op->skill = skill; |
1444 |
return 1; |
1445 |
} |
1446 |
|
1447 |
/*************************************************************************** |
1448 |
* |
1449 |
* CURSE |
1450 |
* |
1451 |
***************************************************************************/ |
1452 |
|
1453 |
int |
1454 |
cast_curse (object *op, object *caster, object *spell_ob, int dir) |
1455 |
{ |
1456 |
object *god = find_god (determine_god (op)); |
1457 |
object *tmp, *force; |
1458 |
|
1459 |
tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); |
1460 |
if (!tmp) |
1461 |
{ |
1462 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1463 |
return 0; |
1464 |
} |
1465 |
|
1466 |
/* If we've already got a force of this type, don't add a new one. */ |
1467 |
for (force = tmp->inv; force != NULL; force = force->below) |
1468 |
{ |
1469 |
if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1470 |
{ |
1471 |
if (force->name == spell_ob->name) |
1472 |
{ |
1473 |
break; |
1474 |
} |
1475 |
else if (spell_ob->race && spell_ob->race == force->name) |
1476 |
{ |
1477 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl); |
1478 |
return 0; |
1479 |
} |
1480 |
} |
1481 |
} |
1482 |
|
1483 |
if (force == NULL) |
1484 |
{ |
1485 |
force = get_archetype (FORCE_NAME); |
1486 |
force->subtype = FORCE_CHANGE_ABILITY; |
1487 |
if (spell_ob->race) |
1488 |
force->name = spell_ob->race; |
1489 |
else |
1490 |
force->name = spell_ob->name; |
1491 |
|
1492 |
force->name_pl = spell_ob->name; |
1493 |
|
1494 |
} |
1495 |
else |
1496 |
{ |
1497 |
int duration; |
1498 |
|
1499 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1500 |
if (duration > force->duration) |
1501 |
{ |
1502 |
force->duration = duration; |
1503 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1504 |
} |
1505 |
else |
1506 |
{ |
1507 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1508 |
} |
1509 |
return 1; |
1510 |
} |
1511 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1512 |
force->speed = 1.0; |
1513 |
force->speed_left = -1.0; |
1514 |
SET_FLAG (force, FLAG_APPLIED); |
1515 |
|
1516 |
if (god) |
1517 |
{ |
1518 |
if (spell_ob->last_grace) |
1519 |
force->path_repelled = god->path_repelled; |
1520 |
if (spell_ob->last_grace) |
1521 |
force->path_denied = god->path_denied; |
1522 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name); |
1523 |
} |
1524 |
else |
1525 |
new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty."); |
1526 |
|
1527 |
|
1528 |
if (tmp != op && op->type == PLAYER) |
1529 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); |
1530 |
|
1531 |
force->stats.ac = spell_ob->stats.ac; |
1532 |
force->stats.wc = spell_ob->stats.wc; |
1533 |
|
1534 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1535 |
insert_ob_in_ob (force, tmp); |
1536 |
fix_player (tmp); |
1537 |
return 1; |
1538 |
|
1539 |
} |
1540 |
|
1541 |
|
1542 |
/********************************************************************** |
1543 |
* mood change |
1544 |
* Arguably, this may or may not be an attack spell. But since it |
1545 |
* effects monsters, it seems best to put it into this file |
1546 |
***********************************************************************/ |
1547 |
|
1548 |
/* This covers the various spells that change the moods of monsters - |
1549 |
* makes them angry, peacful, friendly, etc. |
1550 |
*/ |
1551 |
int |
1552 |
mood_change (object *op, object *caster, object *spell) |
1553 |
{ |
1554 |
object *tmp, *god, *head; |
1555 |
int done_one, range, mflags, level, at, best_at; |
1556 |
sint16 x, y, nx, ny; |
1557 |
maptile *m; |
1558 |
const char *race; |
1559 |
|
1560 |
/* We precompute some values here so that we don't have to keep |
1561 |
* doing it over and over again. |
1562 |
*/ |
1563 |
god = find_god (determine_god (op)); |
1564 |
level = caster_level (caster, spell); |
1565 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1566 |
|
1567 |
/* On the bright side, no monster should ever have a race of GOD_... |
1568 |
* so even if the player doesn't worship a god, if race=GOD_.., it |
1569 |
* won't ever match anything. |
1570 |
*/ |
1571 |
if (!spell->race) |
1572 |
race = NULL; |
1573 |
else if (god && !strcmp (spell->race, "GOD_SLAYING")) |
1574 |
race = god->slaying; |
1575 |
else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1576 |
race = god->race; |
1577 |
else |
1578 |
race = spell->race; |
1579 |
|
1580 |
|
1581 |
for (x = op->x - range; x <= op->x + range; x++) |
1582 |
for (y = op->y - range; y <= op->y + range; y++) |
1583 |
{ |
1584 |
|
1585 |
done_one = 0; |
1586 |
m = op->map; |
1587 |
nx = x; |
1588 |
ny = y; |
1589 |
mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1590 |
if (mflags & P_OUT_OF_MAP) |
1591 |
continue; |
1592 |
|
1593 |
/* If there is nothing living on this space, no need to go further */ |
1594 |
if (!(mflags & P_IS_ALIVE)) |
1595 |
continue; |
1596 |
|
1597 |
for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1598 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1599 |
break; |
1600 |
|
1601 |
/* There can be living objects that are not monsters */ |
1602 |
if (!tmp || tmp->type == PLAYER) |
1603 |
continue; |
1604 |
|
1605 |
/* Only the head has meaningful data, so resolve to that */ |
1606 |
if (tmp->head) |
1607 |
head = tmp->head; |
1608 |
else |
1609 |
head = tmp; |
1610 |
|
1611 |
/* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1612 |
if (race && head->race && !strstr (race, head->race)) |
1613 |
continue; |
1614 |
if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1615 |
continue; |
1616 |
|
1617 |
/* Now do a bunch of stuff related to saving throws */ |
1618 |
best_at = -1; |
1619 |
if (spell->attacktype) |
1620 |
{ |
1621 |
for (at = 0; at < NROFATTACKS; at++) |
1622 |
if (spell->attacktype & (1 << at)) |
1623 |
if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1624 |
best_at = at; |
1625 |
|
1626 |
if (best_at == -1) |
1627 |
at = 0; |
1628 |
else |
1629 |
{ |
1630 |
if (head->resist[best_at] == 100) |
1631 |
continue; |
1632 |
else |
1633 |
at = head->resist[best_at] / 5; |
1634 |
} |
1635 |
at -= level / 5; |
1636 |
if (did_make_save (head, head->level, at)) |
1637 |
continue; |
1638 |
} |
1639 |
else /* spell->attacktype */ |
1640 |
/* |
1641 |
Spell has no attacktype (charm & such), so we'll have a specific saving: |
1642 |
* if spell level < monster level, no go |
1643 |
* else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1644 |
|
1645 |
The chance will then be in the range [20-70] percent, not too bad. |
1646 |
|
1647 |
This is required to fix the 'charm monster' abuse, where a player level 1 can |
1648 |
charm a level 125 monster... |
1649 |
|
1650 |
Ryo, august 14th |
1651 |
*/ |
1652 |
{ |
1653 |
if (head->level > level) |
1654 |
continue; |
1655 |
if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1656 |
/* Failed, no effect */ |
1657 |
continue; |
1658 |
} |
1659 |
|
1660 |
/* Done with saving throw. Now start effecting the monster */ |
1661 |
|
1662 |
/* aggravation */ |
1663 |
if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1664 |
{ |
1665 |
CLEAR_FLAG (head, FLAG_SLEEP); |
1666 |
if (QUERY_FLAG (head, FLAG_FRIENDLY)) |
1667 |
remove_friendly_object (head); |
1668 |
|
1669 |
done_one = 1; |
1670 |
head->enemy = op; |
1671 |
} |
1672 |
|
1673 |
/* calm monsters */ |
1674 |
if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1675 |
{ |
1676 |
SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1677 |
head->enemy = NULL; |
1678 |
done_one = 1; |
1679 |
} |
1680 |
|
1681 |
/* berserk monsters */ |
1682 |
if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1683 |
{ |
1684 |
SET_FLAG (head, FLAG_BERSERK); |
1685 |
done_one = 1; |
1686 |
} |
1687 |
/* charm */ |
1688 |
if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1689 |
{ |
1690 |
SET_FLAG (head, FLAG_FRIENDLY); |
1691 |
/* Prevent uncontolled outbreaks of self replicating monsters. |
1692 |
Typical use case is charm, go somwhere, use aggravation to make hostile. |
1693 |
This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1694 |
CLEAR_FLAG (head, FLAG_GENERATOR); |
1695 |
set_owner (head, op); |
1696 |
set_spell_skill (op, caster, spell, head); |
1697 |
add_friendly_object (head); |
1698 |
head->attack_movement = PETMOVE; |
1699 |
done_one = 1; |
1700 |
change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1701 |
head->stats.exp = 0; |
1702 |
} |
1703 |
|
1704 |
/* If a monster was effected, put an effect in */ |
1705 |
if (done_one && spell->other_arch) |
1706 |
{ |
1707 |
tmp = arch_to_object (spell->other_arch); |
1708 |
tmp->x = nx; |
1709 |
tmp->y = ny; |
1710 |
insert_ob_in_map (tmp, m, op, 0); |
1711 |
} |
1712 |
} /* for y */ |
1713 |
|
1714 |
return 1; |
1715 |
} |
1716 |
|
1717 |
|
1718 |
/* Move_ball_spell: This handles ball type spells that just sort of wander |
1719 |
* about. was called move_ball_lightning, but since more than the ball |
1720 |
* lightning spell used it, that seemed misnamed. |
1721 |
* op is the spell effect. |
1722 |
* note that duration is handled by process_object() in time.c |
1723 |
*/ |
1724 |
|
1725 |
void |
1726 |
move_ball_spell (object *op) |
1727 |
{ |
1728 |
int i, j, dam_save, dir, mflags; |
1729 |
sint16 nx, ny, hx, hy; |
1730 |
object *owner; |
1731 |
maptile *m; |
1732 |
|
1733 |
owner = get_owner (op); |
1734 |
|
1735 |
/* the following logic makes sure that the ball doesn't move into a wall, |
1736 |
* and makes sure that it will move along a wall to try and get at it's |
1737 |
* victim. The block immediately below more or less chooses a random |
1738 |
* offset to move the ball, eg, keep it mostly on course, with some |
1739 |
* deviations. |
1740 |
*/ |
1741 |
|
1742 |
dir = 0; |
1743 |
if (!(rndm (0, 3))) |
1744 |
j = rndm (0, 1); |
1745 |
else |
1746 |
j = 0; |
1747 |
|
1748 |
for (i = 1; i < 9; i++) |
1749 |
{ |
1750 |
/* i bit 0: alters sign of offset |
1751 |
* other bits (i / 2): absolute value of offset |
1752 |
*/ |
1753 |
|
1754 |
int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); |
1755 |
int tmpdir = absdir (op->direction + offset); |
1756 |
|
1757 |
nx = op->x + freearr_x[tmpdir]; |
1758 |
ny = op->y + freearr_y[tmpdir]; |
1759 |
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)))) |
1760 |
{ |
1761 |
dir = tmpdir; |
1762 |
break; |
1763 |
} |
1764 |
} |
1765 |
if (dir == 0) |
1766 |
{ |
1767 |
nx = op->x; |
1768 |
ny = op->y; |
1769 |
m = op->map; |
1770 |
} |
1771 |
|
1772 |
op->remove (); |
1773 |
op->y = ny; |
1774 |
op->x = nx; |
1775 |
insert_ob_in_map (op, m, op, 0); |
1776 |
|
1777 |
dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1778 |
surrounding squares */ |
1779 |
|
1780 |
/* loop over current square and neighbors to hit. |
1781 |
* if this has an other_arch field, we insert that in |
1782 |
* the surround spaces. |
1783 |
*/ |
1784 |
for (j = 0; j < 9; j++) |
1785 |
{ |
1786 |
object *new_ob; |
1787 |
|
1788 |
hx = nx + freearr_x[j]; |
1789 |
hy = ny + freearr_y[j]; |
1790 |
|
1791 |
m = op->map; |
1792 |
mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); |
1793 |
|
1794 |
if (mflags & P_OUT_OF_MAP) |
1795 |
continue; |
1796 |
|
1797 |
/* first, don't ever, ever hit the owner. Don't hit out |
1798 |
* of the map either. |
1799 |
*/ |
1800 |
|
1801 |
if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) |
1802 |
{ |
1803 |
if (j) |
1804 |
op->stats.dam = dam_save / 2; |
1805 |
hit_map (op, j, op->attacktype, 1); |
1806 |
|
1807 |
} |
1808 |
|
1809 |
/* insert the other arch */ |
1810 |
if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) |
1811 |
{ |
1812 |
new_ob = arch_to_object (op->other_arch); |
1813 |
new_ob->x = hx; |
1814 |
new_ob->y = hy; |
1815 |
insert_ob_in_map (new_ob, m, op, 0); |
1816 |
} |
1817 |
} |
1818 |
|
1819 |
/* restore to the center location and damage */ |
1820 |
op->stats.dam = dam_save; |
1821 |
|
1822 |
i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); |
1823 |
|
1824 |
if (i >= 0) |
1825 |
{ /* we have a preferred direction! */ |
1826 |
/* pick another direction if the preferred dir is blocked. */ |
1827 |
if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || |
1828 |
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) |
1829 |
{ |
1830 |
i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ |
1831 |
} |
1832 |
op->direction = i; |
1833 |
} |
1834 |
} |
1835 |
|
1836 |
|
1837 |
/* move_swarm_spell: peterm |
1838 |
* This is an implementation of the swarm spell. It was written for |
1839 |
* meteor swarm, but it could be used for any swarm. A swarm spell |
1840 |
* is a special type of object that casts swarms of other types |
1841 |
* of spells. Which spell it casts is flexible. It fires the spells |
1842 |
* from a set of squares surrounding the caster, in a given direction. |
1843 |
*/ |
1844 |
|
1845 |
void |
1846 |
move_swarm_spell (object *op) |
1847 |
{ |
1848 |
#if 0 |
1849 |
static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; |
1850 |
static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; |
1851 |
sint16 target_x, target_y, origin_x, origin_y; |
1852 |
int adjustdir; |
1853 |
maptile *m; |
1854 |
#endif |
1855 |
int basedir; |
1856 |
object *owner; |
1857 |
|
1858 |
owner = get_owner (op); |
1859 |
if (op->duration == 0 || owner == NULL) |
1860 |
{ |
1861 |
op->destroy (); |
1862 |
return; |
1863 |
} |
1864 |
|
1865 |
op->duration--; |
1866 |
|
1867 |
basedir = op->direction; |
1868 |
if (basedir == 0) |
1869 |
{ |
1870 |
/* spray in all directions! 8) */ |
1871 |
basedir = rndm (1, 8); |
1872 |
} |
1873 |
|
1874 |
#if 0 |
1875 |
// this is bogus: it causes wrong places to be checked below |
1876 |
// (a wall 2 cells away will block the effect...) and |
1877 |
// doesn't work for SP_BULLET anyhow, so again tests the wrong |
1878 |
// space. |
1879 |
// should be fixed later, but correctness before featurs... |
1880 |
// (schmorp) |
1881 |
|
1882 |
/* new offset calculation to make swarm element distribution |
1883 |
* more uniform |
1884 |
*/ |
1885 |
if (op->duration) |
1886 |
{ |
1887 |
if (basedir & 1) |
1888 |
{ |
1889 |
adjustdir = cardinal_adjust[rndm (0, 8)]; |
1890 |
} |
1891 |
else |
1892 |
{ |
1893 |
adjustdir = diagonal_adjust[rndm (0, 9)]; |
1894 |
} |
1895 |
} |
1896 |
else |
1897 |
{ |
1898 |
adjustdir = 0; /* fire the last one from forward. */ |
1899 |
} |
1900 |
|
1901 |
target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; |
1902 |
target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; |
1903 |
|
1904 |
/* back up one space so we can hit point-blank targets, but this |
1905 |
* necessitates extra out_of_map check below |
1906 |
*/ |
1907 |
origin_x = target_x - freearr_x[basedir]; |
1908 |
origin_y = target_y - freearr_y[basedir]; |
1909 |
|
1910 |
|
1911 |
/* spell pointer is set up for the spell this casts. Since this |
1912 |
* should just be a pointer to the spell in some inventory, |
1913 |
* it is unlikely to disappear by the time we need it. However, |
1914 |
* do some sanity checking anyways. |
1915 |
*/ |
1916 |
|
1917 |
if (op->spell && op->spell->type == SPELL && |
1918 |
!(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && |
1919 |
!(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y)))) |
1920 |
{ |
1921 |
|
1922 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1923 |
if (op->spell->subtype == SP_BULLET) |
1924 |
fire_bullet (owner, op, basedir, op->spell); |
1925 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1926 |
fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); |
1927 |
} |
1928 |
#endif |
1929 |
|
1930 |
/* spell pointer is set up for the spell this casts. Since this |
1931 |
* should just be a pointer to the spell in some inventory, |
1932 |
* it is unlikely to disappear by the time we need it. However, |
1933 |
* do some sanity checking anyways. |
1934 |
*/ |
1935 |
|
1936 |
if (op->spell && op->spell->type == SPELL) |
1937 |
{ |
1938 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1939 |
if (op->spell->subtype == SP_BULLET) |
1940 |
fire_bullet (owner, op, basedir, op->spell); |
1941 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1942 |
fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); |
1943 |
} |
1944 |
} |
1945 |
|
1946 |
|
1947 |
|
1948 |
|
1949 |
/* fire_swarm: |
1950 |
* The following routine creates a swarm of objects. It actually |
1951 |
* sets up a specific swarm object, which then fires off all |
1952 |
* the parts of the swarm. |
1953 |
* |
1954 |
* op: the owner |
1955 |
* caster: the caster (owner, wand, rod, scroll) |
1956 |
* dir: the direction everything will be fired in |
1957 |
* spell - the spell that is this spell. |
1958 |
* n: the number to be fired. |
1959 |
*/ |
1960 |
|
1961 |
int |
1962 |
fire_swarm (object *op, object *caster, object *spell, int dir) |
1963 |
{ |
1964 |
object *tmp; |
1965 |
int i; |
1966 |
|
1967 |
if (!spell->other_arch) |
1968 |
return 0; |
1969 |
|
1970 |
tmp = get_archetype (SWARM_SPELL); |
1971 |
tmp->x = op->x; |
1972 |
tmp->y = op->y; |
1973 |
set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ |
1974 |
set_spell_skill (op, caster, spell, tmp); |
1975 |
|
1976 |
tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ |
1977 |
tmp->spell = arch_to_object (spell->other_arch); |
1978 |
|
1979 |
tmp->attacktype = tmp->spell->attacktype; |
1980 |
|
1981 |
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
1982 |
{ |
1983 |
if (!tailor_god_spell (tmp, op)) |
1984 |
return 1; |
1985 |
} |
1986 |
tmp->duration = SP_level_duration_adjust (caster, spell); |
1987 |
for (i = 0; i < spell->duration; i++) |
1988 |
tmp->duration += die_roll (1, 3, op, PREFER_HIGH); |
1989 |
|
1990 |
tmp->direction = dir; |
1991 |
tmp->invisible = 1; |
1992 |
insert_ob_in_map (tmp, op->map, op, 0); |
1993 |
return 1; |
1994 |
} |
1995 |
|
1996 |
|
1997 |
/* See the spells documentation file for why this is its own |
1998 |
* function. |
1999 |
*/ |
2000 |
int |
2001 |
cast_light (object *op, object *caster, object *spell, int dir) |
2002 |
{ |
2003 |
object *target = NULL, *tmp = NULL; |
2004 |
sint16 x, y; |
2005 |
int dam, mflags; |
2006 |
maptile *m; |
2007 |
|
2008 |
dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2009 |
|
2010 |
if (!dir) |
2011 |
{ |
2012 |
new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
2013 |
return 0; |
2014 |
} |
2015 |
|
2016 |
x = op->x + freearr_x[dir]; |
2017 |
y = op->y + freearr_y[dir]; |
2018 |
m = op->map; |
2019 |
|
2020 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2021 |
|
2022 |
if (mflags & P_OUT_OF_MAP) |
2023 |
{ |
2024 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); |
2025 |
return 0; |
2026 |
} |
2027 |
|
2028 |
if (mflags & P_IS_ALIVE && spell->attacktype) |
2029 |
{ |
2030 |
for (target = get_map_ob (m, x, y); target; target = target->above) |
2031 |
if (QUERY_FLAG (target, FLAG_MONSTER)) |
2032 |
{ |
2033 |
/* oky doky. got a target monster. Lets make a blinding attack */ |
2034 |
if (target->head) |
2035 |
target = target->head; |
2036 |
(void) hit_player (target, dam, op, spell->attacktype, 1); |
2037 |
return 1; /* one success only! */ |
2038 |
} |
2039 |
} |
2040 |
|
2041 |
/* no live target, perhaps a wall is in the way? */ |
2042 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
2043 |
{ |
2044 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
2045 |
return 0; |
2046 |
} |
2047 |
|
2048 |
/* ok, looks groovy to just insert a new light on the map */ |
2049 |
tmp = arch_to_object (spell->other_arch); |
2050 |
if (!tmp) |
2051 |
{ |
2052 |
LOG (llevError, "Error: spell arch for cast_light() missing.\n"); |
2053 |
return 0; |
2054 |
} |
2055 |
tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); |
2056 |
if (tmp->glow_radius) |
2057 |
{ |
2058 |
tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); |
2059 |
if (tmp->glow_radius > MAX_LIGHT_RADII) |
2060 |
tmp->glow_radius = MAX_LIGHT_RADII; |
2061 |
} |
2062 |
tmp->x = x; |
2063 |
tmp->y = y; |
2064 |
insert_ob_in_map (tmp, m, op, 0); |
2065 |
return 1; |
2066 |
} |
2067 |
|
2068 |
|
2069 |
|
2070 |
|
2071 |
/* cast_cause_disease: this spell looks along <dir> from the |
2072 |
* player and infects someone. |
2073 |
* op is the player/monster, caster is the object, dir is the direction |
2074 |
* to cast, disease_arch is the specific disease, and type is the spell number |
2075 |
* perhaps this should actually be in disease.c? |
2076 |
*/ |
2077 |
|
2078 |
int |
2079 |
cast_cause_disease (object *op, object *caster, object *spell, int dir) |
2080 |
{ |
2081 |
sint16 x, y; |
2082 |
int i, mflags, range, dam_mod, dur_mod; |
2083 |
object *walk; |
2084 |
maptile *m; |
2085 |
|
2086 |
x = op->x; |
2087 |
y = op->y; |
2088 |
|
2089 |
/* If casting from a scroll, no direction will be available, so refer to the |
2090 |
* direction the player is pointing. |
2091 |
*/ |
2092 |
if (!dir) |
2093 |
dir = op->facing; |
2094 |
if (!dir) |
2095 |
return 0; /* won't find anything if casting on ourself, so just return */ |
2096 |
|
2097 |
/* Calculate these once here */ |
2098 |
range = spell->range + SP_level_range_adjust (caster, spell); |
2099 |
dam_mod = SP_level_dam_adjust (caster, spell); |
2100 |
dur_mod = SP_level_duration_adjust (caster, spell); |
2101 |
|
2102 |
/* search in a line for a victim */ |
2103 |
for (i = 1; i < range; i++) |
2104 |
{ |
2105 |
x = op->x + i * freearr_x[dir]; |
2106 |
y = op->y + i * freearr_y[dir]; |
2107 |
m = op->map; |
2108 |
|
2109 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2110 |
|
2111 |
if (mflags & P_OUT_OF_MAP) |
2112 |
return 0; |
2113 |
|
2114 |
/* don't go through walls - presume diseases are airborne */ |
2115 |
if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW) |
2116 |
return 0; |
2117 |
|
2118 |
/* Only bother looking on this space if there is something living here */ |
2119 |
if (mflags & P_IS_ALIVE) |
2120 |
{ |
2121 |
/* search this square for a victim */ |
2122 |
for (walk = get_map_ob (m, x, y); walk; walk = walk->above) |
2123 |
if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) |
2124 |
{ /* found a victim */ |
2125 |
object *disease = arch_to_object (spell->other_arch); |
2126 |
|
2127 |
set_owner (disease, op); |
2128 |
set_spell_skill (op, caster, spell, disease); |
2129 |
disease->stats.exp = 0; |
2130 |
disease->level = caster_level (caster, spell); |
2131 |
|
2132 |
/* do level adjustments */ |
2133 |
if (disease->stats.wc) |
2134 |
disease->stats.wc += dur_mod / 2; |
2135 |
|
2136 |
if (disease->magic > 0) |
2137 |
disease->magic += dur_mod / 4; |
2138 |
|
2139 |
if (disease->stats.maxhp > 0) |
2140 |
disease->stats.maxhp += dur_mod; |
2141 |
|
2142 |
if (disease->stats.maxgrace > 0) |
2143 |
disease->stats.maxgrace += dur_mod; |
2144 |
|
2145 |
if (disease->stats.dam) |
2146 |
{ |
2147 |
if (disease->stats.dam > 0) |
2148 |
disease->stats.dam += dam_mod; |
2149 |
else |
2150 |
disease->stats.dam -= dam_mod; |
2151 |
} |
2152 |
|
2153 |
if (disease->last_sp) |
2154 |
{ |
2155 |
disease->last_sp -= 2 * dam_mod; |
2156 |
if (disease->last_sp < 1) |
2157 |
disease->last_sp = 1; |
2158 |
} |
2159 |
|
2160 |
if (disease->stats.maxsp) |
2161 |
{ |
2162 |
if (disease->stats.maxsp > 0) |
2163 |
disease->stats.maxsp += dam_mod; |
2164 |
else |
2165 |
disease->stats.maxsp -= dam_mod; |
2166 |
} |
2167 |
|
2168 |
if (disease->stats.ac) |
2169 |
disease->stats.ac += dam_mod; |
2170 |
|
2171 |
if (disease->last_eat) |
2172 |
disease->last_eat -= dam_mod; |
2173 |
|
2174 |
if (disease->stats.hp) |
2175 |
disease->stats.hp -= dam_mod; |
2176 |
|
2177 |
if (disease->stats.sp) |
2178 |
disease->stats.sp -= dam_mod; |
2179 |
|
2180 |
if (infect_object (walk, disease, 1)) |
2181 |
{ |
2182 |
object *flash; /* visual effect for inflicting disease */ |
2183 |
|
2184 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2185 |
|
2186 |
disease->destroy (); /* don't need this one anymore */ |
2187 |
flash = get_archetype (ARCH_DETECT_MAGIC); |
2188 |
flash->x = x; |
2189 |
flash->y = y; |
2190 |
flash->map = walk->map; |
2191 |
insert_ob_in_map (flash, walk->map, op, 0); |
2192 |
return 1; |
2193 |
} |
2194 |
|
2195 |
disease->destroy (); |
2196 |
} |
2197 |
} /* if living creature */ |
2198 |
} /* for range of spaces */ |
2199 |
new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); |
2200 |
return 1; |
2201 |
} |