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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.2
Committed: Tue Aug 15 15:00:20 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.1: +8 -1 lines
Log Message:
added a safe_map flag which prevents bad effects on maps that should be
safe, like some shops and for example the trade shop in scorn.

File Contents

# Content
1 /*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.1 2006-08-13 17:16:04 elmex Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits
32 * of code
33 */
34
35 #include <global.h>
36 #include <object.h>
37 #include <living.h>
38 #ifndef __CEXTRACT__
39 #include <sproto.h>
40 #endif
41 #include <spells.h>
42 #include <sounds.h>
43
44 /* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too
47 * op is the spell object.
48 */
49
50 void check_spell_knockback(object *op) {
51 object *tmp, *tmp2; /* object on the map */
52 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */
54
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/
57 return;
58 }else{
59 weight_move = op->weight +(op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/
61 }
62
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
64 {
65 int num_sections = 1;
66
67 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ))
69 return;
70
71 /* don't move parts of objects */
72 if(tmp->head) 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))) continue;
76
77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++;
79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant.
83 */
84
85 /* surface area? -tm */
86
87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */
89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */
91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should
93 * also be safe for objects.
94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information
96 * right now.
97 */
98 move_object(tmp, absdir(op->stats.sp));
99 }
100
101 }
102 }
103
104 /***************************************************************************
105 *
106 * BOLT CODE
107 *
108 ***************************************************************************/
109
110 /* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork.
112 */
113
114 void forklightning(object *op, object *tmp) {
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m;
118 sint16 sx,sy;
119 object *new_bolt;
120
121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path
125 */
126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1;
129
130 /* check the new dir for a wall and in the map*/
131 t_dir = absdir(tmp->direction + new_dir);
132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir],
134 &sx, &sy) & P_OUT_OF_MAP)
135 return;
136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy)))
138 return;
139
140 /* OK, we made a fork */
141 new_bolt = get_object();
142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir;
151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0);
159 update_turn_face(new_bolt);
160 }
161
162 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it.
164 */
165
166 void move_bolt(object *op) {
167 object *tmp;
168 int mflags;
169 sint16 x, y;
170 mapstruct *m;
171
172 if(--(op->duration)<0) {
173 remove_ob(op);
174 free_object(op);
175 return;
176 }
177 hit_map(op,0,op->attacktype,1);
178
179 if(!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263 }
264
265 /* fire_bolt
266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from
269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill
271 * pointers.
272 */
273
274 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
285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
287 tmp->attacktype = spob->attacktype;
288 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
305 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
327 /***************************************************************************
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 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
412 {
413 remove_ob (op);
414 free_object (op);
415 return;
416 }
417
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch);
426
427 copy_owner (tmp, op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill);
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430
431 owner = get_owner(op);
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner &&
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 }
438 tmp->x = op->x;
439 tmp->y = op->y;
440
441 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) {
443 tmp->attacktype = op->attacktype;
444 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration;
447 } else {
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC;
449 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine.
455 */
456 tmp->stats.maxhp = op->count;
457 }
458
459 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction;
462
463 /* Prevent recursion */
464 op->move_on = 0;
465
466 insert_ob_in_map(tmp, op->map, op, 0);
467 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) {
469 remove_ob (op);
470 free_object (op);
471 }
472 }
473
474
475
476 /* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc)
478 */
479
480 void check_bullet(object *op)
481 {
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp;
484 int dam, mflags;
485 mapstruct *m;
486 sint16 sx, sy;
487
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy);
489
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))
491 return;
492
493 if (op->other_arch) {
494 /* explode object will also remove op */
495 explode_bullet (op);
496 return;
497 }
498
499 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return;
501
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above)
503 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
505 tmp_tag = tmp->count;
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag)
508 || (op->stats.dam -= dam) < 0)
509 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
511 remove_ob (op);
512 free_object(op);
513 return;
514 }
515 }
516 }
517 }
518 }
519
520
521 /* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet.
523 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts).
525 */
526
527 void move_bullet(object *op)
528 {
529 sint16 new_x, new_y;
530 int mflags;
531 mapstruct *m;
532
533 #if 0
534 /* We need a better general purpose way to do this */
535
536 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) {
539 replace_insert_ob_in_map("fire_trail",op);
540 if (was_destroyed (op, op_tag))
541 return;
542 } /* end addition. */
543 #endif
544
545 /* Reached the end of its life - remove it */
546 if (--op->range <=0) {
547 if (op->other_arch) {
548 explode_bullet (op);
549 } else {
550 remove_ob (op);
551 free_object (op);
552 }
553 return;
554 }
555
556 new_x = op->x + DIRX(op);
557 new_y = op->y + DIRY(op);
558 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
560
561 if (mflags & P_OUT_OF_MAP) {
562 remove_ob (op);
563 free_object (op);
564 return;
565 }
566
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
568 if (op->other_arch) {
569 explode_bullet (op);
570 } else {
571 remove_ob (op);
572 free_object (op);
573 }
574 return;
575 }
576
577 remove_ob (op);
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return;
582
583 if (reflwall (op->map, op->x, op->y, op)) {
584 op->direction = absdir (op->direction + 4);
585 update_turn_face (op);
586 } else {
587 check_bullet (op);
588 }
589 }
590
591
592
593
594 /* fire_bullet
595 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from
598 * spob->attacktype.
599 * This function sets up the appropriate owner and skill
600 * pointers.
601 */
602
603 int fire_bullet(object *op,object *caster,int dir,object *spob) {
604 object *tmp=NULL;
605 int mflags;
606
607 if (!spob->other_arch)
608 return 0;
609
610 tmp=arch_to_object(spob->other_arch);
611 if(tmp==NULL)
612 return 0;
613
614 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
616 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
618
619 tmp->range = 50;
620
621 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob);
625
626 tmp->direction=dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir);
629
630 set_owner(tmp,op);
631 set_spell_skill(op, caster, spob, tmp);
632
633 tmp->x=op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir];
635 tmp->map = op->map;
636
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) {
639 free_object(tmp);
640 return 0;
641 }
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
644 free_object(tmp);
645 return 0;
646 }
647 tmp->x=op->x;
648 tmp->y=op->y;
649 tmp->direction=absdir(tmp->direction+4);
650 tmp->map = op->map;
651 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) {
653 check_bullet (tmp);
654 }
655 return 1;
656 }
657
658
659
660
661 /*****************************************************************************
662 *
663 * CONE RELATED FUNCTIONS
664 *
665 *****************************************************************************/
666
667
668 /* drops an object based on what is in the cone's "other_arch" */
669 void cone_drop(object *op) {
670 object *new_ob = arch_to_object(op->other_arch);
671
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level;
675 set_owner(new_ob,op->owner);
676
677 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) {
679 if (new_ob->skill) free_string(new_ob->skill);
680 new_ob->skill = add_refcount(op->skill);
681 }
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684 }
685
686 /* move_cone: causes cone object 'op' to move a space/hit creatures */
687
688 void move_cone(object *op) {
689 int i;
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 }
700
701 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
703 hit_map(op,0,op->attacktype,0);
704 return;
705 }
706
707 #if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717 #endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires,
738 * then the object will get removed.
739 */
740 if (--op->range < 0) {
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 }
744
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) {
750 object *tmp=get_object();
751 copy_object(op, tmp);
752 tmp->x=x;
753 tmp->y=y;
754
755 tmp->duration = op->duration + 1;
756
757 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0);
760 if (tmp->other_arch) cone_drop(tmp);
761 }
762 }
763 }
764
765 /* cast_cone: casts a cone spell.
766 * op: person firing the object.
767 * caster: object casting the spell.
768 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire.
771 * returns 0 on failure, 1 on success.
772 */
773 int cast_cone(object *op, object *caster,int dir, object *spell)
774 {
775 object *tmp;
776 int i,success=0,range_min= -1,range_max=1;
777 mapstruct *m;
778 sint16 sx, sy;
779 MoveType movetype;
780
781 if (!spell->other_arch) return 0;
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0;
788 }
789
790 if(!dir) {
791 range_min= 0;
792 range_max=8;
793 }
794
795 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to
797 * insert it into is blocked.
798 */
799 movetype = spell->other_arch->clone.move_type;
800
801 for(i=range_min;i<=range_max;i++) {
802 sint16 x,y, d;
803
804 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person.
808 */
809 d = dir + i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812
813 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code.
819 */
820 if (caster->type != RUNE && d==0) {
821 if (dir!=0) d=8;
822 else continue;
823 }
824
825 x = op->x+freearr_x[d];
826 y = op->y+freearr_y[d];
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue;
830
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype)
832 continue;
833
834 success=1;
835 tmp=arch_to_object(spell->other_arch);
836 set_owner(tmp,op);
837 set_spell_skill(op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype;
842
843 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) {
845 if(!tailor_god_spell(tmp,op)) return 0;
846 }
847
848 if(dir)
849 tmp->stats.sp=dir;
850 else
851 tmp->stats.sp=i;
852
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
854
855 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) {
857 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2;
859 }
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell);
862
863 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) {
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha];
866 else
867 tmp->duration += caster->level/3;
868 }
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) {
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5;
871 else
872 tmp->duration += caster->level/3;
873 }
874
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n",
878 spell->other_arch->name);
879
880 if (!tmp->move_on && tmp->stats.dam) {
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886
887 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times.
889 */
890 tmp->stats.maxhp = tmp->count;
891
892 if(tmp->other_arch) cone_drop(tmp);
893 }
894 return success;
895 }
896
897 /****************************************************************************
898 *
899 * BOMB related code
900 *
901 ****************************************************************************/
902
903
904 /* This handles an exploding bomb.
905 * op is the original bomb object.
906 */
907 void animate_bomb(object *op) {
908 int i;
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1)
913 return;
914
915 env = object_get_env_recursive(op);
916
917 if (op->env) {
918 if (env->map == NULL)
919 return;
920
921 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count);
923
924 remove_ob(op);
925 op->x = env->x;
926 op->y = env->y;
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
928 return;
929 }
930
931 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values.
934 */
935 at = find_archetype(SPLINT);
936 if (at) {
937 for(i=1;i<9;i++) {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue;
940 tmp = arch_to_object(at);
941 tmp->direction = i;
942 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op);
947 if(op->skill && op->skill != tmp->skill) {
948 if (tmp->skill) free_string(tmp->skill);
949 tmp->skill = add_refcount(op->skill);
950 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959
960 explode_bullet(op);
961 }
962
963 int create_bomb(object *op,object *caster,int dir, object *spell) {
964
965 object *tmp;
966 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir];
968 mapstruct *m;
969
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
973 return 0;
974 }
975 tmp=arch_to_object(spell->other_arch);
976
977 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell);
981 tmp->attacktype = spell->attacktype;
982
983 set_owner(tmp,op);
984 set_spell_skill(op, caster, spell, tmp);
985 tmp->x=dx;
986 tmp->y=dy;
987 insert_ob_in_map(tmp,m,op,0);
988 return 1;
989 }
990
991 /****************************************************************************
992 *
993 * smite related spell code.
994 *
995 ****************************************************************************/
996
997 /* get_pointed_target() - this is used by finger of death
998 * and the 'smite' spells. Returns the pointer to the first
999 * monster in the direction which is pointed to by op. b.t.
1000 * op is the caster - really only used for the source location.
1001 * dir is the direction to look in.
1002 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces.
1005 */
1006
1007 object *get_pointed_target(object *op, int dir, int range, int type) {
1008 object *target;
1009 sint16 x,y;
1010 int dist, mflags;
1011 mapstruct *mp;
1012
1013 if (dir==0) return NULL;
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL;
1035 }
1036
1037
1038 /* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend.
1040 * usual params -
1041 * op = player
1042 * caster = object casting the spell.
1043 * dir = direction being cast
1044 * spell = spell object
1045 */
1046
1047 int cast_smite_spell (object *op, object *caster,int dir, object *spell) {
1048 object *effect, *target;
1049 object *god = find_god(determine_god(op));
1050 int range;
1051
1052 range = spell->range + SP_level_range_adjust(caster,spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA);
1054
1055 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very
1059 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god.
1062 */
1063
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name))
1067 ||(target->race && god && strstr(target->race,god->race))) {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded.");
1069 return 0;
1070 }
1071
1072 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch);
1074 else
1075 return 0;
1076
1077 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) {
1081 if(tailor_god_spell(effect,op))
1082 new_draw_info_format(NDI_UNIQUE,0,op,
1083 "%s answers your call!",determine_god(op));
1084 else {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored.");
1086 return 0;
1087 }
1088 }
1089
1090 /* size of the area of destruction */
1091 effect->range=spell->range +
1092 SP_level_range_adjust(caster,spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095
1096 if (effect->attacktype & AT_DEATH) {
1097 effect->level=spell->stats.dam +
1098 SP_level_dam_adjust(caster,spell);
1099
1100 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) {
1102 if(random_roll(0, 2, op, PREFER_LOW)) {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!");
1104 effect->x=op->x;
1105 effect->y=op->y;
1106 } else {
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1108 query_name(target));
1109 target->stats.hp = target->stats.maxhp*2;
1110 free_object(effect);
1111 return 0;
1112 }
1113 }
1114 } else {
1115 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam +
1117 SP_level_dam_adjust(caster,spell);
1118 }
1119
1120 set_owner(effect,op);
1121 set_spell_skill(op, caster, spell, effect);
1122
1123 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x;
1125 effect->y=target->y;
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1;
1129 }
1130
1131
1132 /****************************************************************************
1133 *
1134 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile.
1137 ****************************************************************************/
1138
1139 /* op is a missile that needs to be moved */
1140 void move_missile(object *op) {
1141 int i, mflags;
1142 object *owner;
1143 sint16 new_x, new_y;
1144 mapstruct *m;
1145
1146 if (op->range-- <=0) {
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 }
1151
1152 owner = get_owner(op);
1153 #if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive
1156 */
1157 if (owner == NULL) {
1158 remove_ob(op);
1159 free_object(op);
1160 return;
1161 }
1162 #endif
1163
1164 new_x = op->x + DIRX(op);
1165 new_y = op->y + DIRY(op);
1166
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1168
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1171 tag_t tag = op->count;
1172 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so.
1175 */
1176 if ( ! was_destroyed (op, tag)) {
1177 remove_ob (op);
1178 free_object(op);
1179 }
1180 return;
1181 }
1182
1183 remove_ob(op);
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1185 free_object(op);
1186 return;
1187 }
1188 op->x = new_x;
1189 op->y = new_y;
1190 op->map = m;
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1192 if(i > 0 && i != op->direction){
1193 op->direction=i;
1194 SET_ANIMATION(op, op->direction);
1195 }
1196 insert_ob_in_map(op,op->map,op,0);
1197 }
1198
1199 /****************************************************************************
1200 * Destruction
1201 ****************************************************************************/
1202 /* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t.
1207 */
1208
1209 int make_object_glow(object *op, int radius, int time) {
1210 object *tmp;
1211
1212 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT)
1214 return 0;
1215
1216 tmp=get_archetype(FORCE_NAME);
1217 tmp->speed = 0.01;
1218 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII;
1223
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op);
1228 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius;
1230
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1;
1237 }
1238
1239
1240
1241
1242 int cast_destruction(object *op, object *caster, object *spell_ob) {
1243 int i,j, range, mflags, friendly=0, dam, dur;
1244 sint16 sx,sy;
1245 mapstruct *m;
1246 object *tmp;
1247 const char *skill;
1248
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1253
1254 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route.
1259 */
1260 skill = op->skill;
1261 if (caster == op) op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill;
1263 else op->skill = NULL;
1264
1265 change_skill(op, find_skill_by_name(op, op->skill), 1);
1266
1267 for(i= -range; i<range; i++) {
1268 for(j=-range; j<range ; j++) {
1269 m = op->map;
1270 sx = op->x + i;
1271 sy = op->y + j;
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue;
1274 if (mflags & P_IS_ALIVE) {
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) {
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break;
1277 }
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1283 if (spell_ob->subtype == SP_DESTRUCTION) {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0);
1285 if (spell_ob->other_arch) {
1286 tmp = arch_to_object(spell_ob->other_arch);
1287 tmp->x = sx;
1288 tmp->y = sy;
1289 insert_ob_in_map(tmp, m, op, 0);
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) {
1295 object *effect = arch_to_object(spell_ob->other_arch);
1296 effect->x = sx;
1297 effect->y = sy;
1298 insert_ob_in_map(effect, m, op, 0);
1299 }
1300 }
1301 }
1302 }
1303 }
1304 }
1305 }
1306 op->skill = skill;
1307 return 1;
1308 }
1309
1310 /***************************************************************************
1311 *
1312 * CURSE
1313 *
1314 ***************************************************************************/
1315
1316 int cast_curse(object *op, object *caster, object *spell_ob, int dir) {
1317 object *god = find_god(determine_god(op));
1318 object *tmp, *force;
1319
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir,
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) {
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 }
1327
1328 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) {
1331 if (force->name == spell_ob->name) {
1332 break;
1333 }
1334 else if (spell_ob->race && spell_ob->race == force->name) {
1335 new_draw_info_format(NDI_UNIQUE, 0, op,
1336 "You can not cast %s while %s is in effect",
1337 spell_ob->name, force->name_pl);
1338 return 0;
1339 }
1340 }
1341 }
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name);
1347 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race);
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else {
1355 int duration;
1356
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1358 if (duration > force->duration) {
1359 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else {
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 }
1364 return 1;
1365 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1367 force->speed = 1.0;
1368 force->speed_left = -1.0;
1369 SET_FLAG(force, FLAG_APPLIED);
1370
1371 if(god) {
1372 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled;
1374 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1377 "You are a victim of %s's curse!",god->name);
1378 } else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty.");
1380
1381
1382 if(tmp!=op && op->type==PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name);
1384
1385 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc;
1387
1388 change_abil(tmp,force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp);
1390 fix_player(tmp);
1391 return 1;
1392
1393 }
1394
1395
1396 /**********************************************************************
1397 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/
1401
1402 /* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc.
1404 */
1405 int mood_change(object *op, object *caster, object *spell) {
1406 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny;
1409 mapstruct *m;
1410 const char *race;
1411
1412 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again.
1414 */
1415 god=find_god(determine_god(op));
1416 level=caster_level(caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell);
1418
1419 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything.
1422 */
1423 if (!spell->race) race=NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race;
1426 else race = spell->race;
1427
1428
1429 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) {
1431
1432 done_one=0;
1433 m = op->map;
1434 nx = x;
1435 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue;
1438
1439 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue;
1441
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
1444
1445 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue;
1447
1448 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head;
1450 else head=tmp;
1451
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue;
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue;
1455
1456 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1;
1458 if (spell->attacktype) {
1459 for (at=0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at;
1462
1463 if (best_at == -1) at=0;
1464 else {
1465 if (head->resist[best_at] == 100) continue;
1466 else at = head->resist[best_at] / 5;
1467 }
1468 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue;
1470 }
1471 else /* spell->attacktype */
1472 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476
1477 The chance will then be in the range [20-70] percent, not too bad.
1478
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster...
1481
1482 Ryo, august 14th
1483 */
1484 {
1485 if ( head->level > level ) continue;
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1487 /* Failed, no effect */
1488 continue;
1489 }
1490
1491 /* Done with saving throw. Now start effecting the monster */
1492
1493 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) {
1495 CLEAR_FLAG(head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head);
1498
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL;
1507 done_one = 1;
1508 }
1509
1510 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) {
1512 SET_FLAG(head, FLAG_BERSERK);
1513 done_one = 1;
1514 }
1515 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) {
1517 SET_FLAG(head, FLAG_FRIENDLY);
1518 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR);
1522 set_owner(head, op);
1523 set_spell_skill(op, caster, spell, head);
1524 add_friendly_object(head);
1525 head->attack_movement = PETMOVE;
1526 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0;
1529 }
1530
1531 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) {
1533 tmp = arch_to_object(spell->other_arch);
1534 tmp->x = nx;
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539
1540 return 1;
1541 }
1542
1543
1544 /* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c
1549 */
1550
1551 void move_ball_spell(object *op) {
1552 int i,j,dam_save,dir, mflags;
1553 sint16 nx,ny, hx, hy;
1554 object *owner;
1555 mapstruct *m;
1556
1557 owner = get_owner(op);
1558
1559 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations.
1564 */
1565
1566 dir = 0;
1567 if(!(rndm(0, 3)))
1568 j = rndm(0, 1);
1569 else j=0;
1570
1571 for(i = 1; i < 9; i++) {
1572 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset
1574 */
1575
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2);
1577 int tmpdir = absdir (op->direction + offset);
1578
1579 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) &&
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
1583 dir = tmpdir;
1584 break;
1585 }
1586 }
1587 if (dir == 0) {
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 }
1592
1593 remove_ob(op);
1594 op->y=ny;
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */
1600
1601 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in
1603 * the surround spaces.
1604 */
1605 for(j=0;j<9;j++) {
1606 object *new_ob;
1607
1608 hx = nx+freearr_x[j];
1609 hy = ny+freearr_y[j];
1610
1611 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
1613
1614 if (mflags & P_OUT_OF_MAP) continue;
1615
1616 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either.
1618 */
1619
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) {
1621 if(j) op->stats.dam = dam_save/2;
1622 hit_map(op,j,op->attacktype,1);
1623
1624 }
1625
1626 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
1628 new_ob = arch_to_object(op->other_arch);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 }
1634
1635 /* restore to the center location and damage*/
1636 op->stats.dam = dam_save;
1637
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op));
1639
1640 if(i>=0) { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) {
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */
1645 }
1646 op->direction=i;
1647 }
1648 }
1649
1650
1651 /* move_swarm_spell: peterm
1652 * This is an implementation of the swarm spell. It was written for
1653 * meteor swarm, but it could be used for any swarm. A swarm spell
1654 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction.
1657 */
1658
1659 void move_swarm_spell(object *op)
1660 {
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682 #if 0
1683 // this is bogus: it causes wrong places to be checked below
1684 // (a wall 2 cells away will block the effect...) and
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1686 // space.
1687 // should be fixed later, but correctness before featurs...
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729 #endif
1730
1731 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways.
1735 */
1736
1737 if (op->spell && op->spell->type == SPELL)
1738 {
1739 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 }
1745 }
1746
1747
1748
1749
1750 /* fire_swarm:
1751 * The following routine creates a swarm of objects. It actually
1752 * sets up a specific swarm object, which then fires off all
1753 * the parts of the swarm.
1754 *
1755 * op: the owner
1756 * caster: the caster (owner, wand, rod, scroll)
1757 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell.
1759 * n: the number to be fired.
1760 */
1761
1762 int fire_swarm (object *op, object *caster, object *spell, int dir)
1763 {
1764 object *tmp;
1765 int i;
1766
1767 if (!spell->other_arch) return 0;
1768
1769 tmp=get_archetype(SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1773 set_spell_skill(op, caster, spell, tmp);
1774
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/
1776 tmp->spell = arch_to_object(spell->other_arch);
1777
1778 tmp->attacktype = tmp->spell->attacktype;
1779
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) {
1781 if ( ! tailor_god_spell (tmp, op))
1782 return 1;
1783 }
1784 tmp->duration = SP_level_duration_adjust(caster, spell);
1785 for (i=0; i< spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH);
1787
1788 tmp->direction=dir;
1789 tmp->invisible=1;
1790 insert_ob_in_map(tmp,op->map,op,0);
1791 return 1;
1792 }
1793
1794
1795 /* See the spells documentation file for why this is its own
1796 * function.
1797 */
1798 int cast_light(object *op,object *caster,object *spell, int dir) {
1799 object *target=NULL,*tmp=NULL;
1800 sint16 x,y;
1801 int dam, mflags;
1802 mapstruct *m;
1803
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell);
1805
1806 if(!dir) {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1808 return 0;
1809 }
1810
1811 x=op->x+freearr_x[dir];
1812 y=op->y+freearr_y[dir];
1813 m = op->map;
1814
1815 mflags = get_map_flags(m, &m, x, y, &x, &y);
1816
1817 if (mflags & P_OUT_OF_MAP) {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there.");
1819 return 0;
1820 }
1821
1822 if (mflags & P_IS_ALIVE && spell->attacktype) {
1823 for(target=get_map_ob(m,x,y);target;target=target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) {
1825 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1);
1828 return 1; /* one success only! */
1829 }
1830 }
1831
1832 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1835 return 0;
1836 }
1837
1838 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch);
1840 if(!tmp) {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n");
1842 return 0;
1843 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell);
1845 if (tmp->glow_radius) {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII;
1848 }
1849 tmp->x=x;
1850 tmp->y=y;
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1;
1853 }
1854
1855
1856
1857
1858 /* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c?
1863 */
1864
1865 int cast_cause_disease(object *op, object *caster, object *spell, int dir) {
1866 sint16 x,y;
1867 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk;
1869 mapstruct *m;
1870
1871 x = op->x;
1872 y = op->y;
1873
1874 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing.
1876 */
1877 if (!dir) dir=op->facing;
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */
1879
1880 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell);
1884
1885 /* search in a line for a victim */
1886 for(i=1; i<range; i++) {
1887 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir];
1889 m = op->map;
1890
1891 mflags = get_map_flags(m, &m, x, y, &x, &y);
1892
1893 if (mflags & P_OUT_OF_MAP) return 0;
1894
1895 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0;
1897
1898 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) {
1900 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch);
1904
1905 set_owner(disease,op);
1906 set_spell_skill(op, caster, spell, disease);
1907 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell);
1909
1910 /* do level adjustments */
1911 if(disease->stats.wc)
1912 disease->stats.wc += dur_mod/2;
1913
1914 if(disease->magic> 0)
1915 disease->magic += dur_mod/4;
1916
1917 if(disease->stats.maxhp>0)
1918 disease->stats.maxhp += dur_mod;
1919
1920 if(disease->stats.maxgrace>0)
1921 disease->stats.maxgrace += dur_mod;
1922
1923 if(disease->stats.dam) {
1924 if(disease->stats.dam > 0)
1925 disease->stats.dam += dam_mod;
1926 else disease->stats.dam -= dam_mod;
1927 }
1928
1929 if(disease->last_sp) {
1930 disease->last_sp -= 2*dam_mod;
1931 if(disease->last_sp <1) disease->last_sp = 1;
1932 }
1933
1934 if(disease->stats.maxsp) {
1935 if(disease->stats.maxsp > 0)
1936 disease->stats.maxsp += dam_mod;
1937 else disease->stats.maxsp -= dam_mod;
1938 }
1939
1940 if(disease->stats.ac)
1941 disease->stats.ac += dam_mod;
1942
1943 if(disease->last_eat)
1944 disease->last_eat -= dam_mod;
1945
1946 if(disease->stats.hp)
1947 disease->stats.hp -= dam_mod;
1948
1949 if(disease->stats.sp)
1950 disease->stats.sp -= dam_mod;
1951
1952 if(infect_object(walk,disease,1)) {
1953 object *flash; /* visual effect for inflicting disease */
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1956
1957 free_object(disease); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC);
1959 flash->x = x;
1960 flash->y = y;
1961 flash->map = walk->map;
1962 insert_ob_in_map(flash,walk->map,op,0);
1963 return 1;
1964 }
1965 free_object(disease);
1966 }
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!");
1970 return 1;
1971 }