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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* 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 Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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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> |
31 |
#include <object.h> |
32 |
#include <living.h> |
33 |
#include <sproto.h> |
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#include <spells.h> |
35 |
#include <sounds.h> |
36 |
|
37 |
/* this function checks to see if a spell pushes objects as well |
38 |
* as flies over and damages them (only used for cones for now) |
39 |
* but moved here so it could be applied to bolts too |
40 |
* op is the spell object. |
41 |
*/ |
42 |
static void |
43 |
check_spell_knockback (object *op) |
44 |
{ |
45 |
int weight_move; |
46 |
int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ |
47 |
|
48 |
if (!op->weight) |
49 |
{ /*shouldn't happen but if cone object has no weight drop out */ |
50 |
/*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */ |
51 |
return; |
52 |
} |
53 |
else |
54 |
{ |
55 |
weight_move = op->weight + (op->weight * op->level) / 3; |
56 |
/*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ |
57 |
} |
58 |
|
59 |
for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) |
60 |
{ |
61 |
int num_sections = 1; |
62 |
|
63 |
/* don't move DM */ |
64 |
if (QUERY_FLAG (tmp, FLAG_WIZ)) |
65 |
return; |
66 |
|
67 |
/* don't move parts of objects */ |
68 |
if (tmp->head) |
69 |
continue; |
70 |
|
71 |
/* don't move floors or immobile objects */ |
72 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) |
73 |
continue; |
74 |
|
75 |
/* count the object's sections */ |
76 |
for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
77 |
num_sections++; |
78 |
|
79 |
/* I'm not sure if it makes sense to divide by num_sections - bigger |
80 |
* objects should be harder to move, and we are moving the entire |
81 |
* object, not just the head, so the total weight should be relevant. |
82 |
*/ |
83 |
|
84 |
/* surface area? -tm */ |
85 |
|
86 |
if (tmp->move_type & MOVE_FLYING) |
87 |
frictionmod = 1; /* flying objects loose the friction modifier */ |
88 |
|
89 |
if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) |
90 |
{ /* move it. */ |
91 |
/* move_object is really for monsters, but looking at |
92 |
* the move_object function, it appears that it should |
93 |
* also be safe for objects. |
94 |
* This does return if successful or not, but |
95 |
* I don't see us doing anything useful with that information |
96 |
* right now. |
97 |
*/ |
98 |
tmp->move (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 |
static void |
114 |
forklightning (object *op, object *tmp) |
115 |
{ |
116 |
int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ |
117 |
int t_dir; /* stores temporary dir calculation */ |
118 |
maptile *m; |
119 |
sint16 sx, sy; |
120 |
object *new_bolt; |
121 |
|
122 |
/* pick a fork direction. tmp->stats.Con is the left bias |
123 |
* i.e., the chance in 100 of forking LEFT |
124 |
* Should start out at 50, down to 25 for one already going left |
125 |
* down to 0 for one going 90 degrees left off original path |
126 |
*/ |
127 |
|
128 |
if (rndm (0, 99) < tmp->stats.Con) /* fork left */ |
129 |
new_dir = -1; |
130 |
|
131 |
/* check the new dir for a wall and in the map */ |
132 |
t_dir = absdir (tmp->direction + new_dir); |
133 |
|
134 |
if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) |
135 |
return; |
136 |
|
137 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
138 |
return; |
139 |
|
140 |
/* OK, we made a fork */ |
141 |
new_bolt = tmp->clone (); |
142 |
|
143 |
/* reduce chances of subsequent forking */ |
144 |
new_bolt->stats.Dex -= 10; |
145 |
tmp->stats.Dex -= 10; /* less forks from main bolt too */ |
146 |
new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ |
147 |
new_bolt->speed_left = -0.1f; |
148 |
new_bolt->direction = t_dir; |
149 |
new_bolt->duration++; |
150 |
new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ |
151 |
new_bolt->stats.dam++; |
152 |
tmp->stats.dam /= 2; /* reduce father bolt damage */ |
153 |
tmp->stats.dam++; |
154 |
|
155 |
if ((new_bolt = m->insert (new_bolt, sx, sy, op))) |
156 |
update_turn_face (new_bolt); |
157 |
} |
158 |
|
159 |
/* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
160 |
* and checks for various things that may stop it. |
161 |
*/ |
162 |
void |
163 |
move_bolt (object *op) |
164 |
{ |
165 |
int mflags; |
166 |
sint16 x, y; |
167 |
maptile *m; |
168 |
|
169 |
if (--op->duration < 0) |
170 |
{ |
171 |
op->drop_and_destroy (); |
172 |
return; |
173 |
} |
174 |
|
175 |
hit_map (op, 0, op->attacktype, 1); |
176 |
|
177 |
if (!op->direction) |
178 |
return; |
179 |
|
180 |
if (--op->range < 0) |
181 |
op->range = 0; |
182 |
else |
183 |
{ |
184 |
x = op->x + DIRX (op); |
185 |
y = op->y + DIRY (op); |
186 |
m = op->map; |
187 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
188 |
|
189 |
if (mflags & P_OUT_OF_MAP) |
190 |
return; |
191 |
|
192 |
/* We are about to run into something - we may bounce */ |
193 |
/* Calling reflwall is pretty costly, as it has to look at all the objects |
194 |
* on the space. So only call reflwall if we think the data it returns |
195 |
* will be useful. |
196 |
*/ |
197 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) |
198 |
{ |
199 |
if (!QUERY_FLAG (op, FLAG_REFLECTING)) |
200 |
return; |
201 |
|
202 |
/* Since walls don't run diagonal, if the bolt is in |
203 |
* one of 4 main directions, it just reflects back in the |
204 |
* opposite direction. However, if the bolt is travelling |
205 |
* on the diagonal, it is trickier - eg, a bolt travelling |
206 |
* northwest bounces different if it hits a north/south |
207 |
* wall (bounces to northeast) vs an east/west (bounces |
208 |
* to the southwest. |
209 |
*/ |
210 |
if (op->direction & 1) |
211 |
op->direction = absdir (op->direction + 4); |
212 |
else |
213 |
{ |
214 |
int left, right; |
215 |
int mflags; |
216 |
|
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 |
|
239 |
update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ |
240 |
return; |
241 |
} |
242 |
else |
243 |
{ /* Create a copy of this object and put it ahead */ |
244 |
object *tmp = op->clone (); |
245 |
|
246 |
m->insert (tmp, x, y, op); |
247 |
tmp->speed_left = -0.1f; |
248 |
/* To make up for the decrease at the top of the function */ |
249 |
tmp->duration++; |
250 |
|
251 |
/* New forking code. Possibly create forks of this object |
252 |
* going off in other directions. |
253 |
*/ |
254 |
if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) |
255 |
forklightning (op, tmp); /* stats.Dex % of forking */ |
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 |
int |
274 |
fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) |
275 |
{ |
276 |
object *tmp = NULL; |
277 |
int mflags; |
278 |
|
279 |
if (!spob->other_arch) |
280 |
return 0; |
281 |
|
282 |
tmp = spob->other_arch->instance (); |
283 |
if (tmp == NULL) |
284 |
return 0; |
285 |
|
286 |
/* peterm: level dependency for bolts */ |
287 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
288 |
tmp->attacktype = spob->attacktype; |
289 |
|
290 |
if (spob->slaying) |
291 |
tmp->slaying = spob->slaying; |
292 |
|
293 |
tmp->range = spob->range + SP_level_range_adjust (caster, spob); |
294 |
tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); |
295 |
tmp->stats.Dex = spob->stats.Dex; |
296 |
tmp->stats.Con = spob->stats.Con; |
297 |
|
298 |
tmp->direction = dir; |
299 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
300 |
SET_ANIMATION (tmp, dir); |
301 |
|
302 |
tmp->set_owner (op); |
303 |
set_spell_skill (op, caster, spob, tmp); |
304 |
|
305 |
tmp->x = op->x + DIRX (tmp); |
306 |
tmp->y = op->y + DIRY (tmp); |
307 |
tmp->map = op->map; |
308 |
|
309 |
maptile *newmap; |
310 |
mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); |
311 |
if (mflags & P_OUT_OF_MAP) |
312 |
{ |
313 |
tmp->drop_and_destroy (); |
314 |
return 0; |
315 |
} |
316 |
|
317 |
tmp->map = newmap; |
318 |
|
319 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
320 |
{ |
321 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
322 |
{ |
323 |
tmp->drop_and_destroy (); |
324 |
return 0; |
325 |
} |
326 |
|
327 |
tmp->x = op->x; |
328 |
tmp->y = op->y; |
329 |
tmp->direction = absdir (tmp->direction + 4); |
330 |
tmp->map = op->map; |
331 |
} |
332 |
|
333 |
if ((tmp = tmp->insert_at (tmp, op))) |
334 |
move_bolt (tmp); |
335 |
|
336 |
return 1; |
337 |
} |
338 |
|
339 |
/*************************************************************************** |
340 |
* |
341 |
* BULLET/BALL CODE |
342 |
* |
343 |
***************************************************************************/ |
344 |
|
345 |
/* expands an explosion. op is a piece of the |
346 |
* explosion - this expands it in the different directions. |
347 |
* At least that is what I think this does. |
348 |
*/ |
349 |
void |
350 |
explosion (object *op) |
351 |
{ |
352 |
maptile *m = op->map; |
353 |
int i; |
354 |
|
355 |
if (--op->duration < 0) |
356 |
{ |
357 |
op->destroy (); |
358 |
return; |
359 |
} |
360 |
|
361 |
hit_map (op, 0, op->attacktype, 0); |
362 |
|
363 |
if (op->range > 0) |
364 |
{ |
365 |
for (i = 1; i < 9; i++) |
366 |
{ |
367 |
sint16 dx, dy; |
368 |
|
369 |
dx = op->x + freearr_x[i]; |
370 |
dy = op->y + freearr_y[i]; |
371 |
|
372 |
/* ok_to_put_more already does things like checks for walls, |
373 |
* out of map, etc. |
374 |
*/ |
375 |
if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) |
376 |
{ |
377 |
object *tmp = op->clone (); |
378 |
|
379 |
tmp->state = 0; |
380 |
tmp->speed_left = -0.21f; |
381 |
tmp->range--; |
382 |
tmp->value = 0; |
383 |
|
384 |
m->insert (tmp, dx, dy, op); |
385 |
} |
386 |
} |
387 |
} |
388 |
} |
389 |
|
390 |
/* Causes an object to explode, eg, a firebullet, |
391 |
* poison cloud ball, etc. op is the object to |
392 |
* explode. |
393 |
*/ |
394 |
static void |
395 |
explode_bullet (object *op) |
396 |
{ |
397 |
object *tmp, *owner; |
398 |
|
399 |
if (!op->other_arch) |
400 |
{ |
401 |
LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); |
402 |
op->destroy (); |
403 |
return; |
404 |
} |
405 |
|
406 |
if (op->env) |
407 |
{ |
408 |
object *env = op->outer_env (); |
409 |
|
410 |
if (!env->map || out_of_map (env->map, env->x, env->y)) |
411 |
{ |
412 |
LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
413 |
op->destroy (); |
414 |
return; |
415 |
} |
416 |
|
417 |
op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); |
418 |
} |
419 |
else if (out_of_map (op->map, op->x, op->y)) |
420 |
{ |
421 |
LOG (llevError, "BUG: explode_bullet(): op out of map\n"); |
422 |
op->destroy (); |
423 |
return; |
424 |
} |
425 |
|
426 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps |
427 |
// NOTE: If this breaks something important: remove this. I can't think of anything |
428 |
// bad at the moment that might happen from this. |
429 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
430 |
{ |
431 |
op->destroy (); |
432 |
return; |
433 |
} |
434 |
|
435 |
if (op->attacktype) |
436 |
{ |
437 |
hit_map (op, 0, op->attacktype, 1); |
438 |
|
439 |
if (op->destroyed ()) |
440 |
return; |
441 |
} |
442 |
|
443 |
/* other_arch contains what this explodes into */ |
444 |
tmp = op->other_arch->instance (); |
445 |
|
446 |
tmp->set_owner (op); |
447 |
tmp->skill = op->skill; |
448 |
|
449 |
owner = op->owner; |
450 |
|
451 |
if ((tmp->attacktype & AT_HOLYWORD |
452 |
|| tmp->attacktype & AT_GODPOWER) |
453 |
&& owner |
454 |
&& !tailor_god_spell (tmp, owner)) |
455 |
{ |
456 |
op->destroy (); |
457 |
return; |
458 |
} |
459 |
|
460 |
/* special for bombs - it actually has sane values for these */ |
461 |
if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) |
462 |
{ |
463 |
tmp->attacktype = op->attacktype; |
464 |
tmp->range = op->range; |
465 |
tmp->stats.dam = op->stats.dam; |
466 |
tmp->duration = op->duration; |
467 |
} |
468 |
else |
469 |
{ |
470 |
if (op->attacktype & AT_MAGIC) |
471 |
tmp->attacktype |= AT_MAGIC; |
472 |
|
473 |
/* Spell doc describes what is going on here */ |
474 |
tmp->stats.dam = op->dam_modifier; |
475 |
tmp->range = op->stats.maxhp; |
476 |
tmp->duration = op->stats.hp; |
477 |
/* Used for spell tracking - just need a unique val for this spell - |
478 |
* the count of the parent should work fine. |
479 |
*/ |
480 |
tmp->stats.maxhp = op->count; |
481 |
} |
482 |
|
483 |
/* Set direction of cone explosion */ |
484 |
if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) |
485 |
tmp->stats.sp = op->direction; |
486 |
|
487 |
/* Prevent recursion */ |
488 |
op->move_on = 0; |
489 |
|
490 |
tmp->insert_at (op, op); |
491 |
tmp->play_sound (tmp->sound); |
492 |
|
493 |
/* remove the firebullet */ |
494 |
op->destroy (); |
495 |
} |
496 |
|
497 |
/* checks to see what op should do, given the space it is on |
498 |
* (eg, explode, damage player, etc) |
499 |
*/ |
500 |
void |
501 |
check_bullet (object *op) |
502 |
{ |
503 |
object *tmp; |
504 |
int dam, mflags; |
505 |
maptile *m; |
506 |
sint16 sx, sy; |
507 |
|
508 |
mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); |
509 |
|
510 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
511 |
return; |
512 |
|
513 |
if (op->other_arch) |
514 |
{ |
515 |
/* explode object will also remove op */ |
516 |
explode_bullet (op); |
517 |
return; |
518 |
} |
519 |
|
520 |
/* If nothing alive on this space, no reason to do anything further */ |
521 |
if (!(mflags & P_IS_ALIVE)) |
522 |
return; |
523 |
|
524 |
for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
525 |
{ |
526 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
527 |
{ |
528 |
dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
529 |
|
530 |
// TODO: can't understand the following if's |
531 |
if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) |
532 |
{ |
533 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
534 |
{ |
535 |
op->destroy (); |
536 |
return; |
537 |
} |
538 |
} |
539 |
} |
540 |
} |
541 |
} |
542 |
|
543 |
/* Basically, we move 'op' one square, and if it hits something, |
544 |
* call check_bullet. |
545 |
* This function is only applicable to bullets, but not to all |
546 |
* fired arches (eg, bolts). |
547 |
*/ |
548 |
void |
549 |
move_bullet (object *op) |
550 |
{ |
551 |
#if 0 |
552 |
/* We need a better general purpose way to do this */ |
553 |
|
554 |
/* peterm: added to make comet leave a trail of burnouts |
555 |
it's an unadulterated hack, but the effect is cool. */ |
556 |
if (op->stats.sp == SP_METEOR) |
557 |
{ |
558 |
replace_insert_ob_in_map ("fire_trail", op); |
559 |
if (op->destroyed ()) |
560 |
return; |
561 |
} /* end addition. */ |
562 |
#endif |
563 |
|
564 |
/* Reached the end of its life - remove it */ |
565 |
if (--op->range <= 0) |
566 |
{ |
567 |
if (op->other_arch) |
568 |
explode_bullet (op); |
569 |
else |
570 |
op->destroy (); |
571 |
|
572 |
return; |
573 |
} |
574 |
|
575 |
mapxy pos (op); |
576 |
pos.move (op->direction); |
577 |
|
578 |
if (!pos.normalise ()) |
579 |
{ |
580 |
op->destroy (); |
581 |
return; |
582 |
} |
583 |
|
584 |
mapspace &ms = pos.ms (); |
585 |
|
586 |
ms.update (); |
587 |
|
588 |
if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
589 |
{ |
590 |
if (op->other_arch) |
591 |
explode_bullet (op); |
592 |
else |
593 |
op->destroy (); |
594 |
|
595 |
return; |
596 |
} |
597 |
|
598 |
if (!(op = pos.insert (op, op))) |
599 |
return; |
600 |
|
601 |
if (reflwall (op->map, op->x, op->y, op)) |
602 |
{ |
603 |
op->direction = absdir (op->direction + 4); |
604 |
update_turn_face (op); |
605 |
} |
606 |
else |
607 |
check_bullet (op); |
608 |
} |
609 |
|
610 |
/* fire_bullet |
611 |
* object op (cast from caster) files a bolt in dir. |
612 |
* spob is the spell object for the bolt. |
613 |
* we remove the magic flag - that can be derived from |
614 |
* spob->attacktype. |
615 |
* This function sets up the appropriate owner and skill |
616 |
* pointers. |
617 |
*/ |
618 |
int |
619 |
fire_bullet (object *op, object *caster, int dir, object *spob) |
620 |
{ |
621 |
object *tmp = NULL; |
622 |
int mflags; |
623 |
|
624 |
if (!spob->other_arch) |
625 |
return 0; |
626 |
|
627 |
tmp = spob->other_arch->instance (); |
628 |
if (!tmp) |
629 |
return 0; |
630 |
|
631 |
/* peterm: level dependency for bolts */ |
632 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
633 |
tmp->attacktype = spob->attacktype; |
634 |
if (spob->slaying) |
635 |
tmp->slaying = spob->slaying; |
636 |
|
637 |
tmp->range = 50; |
638 |
|
639 |
/* Need to store duration/range for the ball to use */ |
640 |
tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); |
641 |
tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); |
642 |
tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); |
643 |
|
644 |
tmp->direction = dir; |
645 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
646 |
SET_ANIMATION (tmp, dir); |
647 |
|
648 |
tmp->set_owner (op); |
649 |
set_spell_skill (op, caster, spob, tmp); |
650 |
|
651 |
tmp->x = op->x + freearr_x[dir]; |
652 |
tmp->y = op->y + freearr_y[dir]; |
653 |
tmp->map = op->map; |
654 |
|
655 |
maptile *newmap; |
656 |
mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); |
657 |
if (mflags & P_OUT_OF_MAP) |
658 |
{ |
659 |
tmp->destroy (); |
660 |
return 0; |
661 |
} |
662 |
|
663 |
tmp->map = newmap; |
664 |
|
665 |
// in case the bullet has direction 0 we explode it in place. |
666 |
// direction 0 is possible for instance when a poison cloud trap springs. |
667 |
if (tmp->direction == 0) |
668 |
{ |
669 |
if (tmp->other_arch |
670 |
&& (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly |
671 |
explode_bullet (tmp); // explode object will/should remove tmp |
672 |
else |
673 |
tmp->destroy (); |
674 |
|
675 |
return 0; |
676 |
} |
677 |
|
678 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
679 |
{ |
680 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
681 |
{ |
682 |
tmp->destroy (); |
683 |
return 0; |
684 |
} |
685 |
|
686 |
tmp->x = op->x; |
687 |
tmp->y = op->y; |
688 |
tmp->direction = absdir (tmp->direction + 4); |
689 |
tmp->map = op->map; |
690 |
} |
691 |
|
692 |
if ((tmp = tmp->insert_at (tmp, op))) |
693 |
check_bullet (tmp); |
694 |
|
695 |
return 1; |
696 |
} |
697 |
|
698 |
/***************************************************************************** |
699 |
* |
700 |
* CONE RELATED FUNCTIONS |
701 |
* |
702 |
*****************************************************************************/ |
703 |
|
704 |
/* drops an object based on what is in the cone's "other_arch" */ |
705 |
static void |
706 |
cone_drop (object *op) |
707 |
{ |
708 |
object *new_ob = op->other_arch->instance (); |
709 |
|
710 |
new_ob->level = op->level; |
711 |
new_ob->set_owner (op->owner); |
712 |
|
713 |
/* preserve skill ownership */ |
714 |
if (op->skill && op->skill != new_ob->skill) |
715 |
new_ob->skill = op->skill; |
716 |
|
717 |
new_ob->insert_at (op, op); |
718 |
} |
719 |
|
720 |
/* move_cone: causes cone object 'op' to move a space/hit creatures */ |
721 |
|
722 |
void |
723 |
move_cone (object *op) |
724 |
{ |
725 |
/* if no map then hit_map will crash so just ignore object */ |
726 |
if (!op->map) |
727 |
{ |
728 |
LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); |
729 |
op->set_speed (0); |
730 |
return; |
731 |
} |
732 |
|
733 |
/* lava saves it's life, but not yours :) */ |
734 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
735 |
{ |
736 |
hit_map (op, 0, op->attacktype, 0); |
737 |
return; |
738 |
} |
739 |
|
740 |
#if 0 |
741 |
/* Disable this - enabling it makes monsters easier, as |
742 |
* when their cone dies when they die. |
743 |
*/ |
744 |
/* If no owner left, the spell dies out. */ |
745 |
if (op->owner == NULL) |
746 |
{ |
747 |
op->destroy (); |
748 |
return; |
749 |
} |
750 |
#endif |
751 |
|
752 |
hit_map (op, 0, op->attacktype, 0); |
753 |
|
754 |
if (!op->is_on_map ()) |
755 |
return; |
756 |
|
757 |
/* Check to see if we should push anything. |
758 |
* Spell objects with weight push whatever they encounter to some |
759 |
* degree. |
760 |
*/ |
761 |
if (op->weight) |
762 |
{ |
763 |
check_spell_knockback (op); |
764 |
|
765 |
if (!op->is_on_map ()) |
766 |
return; |
767 |
} |
768 |
|
769 |
if (op->duration-- < 0) |
770 |
{ |
771 |
op->destroy (); |
772 |
return; |
773 |
} |
774 |
/* Object has hit maximum range, so don't have it move |
775 |
* any further. When the duration above expires, |
776 |
* then the object will get removed. |
777 |
*/ |
778 |
if (--op->range < 0) |
779 |
{ |
780 |
op->range = 0; /* just so it doesn't wrap */ |
781 |
return; |
782 |
} |
783 |
|
784 |
for (int i = -1; i <= 1; i++) |
785 |
{ |
786 |
sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; |
787 |
|
788 |
if (ok_to_put_more (op->map, x, y, op, op->attacktype)) |
789 |
{ |
790 |
object *tmp = op->clone (); |
791 |
|
792 |
tmp->duration = op->duration + 1; |
793 |
|
794 |
/* Use for spell tracking - see ok_to_put_more() */ |
795 |
tmp->stats.maxhp = op->stats.maxhp; |
796 |
|
797 |
op->map->insert (tmp, x, y, op); |
798 |
|
799 |
if (tmp->other_arch) |
800 |
cone_drop (tmp); |
801 |
} |
802 |
} |
803 |
} |
804 |
|
805 |
/* cast_cone: casts a cone spell. |
806 |
* op: person firing the object. |
807 |
* caster: object casting the spell. |
808 |
* dir: direction to fire in. |
809 |
* spell: spell that is being fired. It uses other_arch for the archetype |
810 |
* to fire. |
811 |
* returns 0 on failure, 1 on success. |
812 |
*/ |
813 |
int |
814 |
cast_cone (object *op, object *caster, int dir, object *spell) |
815 |
{ |
816 |
object *tmp; |
817 |
int i, success = 0, range_min = -1, range_max = 1; |
818 |
maptile *m; |
819 |
sint16 sx, sy; |
820 |
MoveType movetype; |
821 |
|
822 |
if (!spell->other_arch) |
823 |
return 0; |
824 |
|
825 |
if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) |
826 |
{ |
827 |
new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); |
828 |
return 0; |
829 |
} |
830 |
|
831 |
if (!dir) |
832 |
{ |
833 |
range_min = 0; |
834 |
range_max = 8; |
835 |
} |
836 |
|
837 |
/* Need to know what the movetype of the object we are about |
838 |
* to create is, so we can know if the space we are about to |
839 |
* insert it into is blocked. |
840 |
*/ |
841 |
movetype = spell->other_arch->move_type; |
842 |
|
843 |
for (i = range_min; i <= range_max; i++) |
844 |
{ |
845 |
sint16 x, y; |
846 |
|
847 |
/* We can't use absdir here, because it never returns |
848 |
* 0. If this is a rune, we want to hit the person on top |
849 |
* of the trap (d==0). If it is not a rune, then we don't want |
850 |
* to hit that person. |
851 |
*/ |
852 |
int d = dir ? absdir (dir + i) : i; |
853 |
|
854 |
/* If it's not a rune, we don't want to blast the caster. |
855 |
* In that case, we have to see - if dir is specified, |
856 |
* turn this into direction 8. If dir is not specified (all |
857 |
* direction) skip - otherwise, one line would do more damage |
858 |
* becase 0 direction will go through 9 directions - necessary |
859 |
* for the rune code. |
860 |
*/ |
861 |
if (caster->type != RUNE && d == 0) |
862 |
{ |
863 |
if (dir != 0) |
864 |
d = 8; |
865 |
else |
866 |
continue; |
867 |
} |
868 |
|
869 |
x = op->x + freearr_x[d]; |
870 |
y = op->y + freearr_y[d]; |
871 |
|
872 |
if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) |
873 |
continue; |
874 |
|
875 |
if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) |
876 |
continue; |
877 |
|
878 |
success = 1; |
879 |
tmp = spell->other_arch->instance (); |
880 |
tmp->set_owner (op); |
881 |
set_spell_skill (op, caster, spell, tmp); |
882 |
tmp->level = casting_level (caster, spell); |
883 |
tmp->attacktype = spell->attacktype; |
884 |
|
885 |
/* holy word stuff */ |
886 |
if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) |
887 |
if (!tailor_god_spell (tmp, op)) |
888 |
return 0; |
889 |
|
890 |
if (dir) |
891 |
tmp->stats.sp = dir; |
892 |
else |
893 |
tmp->stats.sp = i; |
894 |
|
895 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
896 |
|
897 |
/* If casting it in all directions, it doesn't go as far */ |
898 |
if (dir == 0) |
899 |
{ |
900 |
tmp->range /= 4; |
901 |
if (tmp->range < 2 && spell->range >= 2) |
902 |
tmp->range = 2; |
903 |
} |
904 |
|
905 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
906 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
907 |
|
908 |
/* Special bonus for fear attacks */ |
909 |
if (tmp->attacktype & AT_FEAR) |
910 |
{ |
911 |
if (caster->type == PLAYER) |
912 |
tmp->duration += fear_bonus[caster->stats.Cha]; |
913 |
else |
914 |
tmp->duration += caster->level / 3; |
915 |
} |
916 |
|
917 |
if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) |
918 |
{ |
919 |
if (caster->type == PLAYER) |
920 |
tmp->duration += turn_bonus[caster->stats.Wis] / 5; |
921 |
else |
922 |
tmp->duration += caster->level / 3; |
923 |
} |
924 |
|
925 |
if (!(tmp->move_type & MOVE_FLY_LOW)) |
926 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname); |
927 |
|
928 |
if (!tmp->move_on && tmp->stats.dam) |
929 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname); |
930 |
|
931 |
m->insert (tmp, sx, sy, op); |
932 |
|
933 |
/* This is used for tracking spells so that one effect doesn't hit |
934 |
* a single space too many times. |
935 |
*/ |
936 |
tmp->stats.maxhp = tmp->count; |
937 |
|
938 |
if (tmp->other_arch) |
939 |
cone_drop (tmp); |
940 |
} |
941 |
|
942 |
return success; |
943 |
} |
944 |
|
945 |
/**************************************************************************** |
946 |
* |
947 |
* BOMB related code |
948 |
* |
949 |
****************************************************************************/ |
950 |
|
951 |
/* This handles an exploding bomb. |
952 |
* op is the original bomb object. |
953 |
*/ |
954 |
void |
955 |
animate_bomb (object *op) |
956 |
{ |
957 |
if (op->state != NUM_ANIMATIONS (op) - 1) |
958 |
return; |
959 |
|
960 |
object *env = op->outer_env (); |
961 |
|
962 |
if (op->env) |
963 |
{ |
964 |
if (!env->map) |
965 |
return; |
966 |
|
967 |
if (!(op = op->insert_at (env, op))) |
968 |
return; |
969 |
} |
970 |
|
971 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding |
972 |
// on a safe map. I don't like this special casing, but it seems to be neccessary |
973 |
// as bombs can be carried. |
974 |
if (op->ms ().flags () & P_SAFE) |
975 |
{ |
976 |
op->destroy (); |
977 |
return; |
978 |
} |
979 |
|
980 |
/* This copies a lot of the code from the fire bullet, |
981 |
* but using the cast_bullet isn't really feasible, |
982 |
* so just set up the appropriate values. |
983 |
*/ |
984 |
if (archetype *at = archetype::find (SPLINT)) |
985 |
{ |
986 |
for (int i = 1; i < 9; i++) |
987 |
{ |
988 |
if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
989 |
continue; |
990 |
|
991 |
object *tmp = at->instance (); |
992 |
tmp->direction = i; |
993 |
tmp->range = op->range; |
994 |
tmp->stats.dam = op->stats.dam; |
995 |
tmp->duration = op->duration; |
996 |
tmp->attacktype = op->attacktype; |
997 |
tmp->set_owner (op); |
998 |
if (op->skill && op->skill != tmp->skill) |
999 |
tmp->skill = op->skill; |
1000 |
|
1001 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
1002 |
SET_ANIMATION (tmp, i); |
1003 |
|
1004 |
op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); |
1005 |
move_bullet (tmp); |
1006 |
} |
1007 |
} |
1008 |
|
1009 |
explode_bullet (op); |
1010 |
} |
1011 |
|
1012 |
int |
1013 |
create_bomb (object *op, object *caster, int dir, object *spell) |
1014 |
{ |
1015 |
object *tmp; |
1016 |
int mflags; |
1017 |
sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; |
1018 |
maptile *m; |
1019 |
|
1020 |
mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); |
1021 |
|
1022 |
// when creating a bomb below ourself it should always work, even |
1023 |
// when movement is blocked (somehow we got here, somehow we are here, |
1024 |
// so we should also be able to make a bomb here). (originally added |
1025 |
// to fix create bomb traps in doors, which cast with dir=0). |
1026 |
if (dir) |
1027 |
{ |
1028 |
if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) |
1029 |
{ |
1030 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1031 |
return 0; |
1032 |
} |
1033 |
} |
1034 |
|
1035 |
tmp = spell->other_arch->instance (); |
1036 |
|
1037 |
/* level dependencies for bomb */ |
1038 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
1039 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1040 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
1041 |
tmp->attacktype = spell->attacktype; |
1042 |
|
1043 |
tmp->set_owner (op); |
1044 |
set_spell_skill (op, caster, spell, tmp); |
1045 |
|
1046 |
m->insert (tmp, dx, dy, op); |
1047 |
return 1; |
1048 |
} |
1049 |
|
1050 |
/**************************************************************************** |
1051 |
* |
1052 |
* smite related spell code. |
1053 |
* |
1054 |
****************************************************************************/ |
1055 |
|
1056 |
/* get_pointed_target() - this is used by finger of death |
1057 |
* and the 'smite' spells. Returns the pointer to the first |
1058 |
* monster in the direction which is pointed to by op. b.t. |
1059 |
* op is the caster - really only used for the source location. |
1060 |
* dir is the direction to look in. |
1061 |
* range is how far out to look. |
1062 |
* type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1063 |
* this info is used for blocked magic/unholy spaces. |
1064 |
*/ |
1065 |
static object * |
1066 |
get_pointed_target (object *op, int dir, int range, int type) |
1067 |
{ |
1068 |
object *target; |
1069 |
sint16 x, y; |
1070 |
int dist, mflags; |
1071 |
maptile *mp; |
1072 |
|
1073 |
if (dir == 0) |
1074 |
return NULL; |
1075 |
|
1076 |
for (dist = 1; dist < range; dist++) |
1077 |
{ |
1078 |
x = op->x + freearr_x[dir] * dist; |
1079 |
y = op->y + freearr_y[dir] * dist; |
1080 |
mp = op->map; |
1081 |
mflags = get_map_flags (op->map, &mp, x, y, &x, &y); |
1082 |
|
1083 |
if (mflags & P_OUT_OF_MAP) |
1084 |
return NULL; |
1085 |
if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) |
1086 |
return NULL; |
1087 |
if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) |
1088 |
return NULL; |
1089 |
if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1090 |
return NULL; |
1091 |
|
1092 |
if (mflags & P_IS_ALIVE) |
1093 |
for (target = GET_MAP_OB (mp, x, y); target; target = target->above) |
1094 |
if (QUERY_FLAG (target, FLAG_MONSTER)) |
1095 |
return target; |
1096 |
} |
1097 |
|
1098 |
return NULL; |
1099 |
} |
1100 |
|
1101 |
/* cast_smite_arch() - the priest points to a creature and causes |
1102 |
* a 'godly curse' to decend. |
1103 |
* usual params - |
1104 |
* op = player |
1105 |
* caster = object casting the spell. |
1106 |
* dir = direction being cast |
1107 |
* spell = spell object |
1108 |
*/ |
1109 |
int |
1110 |
cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1111 |
{ |
1112 |
object *effect, *target; |
1113 |
object *god = find_god (determine_god (op)); |
1114 |
int range; |
1115 |
|
1116 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1117 |
target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); |
1118 |
|
1119 |
/* Bunch of conditions for casting this spell. Note that only |
1120 |
* require a god if this is a cleric spell (requires grace). |
1121 |
* This makes this spell much more general purpose - it can be used |
1122 |
* by wizards also, which is good, because I think this is a very |
1123 |
* interesting spell. |
1124 |
* if it is a cleric spell, you need a god, and the creature |
1125 |
* can't be friendly to your god. |
1126 |
*/ |
1127 |
|
1128 |
if (!target |
1129 |
|| target->flag [FLAG_REFL_SPELL] |
1130 |
|| (!god && spell->stats.grace) |
1131 |
|| (god && target->title == god->name) |
1132 |
|| (god && target->race.contains (god->race))) |
1133 |
{ |
1134 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); |
1135 |
return 0; |
1136 |
} |
1137 |
|
1138 |
if (spell->other_arch) |
1139 |
effect = spell->other_arch->instance (); |
1140 |
else |
1141 |
return 0; |
1142 |
|
1143 |
/* tailor the effect by priest level and worshipped God */ |
1144 |
effect->level = casting_level (caster, spell); |
1145 |
effect->attacktype = spell->attacktype; |
1146 |
if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) |
1147 |
{ |
1148 |
if (tailor_god_spell (effect, op)) |
1149 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op)); |
1150 |
else |
1151 |
{ |
1152 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); |
1153 |
return 0; |
1154 |
} |
1155 |
} |
1156 |
|
1157 |
/* size of the area of destruction */ |
1158 |
effect->range = spell->range + SP_level_range_adjust (caster, spell); |
1159 |
effect->duration = spell->duration + SP_level_range_adjust (caster, spell); |
1160 |
|
1161 |
if (effect->attacktype & AT_DEATH) |
1162 |
{ |
1163 |
effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1164 |
|
1165 |
/* casting death spells at undead isn't a good thing */ |
1166 |
if (QUERY_FLAG (target, FLAG_UNDEAD)) |
1167 |
{ |
1168 |
if (random_roll (0, 2, op, PREFER_LOW)) |
1169 |
{ |
1170 |
new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); |
1171 |
effect->x = op->x; |
1172 |
effect->y = op->y; |
1173 |
} |
1174 |
else |
1175 |
{ |
1176 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); |
1177 |
target->stats.hp = target->stats.maxhp * 2; |
1178 |
effect->destroy (); |
1179 |
return 0; |
1180 |
} |
1181 |
} |
1182 |
} |
1183 |
else |
1184 |
{ |
1185 |
/* how much woe to inflict :) */ |
1186 |
effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1187 |
} |
1188 |
|
1189 |
effect->set_owner (op); |
1190 |
set_spell_skill (op, caster, spell, effect); |
1191 |
|
1192 |
/* ok, tell it where to be, and insert! */ |
1193 |
effect->insert_at (target, op); |
1194 |
|
1195 |
return 1; |
1196 |
} |
1197 |
|
1198 |
/**************************************************************************** |
1199 |
* |
1200 |
* MAGIC MISSILE code. |
1201 |
* note that the fire_bullet is used to fire the missile. The |
1202 |
* code here is just to move the missile. |
1203 |
****************************************************************************/ |
1204 |
|
1205 |
/* op is a missile that needs to be moved */ |
1206 |
void |
1207 |
move_missile (object *op) |
1208 |
{ |
1209 |
if (op->range-- <= 0) |
1210 |
{ |
1211 |
op->drop_and_destroy (); |
1212 |
return; |
1213 |
} |
1214 |
|
1215 |
mapxy pos (op); |
1216 |
pos.move (op->direction); |
1217 |
|
1218 |
if (!pos.normalise ()) |
1219 |
{ |
1220 |
op->destroy (); |
1221 |
return; |
1222 |
} |
1223 |
|
1224 |
mapspace &ms = pos.ms (); |
1225 |
|
1226 |
if (ms.flags () & P_IS_ALIVE || ms.blocks (op)) |
1227 |
{ |
1228 |
hit_map (op, op->direction, AT_MAGIC, 1); |
1229 |
/* Basically, missile only hits one thing then goes away. |
1230 |
* we need to remove it if someone hasn't already done so. |
1231 |
*/ |
1232 |
op->destroy (); |
1233 |
return; |
1234 |
} |
1235 |
|
1236 |
if (!op->direction) |
1237 |
{ |
1238 |
op->destroy (); |
1239 |
return; |
1240 |
} |
1241 |
|
1242 |
int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); |
1243 |
if (i > 0 && i != op->direction) |
1244 |
{ |
1245 |
op->direction = i; |
1246 |
SET_ANIMATION (op, op->direction); |
1247 |
} |
1248 |
|
1249 |
pos.insert (op, op); |
1250 |
} |
1251 |
|
1252 |
/**************************************************************************** |
1253 |
* Destruction |
1254 |
****************************************************************************/ |
1255 |
|
1256 |
/* make_object_glow() - currently only makes living objects glow. |
1257 |
* we do this by creating a force and inserting it in the |
1258 |
* object. if time is 0, the object glows permanently. To truely |
1259 |
* make this work for non-living objects, we would have to |
1260 |
* give them the capability to have an inventory. b.t. |
1261 |
*/ |
1262 |
static int |
1263 |
make_object_glow (object *op, int radius, int time) |
1264 |
{ |
1265 |
/* some things are unaffected... */ |
1266 |
if (op->path_denied & PATH_LIGHT) |
1267 |
return 0; |
1268 |
|
1269 |
object *tmp = get_archetype (FORCE_NAME); |
1270 |
tmp->speed = 0.01; |
1271 |
tmp->stats.food = time; |
1272 |
SET_FLAG (tmp, FLAG_IS_USED_UP); |
1273 |
tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius)); |
1274 |
tmp = insert_ob_in_ob (tmp, op); |
1275 |
|
1276 |
if (tmp->glow_radius > op->glow_radius) |
1277 |
op->set_glow_radius (tmp->glow_radius); |
1278 |
|
1279 |
return 1; |
1280 |
} |
1281 |
|
1282 |
int |
1283 |
cast_destruction (object *op, object *caster, object *spell_ob) |
1284 |
{ |
1285 |
int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1286 |
int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1287 |
int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1288 |
|
1289 |
bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); |
1290 |
|
1291 |
dynbuf buf; |
1292 |
unordered_mapwalk (buf, op, -range, -range, range, range) |
1293 |
{ |
1294 |
mapspace &ms = m->at (nx, ny); |
1295 |
|
1296 |
if (ms.flags () & P_IS_ALIVE) |
1297 |
for (object *next, *tmp = ms.bot; tmp; tmp = next) |
1298 |
{ |
1299 |
next = tmp->above; |
1300 |
|
1301 |
if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) |
1302 |
{ |
1303 |
tmp = tmp->head_ (); |
1304 |
|
1305 |
if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) |
1306 |
|| (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) |
1307 |
{ |
1308 |
if (spell_ob->subtype == SP_DESTRUCTION) |
1309 |
{ |
1310 |
hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1311 |
|
1312 |
if (spell_ob->other_arch) |
1313 |
m->insert (spell_ob->other_arch->instance (), nx, ny, op); |
1314 |
} |
1315 |
else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100) |
1316 |
{ |
1317 |
if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) |
1318 |
m->insert (spell_ob->other_arch->instance (), nx, ny, op); |
1319 |
} |
1320 |
} |
1321 |
} |
1322 |
} |
1323 |
} |
1324 |
|
1325 |
return 1; |
1326 |
} |
1327 |
|
1328 |
/*************************************************************************** |
1329 |
* |
1330 |
* CURSE |
1331 |
* |
1332 |
***************************************************************************/ |
1333 |
int |
1334 |
cast_curse (object *op, object *caster, object *spell_ob, int dir) |
1335 |
{ |
1336 |
object *god = find_god (determine_god (op)); |
1337 |
object *tmp, *force; |
1338 |
|
1339 |
tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); |
1340 |
if (!tmp) |
1341 |
{ |
1342 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1343 |
return 0; |
1344 |
} |
1345 |
|
1346 |
tmp = tmp->head_ (); |
1347 |
|
1348 |
/* If we've already got a force of this type, don't add a new one. */ |
1349 |
for (force = tmp->inv; force; force = force->below) |
1350 |
{ |
1351 |
if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1352 |
{ |
1353 |
if (force->name == spell_ob->name) |
1354 |
{ |
1355 |
break; |
1356 |
} |
1357 |
else if (spell_ob->race && spell_ob->race == force->name) |
1358 |
{ |
1359 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl); |
1360 |
return 0; |
1361 |
} |
1362 |
} |
1363 |
} |
1364 |
|
1365 |
if (!force) |
1366 |
{ |
1367 |
force = get_archetype (FORCE_NAME); |
1368 |
force->subtype = FORCE_CHANGE_ABILITY; |
1369 |
|
1370 |
if (spell_ob->race) |
1371 |
force->name = spell_ob->race; |
1372 |
else |
1373 |
force->name = spell_ob->name; |
1374 |
|
1375 |
force->name_pl = spell_ob->name; |
1376 |
|
1377 |
} |
1378 |
else |
1379 |
{ |
1380 |
int duration; |
1381 |
|
1382 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1383 |
if (duration > force->duration) |
1384 |
{ |
1385 |
force->duration = duration; |
1386 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1387 |
} |
1388 |
else |
1389 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1390 |
|
1391 |
return 1; |
1392 |
} |
1393 |
|
1394 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1395 |
force->speed = 1.f; |
1396 |
force->speed_left = -1.f; |
1397 |
SET_FLAG (force, FLAG_APPLIED); |
1398 |
|
1399 |
if (god) |
1400 |
{ |
1401 |
if (spell_ob->last_grace) |
1402 |
force->path_repelled = god->path_repelled; |
1403 |
if (spell_ob->last_grace) |
1404 |
force->path_denied = god->path_denied; |
1405 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name); |
1406 |
} |
1407 |
else |
1408 |
new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty."); |
1409 |
|
1410 |
|
1411 |
if (tmp != op && op->type == PLAYER) |
1412 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); |
1413 |
|
1414 |
force->stats.ac = spell_ob->stats.ac; |
1415 |
force->stats.wc = spell_ob->stats.wc; |
1416 |
|
1417 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1418 |
insert_ob_in_ob (force, tmp); |
1419 |
tmp->update_stats (); |
1420 |
|
1421 |
return 1; |
1422 |
} |
1423 |
|
1424 |
/********************************************************************** |
1425 |
* mood change |
1426 |
* Arguably, this may or may not be an attack spell. But since it |
1427 |
* effects monsters, it seems best to put it into this file |
1428 |
***********************************************************************/ |
1429 |
|
1430 |
/* This covers the various spells that change the moods of monsters - |
1431 |
* makes them angry, peacful, friendly, etc. |
1432 |
*/ |
1433 |
int |
1434 |
mood_change (object *op, object *caster, object *spell) |
1435 |
{ |
1436 |
object *tmp, *god, *head; |
1437 |
int done_one, range, level, at, best_at; |
1438 |
const char *race; |
1439 |
|
1440 |
/* We precompute some values here so that we don't have to keep |
1441 |
* doing it over and over again. |
1442 |
*/ |
1443 |
god = find_god (determine_god (op)); |
1444 |
level = casting_level (caster, spell); |
1445 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1446 |
|
1447 |
/* On the bright side, no monster should ever have a race of GOD_... |
1448 |
* so even if the player doesn't worship a god, if race=GOD_.., it |
1449 |
* won't ever match anything. |
1450 |
*/ |
1451 |
if (!spell->race) |
1452 |
race = NULL; |
1453 |
else if (god && spell->race == shstr_GOD_SLAYING) |
1454 |
race = god->slaying; |
1455 |
else if (god && spell->race == shstr_GOD_FRIEND) |
1456 |
race = god->race; |
1457 |
else |
1458 |
race = spell->race; |
1459 |
|
1460 |
dynbuf buf; |
1461 |
unordered_mapwalk (buf, op, -range, -range, range, range) |
1462 |
{ |
1463 |
mapspace &ms = m->at (nx, ny); |
1464 |
|
1465 |
/* If there is nothing living on this space, no need to go further */ |
1466 |
if (!ms.flags () & P_IS_ALIVE) |
1467 |
continue; |
1468 |
|
1469 |
// players can only affect spaces that they can actually see |
1470 |
if (caster |
1471 |
&& caster->contr |
1472 |
&& caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) |
1473 |
continue; |
1474 |
|
1475 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
1476 |
if (tmp->flag [FLAG_MONSTER]) |
1477 |
break; |
1478 |
|
1479 |
/* There can be living objects that are not monsters */ |
1480 |
if (!tmp) |
1481 |
continue; |
1482 |
|
1483 |
/* Only the head has meaningful data, so resolve to that */ |
1484 |
head = tmp->head_ (); |
1485 |
|
1486 |
/* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1487 |
if (race && head->race && !strstr (race, head->race)) |
1488 |
continue; |
1489 |
|
1490 |
if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1491 |
continue; |
1492 |
|
1493 |
/* Now do a bunch of stuff related to saving throws */ |
1494 |
best_at = -1; |
1495 |
if (spell->attacktype) |
1496 |
{ |
1497 |
for (at = 0; at < NROFATTACKS; at++) |
1498 |
if (spell->attacktype & (1 << at)) |
1499 |
if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1500 |
best_at = at; |
1501 |
|
1502 |
if (best_at == -1) |
1503 |
at = 0; |
1504 |
else |
1505 |
{ |
1506 |
if (head->resist[best_at] == 100) |
1507 |
continue; |
1508 |
else |
1509 |
at = head->resist[best_at] / 5; |
1510 |
} |
1511 |
|
1512 |
at -= level / 5; |
1513 |
if (did_make_save (head, head->level, at)) |
1514 |
continue; |
1515 |
} |
1516 |
else /* spell->attacktype */ |
1517 |
{ |
1518 |
/* |
1519 |
Spell has no attacktype (charm & such), so we'll have a specific saving: |
1520 |
* if spell level < monster level, no go |
1521 |
* else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1522 |
|
1523 |
The chance will then be in the range [20-70] percent, not too bad. |
1524 |
|
1525 |
This is required to fix the 'charm monster' abuse, where a player level 1 can |
1526 |
charm a level 125 monster... |
1527 |
|
1528 |
Ryo, august 14th |
1529 |
*/ |
1530 |
if (head->level > level) |
1531 |
continue; |
1532 |
|
1533 |
if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level)))) |
1534 |
/* Failed, no effect */ |
1535 |
continue; |
1536 |
} |
1537 |
|
1538 |
/* Done with saving throw. Now start affecting the monster */ |
1539 |
done_one = 0; |
1540 |
|
1541 |
/* aggravation */ |
1542 |
if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1543 |
{ |
1544 |
CLEAR_FLAG (head, FLAG_SLEEP); |
1545 |
remove_friendly_object (head); |
1546 |
done_one = 1; |
1547 |
head->enemy = op; |
1548 |
} |
1549 |
|
1550 |
/* calm monsters */ |
1551 |
if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1552 |
{ |
1553 |
SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1554 |
head->enemy = NULL; |
1555 |
done_one = 1; |
1556 |
} |
1557 |
|
1558 |
/* berserk monsters */ |
1559 |
if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1560 |
{ |
1561 |
SET_FLAG (head, FLAG_BERSERK); |
1562 |
done_one = 1; |
1563 |
} |
1564 |
|
1565 |
/* charm */ |
1566 |
if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1567 |
{ |
1568 |
INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); |
1569 |
|
1570 |
/* Prevent uncontrolled outbreaks of self replicating monsters. |
1571 |
Typical use case is charm, go somwhere, use aggravation to make hostile. |
1572 |
This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1573 |
CLEAR_FLAG (head, FLAG_GENERATOR); |
1574 |
head->set_owner (op); |
1575 |
set_spell_skill (op, caster, spell, head); |
1576 |
add_friendly_object (head); |
1577 |
head->attack_movement = PETMOVE; |
1578 |
done_one = 1; |
1579 |
change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1580 |
head->stats.exp = 0; |
1581 |
} |
1582 |
|
1583 |
/* If a monster was effected, put an effect in */ |
1584 |
if (done_one && spell->other_arch) |
1585 |
m->insert (spell->other_arch->instance (), nx, ny, op); |
1586 |
} |
1587 |
|
1588 |
return 1; |
1589 |
} |
1590 |
|
1591 |
/* Move_ball_spell: This handles ball type spells that just sort of wander |
1592 |
* about. was called move_ball_lightning, but since more than the ball |
1593 |
* lightning spell used it, that seemed misnamed. |
1594 |
* op is the spell effect. |
1595 |
* note that duration is handled by process_object() in time.c |
1596 |
*/ |
1597 |
void |
1598 |
move_ball_spell (object *op) |
1599 |
{ |
1600 |
int i, j, dam_save, dir, mflags; |
1601 |
sint16 nx, ny, hx, hy; |
1602 |
object *owner; |
1603 |
maptile *m; |
1604 |
|
1605 |
owner = op->owner; |
1606 |
|
1607 |
/* the following logic makes sure that the ball doesn't move into a wall, |
1608 |
* and makes sure that it will move along a wall to try and get at it's |
1609 |
* victim. The block immediately below more or less chooses a random |
1610 |
* offset to move the ball, eg, keep it mostly on course, with some |
1611 |
* deviations. |
1612 |
*/ |
1613 |
|
1614 |
dir = 0; |
1615 |
if (!(rndm (0, 3))) |
1616 |
j = rndm (0, 1); |
1617 |
else |
1618 |
j = 0; |
1619 |
|
1620 |
for (i = 1; i < 9; i++) |
1621 |
{ |
1622 |
/* i bit 0: alters sign of offset |
1623 |
* other bits (i / 2): absolute value of offset |
1624 |
*/ |
1625 |
int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); |
1626 |
int tmpdir = absdir (op->direction + offset); |
1627 |
|
1628 |
nx = op->x + freearr_x[tmpdir]; |
1629 |
ny = op->y + freearr_y[tmpdir]; |
1630 |
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)))) |
1631 |
{ |
1632 |
dir = tmpdir; |
1633 |
break; |
1634 |
} |
1635 |
} |
1636 |
|
1637 |
if (dir == 0) |
1638 |
{ |
1639 |
nx = op->x; |
1640 |
ny = op->y; |
1641 |
m = op->map; |
1642 |
} |
1643 |
|
1644 |
m->insert (op, nx, ny, op); |
1645 |
|
1646 |
dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1647 |
surrounding squares */ |
1648 |
|
1649 |
/* loop over current square and neighbors to hit. |
1650 |
* if this has an other_arch field, we insert that in |
1651 |
* the surround spaces. |
1652 |
*/ |
1653 |
for (j = 0; j < 9; j++) |
1654 |
{ |
1655 |
hx = nx + freearr_x[j]; |
1656 |
hy = ny + freearr_y[j]; |
1657 |
|
1658 |
m = op->map; |
1659 |
mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); |
1660 |
|
1661 |
if (mflags & P_OUT_OF_MAP) |
1662 |
continue; |
1663 |
|
1664 |
/* first, don't ever, ever hit the owner. Don't hit out |
1665 |
* of the map either. |
1666 |
*/ |
1667 |
|
1668 |
if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) |
1669 |
{ |
1670 |
if (j) |
1671 |
op->stats.dam = dam_save / 2; |
1672 |
|
1673 |
hit_map (op, j, op->attacktype, 1); |
1674 |
} |
1675 |
|
1676 |
/* insert the other arch */ |
1677 |
if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) |
1678 |
m->insert (op->other_arch->instance (), hx, hy, op); |
1679 |
} |
1680 |
|
1681 |
/* restore to the center location and damage */ |
1682 |
op->stats.dam = dam_save; |
1683 |
|
1684 |
i = spell_find_dir (op->map, op->x, op->y, op->owner); |
1685 |
|
1686 |
if (i >= 0) |
1687 |
{ /* we have a preferred direction! */ |
1688 |
/* pick another direction if the preferred dir is blocked. */ |
1689 |
if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || |
1690 |
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) |
1691 |
i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ |
1692 |
|
1693 |
op->direction = i; |
1694 |
} |
1695 |
} |
1696 |
|
1697 |
/* move_swarm_spell: peterm |
1698 |
* This is an implementation of the swarm spell. It was written for |
1699 |
* meteor swarm, but it could be used for any swarm. A swarm spell |
1700 |
* is a special type of object that casts swarms of other types |
1701 |
* of spells. Which spell it casts is flexible. It fires the spells |
1702 |
* from a set of squares surrounding the caster, in a given direction. |
1703 |
*/ |
1704 |
void |
1705 |
move_swarm_spell (object *op) |
1706 |
{ |
1707 |
#if 0 |
1708 |
static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; |
1709 |
static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; |
1710 |
sint16 target_x, target_y, origin_x, origin_y; |
1711 |
int adjustdir; |
1712 |
maptile *m; |
1713 |
#endif |
1714 |
object *owner = op->env; |
1715 |
|
1716 |
if (!owner) // MUST not happen, remove when true TODO |
1717 |
{ |
1718 |
LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); |
1719 |
op->destroy (); |
1720 |
return; |
1721 |
} |
1722 |
|
1723 |
if (!op->duration || !owner->is_on_map ()) |
1724 |
{ |
1725 |
op->drop_and_destroy (); |
1726 |
return; |
1727 |
} |
1728 |
|
1729 |
op->duration--; |
1730 |
|
1731 |
int basedir = op->direction; |
1732 |
if (!basedir) |
1733 |
{ |
1734 |
/* spray in all directions! 8) */ |
1735 |
op->facing = (op->facing + op->state) & 7; |
1736 |
basedir = op->facing + 1; |
1737 |
} |
1738 |
|
1739 |
#if 0 |
1740 |
// this is bogus: it causes wrong places to be checked below |
1741 |
// (a wall 2 cells away will block the effect...) and |
1742 |
// doesn't work for SP_BULLET anyhow, so again tests the wrong |
1743 |
// space. |
1744 |
// should be fixed later, but correctness before features... |
1745 |
// (schmorp) |
1746 |
|
1747 |
/* new offset calculation to make swarm element distribution |
1748 |
* more uniform |
1749 |
*/ |
1750 |
if (op->duration) |
1751 |
{ |
1752 |
if (basedir & 1) |
1753 |
{ |
1754 |
adjustdir = cardinal_adjust[rndm (0, 8)]; |
1755 |
} |
1756 |
else |
1757 |
{ |
1758 |
adjustdir = diagonal_adjust[rndm (0, 9)]; |
1759 |
} |
1760 |
} |
1761 |
else |
1762 |
{ |
1763 |
adjustdir = 0; /* fire the last one from forward. */ |
1764 |
} |
1765 |
|
1766 |
target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; |
1767 |
target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; |
1768 |
|
1769 |
/* back up one space so we can hit point-blank targets, but this |
1770 |
* necessitates extra out_of_map check below |
1771 |
*/ |
1772 |
origin_x = target_x - freearr_x[basedir]; |
1773 |
origin_y = target_y - freearr_y[basedir]; |
1774 |
|
1775 |
|
1776 |
/* spell pointer is set up for the spell this casts. Since this |
1777 |
* should just be a pointer to the spell in some inventory, |
1778 |
* it is unlikely to disappear by the time we need it. However, |
1779 |
* do some sanity checking anyways. |
1780 |
*/ |
1781 |
|
1782 |
if (op->spell && op->spell->type == SPELL && |
1783 |
!(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && |
1784 |
!(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y)))) |
1785 |
{ |
1786 |
|
1787 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1788 |
if (op->spell->subtype == SP_BULLET) |
1789 |
fire_bullet (owner, op, basedir, op->spell); |
1790 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1791 |
fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); |
1792 |
} |
1793 |
#endif |
1794 |
|
1795 |
/* spell pointer is set up for the spell this casts. Since this |
1796 |
* should just be a pointer to the spell in some inventory, |
1797 |
* it is unlikely to disappear by the time we need it. However, |
1798 |
* do some sanity checking anyways. |
1799 |
*/ |
1800 |
|
1801 |
if (op->spell && op->spell->type == SPELL) |
1802 |
{ |
1803 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1804 |
if (op->spell->subtype == SP_BULLET) |
1805 |
fire_bullet (owner, op, basedir, op->spell); |
1806 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1807 |
fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell); |
1808 |
} |
1809 |
} |
1810 |
|
1811 |
/* fire_swarm: |
1812 |
* The following routine creates a swarm of objects. It actually |
1813 |
* sets up a specific swarm object, which then fires off all |
1814 |
* the parts of the swarm. |
1815 |
* |
1816 |
* op: the owner |
1817 |
* caster: the caster (owner, wand, rod, scroll) |
1818 |
* dir: the direction everything will be fired in |
1819 |
* spell - the spell that is this spell. |
1820 |
* n: the number to be fired. |
1821 |
*/ |
1822 |
int |
1823 |
fire_swarm (object *op, object *caster, object *spell, int dir) |
1824 |
{ |
1825 |
if (!spell->other_arch) |
1826 |
return 0; |
1827 |
|
1828 |
object *tmp = archetype::get (SWARM_SPELL); |
1829 |
|
1830 |
set_spell_skill (op, caster, spell, tmp); |
1831 |
tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */ |
1832 |
tmp->spell = spell->other_arch->instance (); |
1833 |
tmp->attacktype = tmp->spell->attacktype; |
1834 |
|
1835 |
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
1836 |
if (!tailor_god_spell (tmp, op)) |
1837 |
return 1; |
1838 |
|
1839 |
tmp->duration = SP_level_duration_adjust (caster, spell); |
1840 |
for (int i = 0; i < spell->duration; i++) |
1841 |
tmp->duration += die_roll (1, 3, op, PREFER_HIGH); |
1842 |
|
1843 |
tmp->invisible = 1; |
1844 |
tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else |
1845 |
tmp->direction = dir; |
1846 |
tmp->facing = rndm (1, 8); // initial firing direction |
1847 |
tmp->state = rndm (4) * 2 + 1; // direction increment |
1848 |
|
1849 |
op->insert (tmp); |
1850 |
|
1851 |
return 1; |
1852 |
} |
1853 |
|
1854 |
/* See the spells documentation file for why this is its own |
1855 |
* function. |
1856 |
*/ |
1857 |
int |
1858 |
cast_light (object *op, object *caster, object *spell, int dir) |
1859 |
{ |
1860 |
object *target = NULL, *tmp = NULL; |
1861 |
sint16 x, y; |
1862 |
int dam, mflags; |
1863 |
maptile *m; |
1864 |
|
1865 |
dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1866 |
|
1867 |
if (dir) |
1868 |
{ |
1869 |
x = op->x + freearr_x[dir]; |
1870 |
y = op->y + freearr_y[dir]; |
1871 |
m = op->map; |
1872 |
|
1873 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1874 |
|
1875 |
if (mflags & P_OUT_OF_MAP) |
1876 |
{ |
1877 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); |
1878 |
return 0; |
1879 |
} |
1880 |
|
1881 |
if (mflags & P_IS_ALIVE && spell->attacktype) |
1882 |
{ |
1883 |
for (target = GET_MAP_OB (m, x, y); target; target = target->above) |
1884 |
if (QUERY_FLAG (target, FLAG_MONSTER)) |
1885 |
{ |
1886 |
/* oky doky. got a target monster. Lets make a blinding attack */ |
1887 |
if (target->head) |
1888 |
target = target->head; |
1889 |
|
1890 |
hit_player (target, dam, op, spell->attacktype, 1); |
1891 |
return 1; /* one success only! */ |
1892 |
} |
1893 |
} |
1894 |
|
1895 |
/* no live target, perhaps a wall is in the way? */ |
1896 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
1897 |
{ |
1898 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1899 |
return 0; |
1900 |
} |
1901 |
} |
1902 |
|
1903 |
/* ok, looks groovy to just insert a new light on the map */ |
1904 |
tmp = spell->other_arch->instance (); |
1905 |
if (!tmp) |
1906 |
{ |
1907 |
LOG (llevError, "Error: spell arch for cast_light() missing.\n"); |
1908 |
return 0; |
1909 |
} |
1910 |
|
1911 |
tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); |
1912 |
|
1913 |
if (tmp->glow_radius) |
1914 |
tmp->set_glow_radius ( |
1915 |
clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS) |
1916 |
); |
1917 |
|
1918 |
if (dir) |
1919 |
m->insert (tmp, x, y, op); |
1920 |
else |
1921 |
caster->outer_env_or_self ()->insert (tmp); |
1922 |
|
1923 |
return 1; |
1924 |
} |
1925 |
|
1926 |
/* cast_cause_disease: this spell looks along <dir> from the |
1927 |
* player and infects someone. |
1928 |
* op is the player/monster, caster is the object, dir is the direction |
1929 |
* to cast, disease_arch is the specific disease, and type is the spell number |
1930 |
* perhaps this should actually be in disease.c? |
1931 |
*/ |
1932 |
int |
1933 |
cast_cause_disease (object *op, object *caster, object *spell, int dir) |
1934 |
{ |
1935 |
sint16 x, y; |
1936 |
int i, mflags, range, dam_mod, dur_mod; |
1937 |
object *walk; |
1938 |
maptile *m; |
1939 |
|
1940 |
x = op->x; |
1941 |
y = op->y; |
1942 |
|
1943 |
/* If casting from a scroll, no direction will be available, so refer to the |
1944 |
* direction the player is pointing. |
1945 |
*/ |
1946 |
if (!dir) |
1947 |
dir = op->facing; |
1948 |
|
1949 |
if (!dir) |
1950 |
return 0; /* won't find anything if casting on ourself, so just return */ |
1951 |
|
1952 |
/* Calculate these once here */ |
1953 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1954 |
dam_mod = SP_level_dam_adjust (caster, spell); |
1955 |
dur_mod = SP_level_duration_adjust (caster, spell); |
1956 |
|
1957 |
/* search in a line for a victim */ |
1958 |
for (i = 1; i < range; i++) |
1959 |
{ |
1960 |
x = op->x + i * freearr_x[dir]; |
1961 |
y = op->y + i * freearr_y[dir]; |
1962 |
m = op->map; |
1963 |
|
1964 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1965 |
|
1966 |
if (mflags & P_OUT_OF_MAP) |
1967 |
return 0; |
1968 |
|
1969 |
/* don't go through walls - presume diseases are airborne */ |
1970 |
if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW) |
1971 |
return 0; |
1972 |
|
1973 |
/* Only bother looking on this space if there is something living here */ |
1974 |
if (mflags & P_IS_ALIVE) |
1975 |
{ |
1976 |
/* search this square for a victim */ |
1977 |
for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) |
1978 |
if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) |
1979 |
{ /* found a victim */ |
1980 |
object *disease = spell->other_arch->instance (); |
1981 |
|
1982 |
disease->set_owner (op); |
1983 |
set_spell_skill (op, caster, spell, disease); |
1984 |
disease->stats.exp = 0; |
1985 |
disease->level = casting_level (caster, spell); |
1986 |
|
1987 |
/* do level adjustments */ |
1988 |
if (disease->stats.wc ) disease->stats.wc += dur_mod / 2; |
1989 |
if (disease->magic > 0) disease->magic += dur_mod / 8; |
1990 |
if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod; |
1991 |
if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod; |
1992 |
|
1993 |
if (disease->last_sp) |
1994 |
{ |
1995 |
disease->last_sp -= 2 * dam_mod; |
1996 |
|
1997 |
if (disease->last_sp < 1) |
1998 |
disease->last_sp = 1; |
1999 |
} |
2000 |
|
2001 |
if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod); |
2002 |
if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod); |
2003 |
if (disease->stats.ac ) disease->stats.ac += dam_mod; |
2004 |
if (disease->last_eat ) disease->last_eat -= dam_mod; |
2005 |
if (disease->stats.hp ) disease->stats.hp -= dam_mod; |
2006 |
if (disease->stats.sp ) disease->stats.sp -= dam_mod; |
2007 |
|
2008 |
if (infect_object (walk, disease, 1)) |
2009 |
{ |
2010 |
op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name)); |
2011 |
|
2012 |
disease->destroy (); /* don't need this one anymore */ |
2013 |
walk->map->insert (get_archetype (shstr_detect_magic), x, y, op); |
2014 |
return 1; |
2015 |
} |
2016 |
|
2017 |
disease->destroy (); |
2018 |
} |
2019 |
} /* if living creature */ |
2020 |
} /* for range of spaces */ |
2021 |
|
2022 |
new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); |
2023 |
return 1; |
2024 |
} |