1 |
|
2 |
/* |
3 |
* static char *rcsid_spell_attack_c = |
4 |
* "$Id: spell_attack.C,v 1.8 2006-09-07 10:01:58 pippijn Exp $"; |
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*/ |
6 |
|
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|
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/* |
9 |
CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* This file contains all the spell attack code. Grouping this code |
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* together should hopefully make it easier to find the relevent bits |
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* of code |
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*/ |
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|
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#include <global.h> |
37 |
#include <object.h> |
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#include <living.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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|
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/* this function checks to see if a spell pushes objects as well |
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* as flies over and damages them (only used for cones for now) |
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* but moved here so it could be applied to bolts too |
48 |
* op is the spell object. |
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*/ |
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|
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void |
52 |
check_spell_knockback (object *op) |
53 |
{ |
54 |
object *tmp, *tmp2; /* object on the map */ |
55 |
int weight_move; |
56 |
int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ |
57 |
|
58 |
if (!op->weight) |
59 |
{ /*shouldn't happen but if cone object has no weight drop out */ |
60 |
/*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */ |
61 |
return; |
62 |
} |
63 |
else |
64 |
{ |
65 |
weight_move = op->weight + (op->weight * op->level) / 3; |
66 |
/*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ |
67 |
} |
68 |
|
69 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
70 |
{ |
71 |
int num_sections = 1; |
72 |
|
73 |
/* don't move DM */ |
74 |
if (QUERY_FLAG (tmp, FLAG_WIZ)) |
75 |
return; |
76 |
|
77 |
/* don't move parts of objects */ |
78 |
if (tmp->head) |
79 |
continue; |
80 |
|
81 |
/* don't move floors or immobile objects */ |
82 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) |
83 |
continue; |
84 |
|
85 |
/* count the object's sections */ |
86 |
for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) |
87 |
num_sections++; |
88 |
|
89 |
/* I'm not sure if it makes sense to divide by num_sections - bigger |
90 |
* objects should be harder to move, and we are moving the entire |
91 |
* object, not just the head, so the total weight should be relevant. |
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*/ |
93 |
|
94 |
/* surface area? -tm */ |
95 |
|
96 |
if (tmp->move_type & MOVE_FLYING) |
97 |
frictionmod = 1; /* flying objects loose the friction modifier */ |
98 |
|
99 |
if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) |
100 |
{ /* move it. */ |
101 |
/* move_object is really for monsters, but looking at |
102 |
* the move_object function, it appears that it should |
103 |
* also be safe for objects. |
104 |
* This does return if successful or not, but |
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* I don't see us doing anything useful with that information |
106 |
* right now. |
107 |
*/ |
108 |
move_object (tmp, absdir (op->stats.sp)); |
109 |
} |
110 |
|
111 |
} |
112 |
} |
113 |
|
114 |
/*************************************************************************** |
115 |
* |
116 |
* BOLT CODE |
117 |
* |
118 |
***************************************************************************/ |
119 |
|
120 |
/* Causes op to fork. op is the original bolt, tmp |
121 |
* is the first piece of the fork. |
122 |
*/ |
123 |
|
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void |
125 |
forklightning (object *op, object *tmp) |
126 |
{ |
127 |
int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ |
128 |
int t_dir; /* stores temporary dir calculation */ |
129 |
mapstruct *m; |
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sint16 sx, sy; |
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object *new_bolt; |
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|
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/* pick a fork direction. tmp->stats.Con is the left bias |
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* i.e., the chance in 100 of forking LEFT |
135 |
* Should start out at 50, down to 25 for one already going left |
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* down to 0 for one going 90 degrees left off original path |
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*/ |
138 |
|
139 |
if (rndm (0, 99) < tmp->stats.Con) /* fork left */ |
140 |
new_dir = -1; |
141 |
|
142 |
/* check the new dir for a wall and in the map */ |
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t_dir = absdir (tmp->direction + new_dir); |
144 |
|
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if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) |
146 |
return; |
147 |
|
148 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
149 |
return; |
150 |
|
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/* OK, we made a fork */ |
152 |
new_bolt = get_object (); |
153 |
copy_object (tmp, new_bolt); |
154 |
|
155 |
/* reduce chances of subsequent forking */ |
156 |
new_bolt->stats.Dex -= 10; |
157 |
tmp->stats.Dex -= 10; /* less forks from main bolt too */ |
158 |
new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ |
159 |
new_bolt->speed_left = -0.1; |
160 |
new_bolt->direction = t_dir; |
161 |
new_bolt->duration++; |
162 |
new_bolt->x = sx; |
163 |
new_bolt->y = sy; |
164 |
new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ |
165 |
new_bolt->stats.dam++; |
166 |
tmp->stats.dam /= 2; /* reduce father bolt damage */ |
167 |
tmp->stats.dam++; |
168 |
new_bolt = insert_ob_in_map (new_bolt, m, op, 0); |
169 |
update_turn_face (new_bolt); |
170 |
} |
171 |
|
172 |
/* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
173 |
* and checks for various things that may stop it. |
174 |
*/ |
175 |
|
176 |
void |
177 |
move_bolt (object *op) |
178 |
{ |
179 |
object *tmp; |
180 |
int mflags; |
181 |
sint16 x, y; |
182 |
mapstruct *m; |
183 |
|
184 |
if (--(op->duration) < 0) |
185 |
{ |
186 |
remove_ob (op); |
187 |
free_object (op); |
188 |
return; |
189 |
} |
190 |
hit_map (op, 0, op->attacktype, 1); |
191 |
|
192 |
if (!op->direction) |
193 |
return; |
194 |
|
195 |
if (--op->range < 0) |
196 |
{ |
197 |
op->range = 0; |
198 |
} |
199 |
else |
200 |
{ |
201 |
x = op->x + DIRX (op); |
202 |
y = op->y + DIRY (op); |
203 |
m = op->map; |
204 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
205 |
|
206 |
if (mflags & P_OUT_OF_MAP) |
207 |
return; |
208 |
|
209 |
/* We are about to run into something - we may bounce */ |
210 |
/* Calling reflwall is pretty costly, as it has to look at all the objects |
211 |
* on the space. So only call reflwall if we think the data it returns |
212 |
* will be useful. |
213 |
*/ |
214 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) |
215 |
{ |
216 |
|
217 |
if (!QUERY_FLAG (op, FLAG_REFLECTING)) |
218 |
return; |
219 |
|
220 |
/* Since walls don't run diagonal, if the bolt is in |
221 |
* one of 4 main directions, it just reflects back in the |
222 |
* opposite direction. However, if the bolt is travelling |
223 |
* on the diagonal, it is trickier - eg, a bolt travelling |
224 |
* northwest bounces different if it hits a north/south |
225 |
* wall (bounces to northeast) vs an east/west (bounces |
226 |
* to the southwest. |
227 |
*/ |
228 |
if (op->direction & 1) |
229 |
op->direction = absdir (op->direction + 4); |
230 |
else |
231 |
{ |
232 |
int left, right; |
233 |
int mflags; |
234 |
|
235 |
/* Need to check for P_OUT_OF_MAP: if the bolt is tavelling |
236 |
* over a corner in a tiled map, it is possible that |
237 |
* op->direction is within an adjacent map but either |
238 |
* op->direction-1 or op->direction+1 does not exist. |
239 |
*/ |
240 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], |
241 |
op->y + freearr_y[absdir (op->direction - 1)], &x, &y); |
242 |
|
243 |
left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); |
244 |
|
245 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], |
246 |
op->y + freearr_y[absdir (op->direction + 1)], &x, &y); |
247 |
right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); |
248 |
|
249 |
if (left == right) |
250 |
op->direction = absdir (op->direction + 4); |
251 |
else if (left) |
252 |
op->direction = absdir (op->direction + 2); |
253 |
else if (right) |
254 |
op->direction = absdir (op->direction - 2); |
255 |
} |
256 |
update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ |
257 |
return; |
258 |
} |
259 |
else |
260 |
{ /* Create a copy of this object and put it ahead */ |
261 |
tmp = get_object (); |
262 |
copy_object (op, tmp); |
263 |
tmp->speed_left = -0.1; |
264 |
tmp->x += DIRX (tmp), tmp->y += DIRY (tmp); |
265 |
tmp = insert_ob_in_map (tmp, op->map, op, 0); |
266 |
/* To make up for the decrease at the top of the function */ |
267 |
tmp->duration++; |
268 |
|
269 |
/* New forking code. Possibly create forks of this object |
270 |
* going off in other directions. |
271 |
*/ |
272 |
|
273 |
if (rndm (0, 99) < tmp->stats.Dex) |
274 |
{ /* stats.Dex % of forking */ |
275 |
forklightning (op, tmp); |
276 |
} |
277 |
/* In this way, the object left behind sticks on the space, but |
278 |
* doesn't create any bolts that continue to move onward. |
279 |
*/ |
280 |
op->range = 0; |
281 |
} /* copy object and move it along */ |
282 |
} /* if move bolt along */ |
283 |
} |
284 |
|
285 |
/* fire_bolt |
286 |
* object op (cast from caster) files a bolt in dir. |
287 |
* spob is the spell object for the bolt. |
288 |
* we remove the magic flag - that can be derived from |
289 |
* spob->attacktype. |
290 |
* This function sets up the appropriate owner and skill |
291 |
* pointers. |
292 |
*/ |
293 |
|
294 |
int |
295 |
fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) |
296 |
{ |
297 |
object *tmp = NULL; |
298 |
int mflags; |
299 |
|
300 |
if (!spob->other_arch) |
301 |
return 0; |
302 |
|
303 |
tmp = arch_to_object (spob->other_arch); |
304 |
if (tmp == NULL) |
305 |
return 0; |
306 |
|
307 |
/* peterm: level dependency for bolts */ |
308 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
309 |
tmp->attacktype = spob->attacktype; |
310 |
if (spob->slaying) |
311 |
tmp->slaying = spob->slaying; |
312 |
tmp->range = spob->range + SP_level_range_adjust (caster, spob); |
313 |
tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); |
314 |
tmp->stats.Dex = spob->stats.Dex; |
315 |
tmp->stats.Con = spob->stats.Con; |
316 |
|
317 |
tmp->direction = dir; |
318 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
319 |
SET_ANIMATION (tmp, dir); |
320 |
|
321 |
set_owner (tmp, op); |
322 |
set_spell_skill (op, caster, spob, tmp); |
323 |
|
324 |
tmp->x = op->x + DIRX (tmp); |
325 |
tmp->y = op->y + DIRY (tmp); |
326 |
tmp->map = op->map; |
327 |
|
328 |
mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
329 |
if (mflags & P_OUT_OF_MAP) |
330 |
{ |
331 |
free_object (tmp); |
332 |
return 0; |
333 |
} |
334 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
335 |
{ |
336 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
337 |
{ |
338 |
free_object (tmp); |
339 |
return 0; |
340 |
} |
341 |
tmp->x = op->x; |
342 |
tmp->y = op->y; |
343 |
tmp->direction = absdir (tmp->direction + 4); |
344 |
tmp->map = op->map; |
345 |
} |
346 |
if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) |
347 |
move_bolt (tmp); |
348 |
return 1; |
349 |
} |
350 |
|
351 |
|
352 |
|
353 |
/*************************************************************************** |
354 |
* |
355 |
* BULLET/BALL CODE |
356 |
* |
357 |
***************************************************************************/ |
358 |
|
359 |
/* expands an explosion. op is a piece of the |
360 |
* explosion - this expans it in the different directions. |
361 |
* At least that is what I think this does. |
362 |
*/ |
363 |
void |
364 |
explosion (object *op) |
365 |
{ |
366 |
object *tmp; |
367 |
mapstruct *m = op->map; |
368 |
int i; |
369 |
|
370 |
if (--(op->duration) < 0) |
371 |
{ |
372 |
remove_ob (op); |
373 |
free_object (op); |
374 |
return; |
375 |
} |
376 |
hit_map (op, 0, op->attacktype, 0); |
377 |
|
378 |
if (op->range > 0) |
379 |
{ |
380 |
for (i = 1; i < 9; i++) |
381 |
{ |
382 |
sint16 dx, dy; |
383 |
|
384 |
dx = op->x + freearr_x[i]; |
385 |
dy = op->y + freearr_y[i]; |
386 |
/* ok_to_put_more already does things like checks for walls, |
387 |
* out of map, etc. |
388 |
*/ |
389 |
if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) |
390 |
{ |
391 |
tmp = get_object (); |
392 |
copy_object (op, tmp); |
393 |
tmp->state = 0; |
394 |
tmp->speed_left = -0.21; |
395 |
tmp->range--; |
396 |
tmp->value = 0; |
397 |
tmp->x = dx; |
398 |
tmp->y = dy; |
399 |
insert_ob_in_map (tmp, m, op, 0); |
400 |
} |
401 |
} |
402 |
} |
403 |
} |
404 |
|
405 |
|
406 |
/* Causes an object to explode, eg, a firebullet, |
407 |
* poison cloud ball, etc. op is the object to |
408 |
* explode. |
409 |
*/ |
410 |
void |
411 |
explode_bullet (object *op) |
412 |
{ |
413 |
tag_t op_tag = op->count; |
414 |
object *tmp, *owner; |
415 |
|
416 |
if (op->other_arch == NULL) |
417 |
{ |
418 |
LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); |
419 |
remove_ob (op); |
420 |
free_object (op); |
421 |
return; |
422 |
} |
423 |
|
424 |
if (op->env) |
425 |
{ |
426 |
object *env; |
427 |
|
428 |
env = object_get_env_recursive (op); |
429 |
if (env->map == NULL || out_of_map (env->map, env->x, env->y)) |
430 |
{ |
431 |
LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
432 |
remove_ob (op); |
433 |
free_object (op); |
434 |
return; |
435 |
} |
436 |
remove_ob (op); |
437 |
op->x = env->x; |
438 |
op->y = env->y; |
439 |
insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); |
440 |
} |
441 |
else if (out_of_map (op->map, op->x, op->y)) |
442 |
{ |
443 |
LOG (llevError, "BUG: explode_bullet(): op out of map\n"); |
444 |
remove_ob (op); |
445 |
free_object (op); |
446 |
return; |
447 |
} |
448 |
|
449 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps |
450 |
// NOTE: If this breaks something important: remove this. I can't think of anything |
451 |
// bad at the moment that might happen from this. |
452 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
453 |
{ |
454 |
remove_ob (op); |
455 |
free_object (op); |
456 |
return; |
457 |
} |
458 |
|
459 |
if (op->attacktype) |
460 |
{ |
461 |
hit_map (op, 0, op->attacktype, 1); |
462 |
if (was_destroyed (op, op_tag)) |
463 |
return; |
464 |
} |
465 |
|
466 |
/* other_arch contains what this explodes into */ |
467 |
tmp = arch_to_object (op->other_arch); |
468 |
|
469 |
copy_owner (tmp, op); |
470 |
tmp->skill = op->skill; |
471 |
|
472 |
owner = get_owner (op); |
473 |
if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) |
474 |
{ |
475 |
remove_ob (op); |
476 |
free_object (op); |
477 |
return; |
478 |
} |
479 |
tmp->x = op->x; |
480 |
tmp->y = op->y; |
481 |
|
482 |
/* special for bombs - it actually has sane values for these */ |
483 |
if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) |
484 |
{ |
485 |
tmp->attacktype = op->attacktype; |
486 |
tmp->range = op->range; |
487 |
tmp->stats.dam = op->stats.dam; |
488 |
tmp->duration = op->duration; |
489 |
} |
490 |
else |
491 |
{ |
492 |
if (op->attacktype & AT_MAGIC) |
493 |
tmp->attacktype |= AT_MAGIC; |
494 |
/* Spell doc describes what is going on here */ |
495 |
tmp->stats.dam = op->dam_modifier; |
496 |
tmp->range = op->stats.maxhp; |
497 |
tmp->duration = op->stats.hp; |
498 |
/* Used for spell tracking - just need a unique val for this spell - |
499 |
* the count of the parent should work fine. |
500 |
*/ |
501 |
tmp->stats.maxhp = op->count; |
502 |
} |
503 |
|
504 |
/* Set direction of cone explosion */ |
505 |
if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) |
506 |
tmp->stats.sp = op->direction; |
507 |
|
508 |
/* Prevent recursion */ |
509 |
op->move_on = 0; |
510 |
|
511 |
insert_ob_in_map (tmp, op->map, op, 0); |
512 |
/* remove the firebullet */ |
513 |
if (!was_destroyed (op, op_tag)) |
514 |
{ |
515 |
remove_ob (op); |
516 |
free_object (op); |
517 |
} |
518 |
} |
519 |
|
520 |
|
521 |
|
522 |
/* checks to see what op should do, given the space it is on |
523 |
* (eg, explode, damage player, etc) |
524 |
*/ |
525 |
|
526 |
void |
527 |
check_bullet (object *op) |
528 |
{ |
529 |
tag_t op_tag = op->count, tmp_tag; |
530 |
object *tmp; |
531 |
int dam, mflags; |
532 |
mapstruct *m; |
533 |
sint16 sx, sy; |
534 |
|
535 |
mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); |
536 |
|
537 |
if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
538 |
return; |
539 |
|
540 |
if (op->other_arch) |
541 |
{ |
542 |
/* explode object will also remove op */ |
543 |
explode_bullet (op); |
544 |
return; |
545 |
} |
546 |
|
547 |
/* If nothing alive on this space, no reason to do anything further */ |
548 |
if (!(mflags & P_IS_ALIVE)) |
549 |
return; |
550 |
|
551 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
552 |
{ |
553 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
554 |
{ |
555 |
tmp_tag = tmp->count; |
556 |
dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
557 |
if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) |
558 |
{ |
559 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
560 |
{ |
561 |
remove_ob (op); |
562 |
free_object (op); |
563 |
return; |
564 |
} |
565 |
} |
566 |
} |
567 |
} |
568 |
} |
569 |
|
570 |
|
571 |
/* Basically, we move 'op' one square, and if it hits something, |
572 |
* call check_bullet. |
573 |
* This function is only applicable to bullets, but not to all |
574 |
* fired arches (eg, bolts). |
575 |
*/ |
576 |
|
577 |
void |
578 |
move_bullet (object *op) |
579 |
{ |
580 |
sint16 new_x, new_y; |
581 |
int mflags; |
582 |
mapstruct *m; |
583 |
|
584 |
#if 0 |
585 |
/* We need a better general purpose way to do this */ |
586 |
|
587 |
/* peterm: added to make comet leave a trail of burnouts |
588 |
it's an unadulterated hack, but the effect is cool. */ |
589 |
if (op->stats.sp == SP_METEOR) |
590 |
{ |
591 |
replace_insert_ob_in_map ("fire_trail", op); |
592 |
if (was_destroyed (op, op_tag)) |
593 |
return; |
594 |
} /* end addition. */ |
595 |
#endif |
596 |
|
597 |
/* Reached the end of its life - remove it */ |
598 |
if (--op->range <= 0) |
599 |
{ |
600 |
if (op->other_arch) |
601 |
{ |
602 |
explode_bullet (op); |
603 |
} |
604 |
else |
605 |
{ |
606 |
remove_ob (op); |
607 |
free_object (op); |
608 |
} |
609 |
return; |
610 |
} |
611 |
|
612 |
new_x = op->x + DIRX (op); |
613 |
new_y = op->y + DIRY (op); |
614 |
m = op->map; |
615 |
mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); |
616 |
|
617 |
if (mflags & P_OUT_OF_MAP) |
618 |
{ |
619 |
remove_ob (op); |
620 |
free_object (op); |
621 |
return; |
622 |
} |
623 |
|
624 |
if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) |
625 |
{ |
626 |
if (op->other_arch) |
627 |
{ |
628 |
explode_bullet (op); |
629 |
} |
630 |
else |
631 |
{ |
632 |
remove_ob (op); |
633 |
free_object (op); |
634 |
} |
635 |
return; |
636 |
} |
637 |
|
638 |
remove_ob (op); |
639 |
op->x = new_x; |
640 |
op->y = new_y; |
641 |
if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) |
642 |
return; |
643 |
|
644 |
if (reflwall (op->map, op->x, op->y, op)) |
645 |
{ |
646 |
op->direction = absdir (op->direction + 4); |
647 |
update_turn_face (op); |
648 |
} |
649 |
else |
650 |
{ |
651 |
check_bullet (op); |
652 |
} |
653 |
} |
654 |
|
655 |
|
656 |
|
657 |
|
658 |
/* fire_bullet |
659 |
* object op (cast from caster) files a bolt in dir. |
660 |
* spob is the spell object for the bolt. |
661 |
* we remove the magic flag - that can be derived from |
662 |
* spob->attacktype. |
663 |
* This function sets up the appropriate owner and skill |
664 |
* pointers. |
665 |
*/ |
666 |
|
667 |
int |
668 |
fire_bullet (object *op, object *caster, int dir, object *spob) |
669 |
{ |
670 |
object *tmp = NULL; |
671 |
int mflags; |
672 |
|
673 |
if (!spob->other_arch) |
674 |
return 0; |
675 |
|
676 |
tmp = arch_to_object (spob->other_arch); |
677 |
if (tmp == NULL) |
678 |
return 0; |
679 |
|
680 |
/* peterm: level dependency for bolts */ |
681 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
682 |
tmp->attacktype = spob->attacktype; |
683 |
if (spob->slaying) |
684 |
tmp->slaying = spob->slaying; |
685 |
|
686 |
tmp->range = 50; |
687 |
|
688 |
/* Need to store duration/range for the ball to use */ |
689 |
tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); |
690 |
tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); |
691 |
tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); |
692 |
|
693 |
tmp->direction = dir; |
694 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
695 |
SET_ANIMATION (tmp, dir); |
696 |
|
697 |
set_owner (tmp, op); |
698 |
set_spell_skill (op, caster, spob, tmp); |
699 |
|
700 |
tmp->x = op->x + freearr_x[dir]; |
701 |
tmp->y = op->y + freearr_y[dir]; |
702 |
tmp->map = op->map; |
703 |
|
704 |
mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); |
705 |
if (mflags & P_OUT_OF_MAP) |
706 |
{ |
707 |
free_object (tmp); |
708 |
return 0; |
709 |
} |
710 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) |
711 |
{ |
712 |
if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) |
713 |
{ |
714 |
free_object (tmp); |
715 |
return 0; |
716 |
} |
717 |
tmp->x = op->x; |
718 |
tmp->y = op->y; |
719 |
tmp->direction = absdir (tmp->direction + 4); |
720 |
tmp->map = op->map; |
721 |
} |
722 |
if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) |
723 |
{ |
724 |
check_bullet (tmp); |
725 |
} |
726 |
return 1; |
727 |
} |
728 |
|
729 |
|
730 |
|
731 |
|
732 |
/***************************************************************************** |
733 |
* |
734 |
* CONE RELATED FUNCTIONS |
735 |
* |
736 |
*****************************************************************************/ |
737 |
|
738 |
|
739 |
/* drops an object based on what is in the cone's "other_arch" */ |
740 |
void |
741 |
cone_drop (object *op) |
742 |
{ |
743 |
object *new_ob = arch_to_object (op->other_arch); |
744 |
|
745 |
new_ob->x = op->x; |
746 |
new_ob->y = op->y; |
747 |
new_ob->level = op->level; |
748 |
set_owner (new_ob, op->owner); |
749 |
|
750 |
/* preserve skill ownership */ |
751 |
if (op->skill && op->skill != new_ob->skill) |
752 |
{ |
753 |
new_ob->skill = op->skill; |
754 |
} |
755 |
insert_ob_in_map (new_ob, op->map, op, 0); |
756 |
|
757 |
} |
758 |
|
759 |
/* move_cone: causes cone object 'op' to move a space/hit creatures */ |
760 |
|
761 |
void |
762 |
move_cone (object *op) |
763 |
{ |
764 |
int i; |
765 |
tag_t tag; |
766 |
|
767 |
/* if no map then hit_map will crash so just ignore object */ |
768 |
if (!op->map) |
769 |
{ |
770 |
LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); |
771 |
op->speed = 0; |
772 |
update_ob_speed (op); |
773 |
return; |
774 |
} |
775 |
|
776 |
/* lava saves it's life, but not yours :) */ |
777 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
778 |
{ |
779 |
hit_map (op, 0, op->attacktype, 0); |
780 |
return; |
781 |
} |
782 |
|
783 |
#if 0 |
784 |
/* Disable this - enabling it makes monsters easier, as |
785 |
* when their cone dies when they die. |
786 |
*/ |
787 |
/* If no owner left, the spell dies out. */ |
788 |
if (get_owner (op) == NULL) |
789 |
{ |
790 |
remove_ob (op); |
791 |
free_object (op); |
792 |
return; |
793 |
} |
794 |
#endif |
795 |
|
796 |
tag = op->count; |
797 |
hit_map (op, 0, op->attacktype, 0); |
798 |
|
799 |
/* Check to see if we should push anything. |
800 |
* Spell objects with weight push whatever they encounter to some |
801 |
* degree. |
802 |
*/ |
803 |
if (op->weight) |
804 |
check_spell_knockback (op); |
805 |
|
806 |
if (was_destroyed (op, tag)) |
807 |
return; |
808 |
|
809 |
if ((op->duration--) < 0) |
810 |
{ |
811 |
remove_ob (op); |
812 |
free_object (op); |
813 |
return; |
814 |
} |
815 |
/* Object has hit maximum range, so don't have it move |
816 |
* any further. When the duration above expires, |
817 |
* then the object will get removed. |
818 |
*/ |
819 |
if (--op->range < 0) |
820 |
{ |
821 |
op->range = 0; /* just so it doesn't wrap */ |
822 |
return; |
823 |
} |
824 |
|
825 |
for (i = -1; i < 2; i++) |
826 |
{ |
827 |
sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; |
828 |
|
829 |
if (ok_to_put_more (op->map, x, y, op, op->attacktype)) |
830 |
{ |
831 |
object *tmp = get_object (); |
832 |
|
833 |
copy_object (op, tmp); |
834 |
tmp->x = x; |
835 |
tmp->y = y; |
836 |
|
837 |
tmp->duration = op->duration + 1; |
838 |
|
839 |
/* Use for spell tracking - see ok_to_put_more() */ |
840 |
tmp->stats.maxhp = op->stats.maxhp; |
841 |
insert_ob_in_map (tmp, op->map, op, 0); |
842 |
if (tmp->other_arch) |
843 |
cone_drop (tmp); |
844 |
} |
845 |
} |
846 |
} |
847 |
|
848 |
/* cast_cone: casts a cone spell. |
849 |
* op: person firing the object. |
850 |
* caster: object casting the spell. |
851 |
* dir: direction to fire in. |
852 |
* spell: spell that is being fired. It uses other_arch for the archetype |
853 |
* to fire. |
854 |
* returns 0 on failure, 1 on success. |
855 |
*/ |
856 |
int |
857 |
cast_cone (object *op, object *caster, int dir, object *spell) |
858 |
{ |
859 |
object *tmp; |
860 |
int i, success = 0, range_min = -1, range_max = 1; |
861 |
mapstruct *m; |
862 |
sint16 sx, sy; |
863 |
MoveType movetype; |
864 |
|
865 |
if (!spell->other_arch) |
866 |
return 0; |
867 |
|
868 |
if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) |
869 |
{ |
870 |
new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); |
871 |
return 0; |
872 |
} |
873 |
|
874 |
if (!dir) |
875 |
{ |
876 |
range_min = 0; |
877 |
range_max = 8; |
878 |
} |
879 |
|
880 |
/* Need to know what the movetype of the object we are about |
881 |
* to create is, so we can know if the space we are about to |
882 |
* insert it into is blocked. |
883 |
*/ |
884 |
movetype = spell->other_arch->clone.move_type; |
885 |
|
886 |
for (i = range_min; i <= range_max; i++) |
887 |
{ |
888 |
sint16 x, y, d; |
889 |
|
890 |
/* We can't use absdir here, because it never returns |
891 |
* 0. If this is a rune, we want to hit the person on top |
892 |
* of the trap (d==0). If it is not a rune, then we don't want |
893 |
* to hit that person. |
894 |
*/ |
895 |
d = dir + i; |
896 |
while (d < 0) |
897 |
d += 8; |
898 |
while (d > 8) |
899 |
d -= 8; |
900 |
|
901 |
/* If it's not a rune, we don't want to blast the caster. |
902 |
* In that case, we have to see - if dir is specified, |
903 |
* turn this into direction 8. If dir is not specified (all |
904 |
* direction) skip - otherwise, one line would do more damage |
905 |
* becase 0 direction will go through 9 directions - necessary |
906 |
* for the rune code. |
907 |
*/ |
908 |
if (caster->type != RUNE && d == 0) |
909 |
{ |
910 |
if (dir != 0) |
911 |
d = 8; |
912 |
else |
913 |
continue; |
914 |
} |
915 |
|
916 |
x = op->x + freearr_x[d]; |
917 |
y = op->y + freearr_y[d]; |
918 |
|
919 |
if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) |
920 |
continue; |
921 |
|
922 |
if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) |
923 |
continue; |
924 |
|
925 |
success = 1; |
926 |
tmp = arch_to_object (spell->other_arch); |
927 |
set_owner (tmp, op); |
928 |
set_spell_skill (op, caster, spell, tmp); |
929 |
tmp->level = caster_level (caster, spell); |
930 |
tmp->x = sx; |
931 |
tmp->y = sy; |
932 |
tmp->attacktype = spell->attacktype; |
933 |
|
934 |
/* holy word stuff */ |
935 |
if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) |
936 |
{ |
937 |
if (!tailor_god_spell (tmp, op)) |
938 |
return 0; |
939 |
} |
940 |
|
941 |
if (dir) |
942 |
tmp->stats.sp = dir; |
943 |
else |
944 |
tmp->stats.sp = i; |
945 |
|
946 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
947 |
|
948 |
/* If casting it in all directions, it doesn't go as far */ |
949 |
if (dir == 0) |
950 |
{ |
951 |
tmp->range /= 4; |
952 |
if (tmp->range < 2 && spell->range >= 2) |
953 |
tmp->range = 2; |
954 |
} |
955 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
956 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
957 |
|
958 |
/* Special bonus for fear attacks */ |
959 |
if (tmp->attacktype & AT_FEAR) |
960 |
{ |
961 |
if (caster->type == PLAYER) |
962 |
tmp->duration += fear_bonus[caster->stats.Cha]; |
963 |
else |
964 |
tmp->duration += caster->level / 3; |
965 |
} |
966 |
if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) |
967 |
{ |
968 |
if (caster->type == PLAYER) |
969 |
tmp->duration += turn_bonus[caster->stats.Wis] / 5; |
970 |
else |
971 |
tmp->duration += caster->level / 3; |
972 |
} |
973 |
|
974 |
|
975 |
if (!(tmp->move_type & MOVE_FLY_LOW)) |
976 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); |
977 |
|
978 |
if (!tmp->move_on && tmp->stats.dam) |
979 |
{ |
980 |
LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); |
981 |
} |
982 |
insert_ob_in_map (tmp, m, op, 0); |
983 |
|
984 |
/* This is used for tracking spells so that one effect doesn't hit |
985 |
* a single space too many times. |
986 |
*/ |
987 |
tmp->stats.maxhp = tmp->count; |
988 |
|
989 |
if (tmp->other_arch) |
990 |
cone_drop (tmp); |
991 |
} |
992 |
return success; |
993 |
} |
994 |
|
995 |
/**************************************************************************** |
996 |
* |
997 |
* BOMB related code |
998 |
* |
999 |
****************************************************************************/ |
1000 |
|
1001 |
|
1002 |
/* This handles an exploding bomb. |
1003 |
* op is the original bomb object. |
1004 |
*/ |
1005 |
void |
1006 |
animate_bomb (object *op) |
1007 |
{ |
1008 |
int i; |
1009 |
object *env, *tmp; |
1010 |
archetype *at; |
1011 |
|
1012 |
if (op->state != NUM_ANIMATIONS (op) - 1) |
1013 |
return; |
1014 |
|
1015 |
|
1016 |
env = object_get_env_recursive (op); |
1017 |
|
1018 |
if (op->env) |
1019 |
{ |
1020 |
if (env->map == NULL) |
1021 |
return; |
1022 |
|
1023 |
if (env->type == PLAYER) |
1024 |
esrv_del_item (env->contr, op->count); |
1025 |
|
1026 |
remove_ob (op); |
1027 |
op->x = env->x; |
1028 |
op->y = env->y; |
1029 |
if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL) |
1030 |
return; |
1031 |
} |
1032 |
|
1033 |
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding |
1034 |
// on a safe map. I don't like this special casing, but it seems to be neccessary |
1035 |
// as bombs can be carried. |
1036 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
1037 |
{ |
1038 |
remove_ob (op); |
1039 |
free_object (op); |
1040 |
return; |
1041 |
} |
1042 |
|
1043 |
/* This copies a lot of the code from the fire bullet, |
1044 |
* but using the cast_bullet isn't really feasible, |
1045 |
* so just set up the appropriate values. |
1046 |
*/ |
1047 |
at = find_archetype (SPLINT); |
1048 |
if (at) |
1049 |
{ |
1050 |
for (i = 1; i < 9; i++) |
1051 |
{ |
1052 |
if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
1053 |
continue; |
1054 |
tmp = arch_to_object (at); |
1055 |
tmp->direction = i; |
1056 |
tmp->range = op->range; |
1057 |
tmp->stats.dam = op->stats.dam; |
1058 |
tmp->duration = op->duration; |
1059 |
tmp->attacktype = op->attacktype; |
1060 |
copy_owner (tmp, op); |
1061 |
if (op->skill && op->skill != tmp->skill) |
1062 |
{ |
1063 |
tmp->skill = op->skill; |
1064 |
} |
1065 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
1066 |
SET_ANIMATION (tmp, i); |
1067 |
tmp->x = op->x + freearr_x[i]; |
1068 |
tmp->y = op->y + freearr_x[i]; |
1069 |
insert_ob_in_map (tmp, op->map, op, 0); |
1070 |
move_bullet (tmp); |
1071 |
} |
1072 |
} |
1073 |
|
1074 |
explode_bullet (op); |
1075 |
} |
1076 |
|
1077 |
int |
1078 |
create_bomb (object *op, object *caster, int dir, object *spell) |
1079 |
{ |
1080 |
|
1081 |
object *tmp; |
1082 |
int mflags; |
1083 |
sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; |
1084 |
mapstruct *m; |
1085 |
|
1086 |
mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); |
1087 |
if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) |
1088 |
{ |
1089 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1090 |
return 0; |
1091 |
} |
1092 |
tmp = arch_to_object (spell->other_arch); |
1093 |
|
1094 |
/* level dependencies for bomb */ |
1095 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
1096 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1097 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
1098 |
tmp->attacktype = spell->attacktype; |
1099 |
|
1100 |
set_owner (tmp, op); |
1101 |
set_spell_skill (op, caster, spell, tmp); |
1102 |
tmp->x = dx; |
1103 |
tmp->y = dy; |
1104 |
insert_ob_in_map (tmp, m, op, 0); |
1105 |
return 1; |
1106 |
} |
1107 |
|
1108 |
/**************************************************************************** |
1109 |
* |
1110 |
* smite related spell code. |
1111 |
* |
1112 |
****************************************************************************/ |
1113 |
|
1114 |
/* get_pointed_target() - this is used by finger of death |
1115 |
* and the 'smite' spells. Returns the pointer to the first |
1116 |
* monster in the direction which is pointed to by op. b.t. |
1117 |
* op is the caster - really only used for the source location. |
1118 |
* dir is the direction to look in. |
1119 |
* range is how far out to look. |
1120 |
* type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1121 |
* this info is used for blocked magic/unholy spaces. |
1122 |
*/ |
1123 |
|
1124 |
object * |
1125 |
get_pointed_target (object *op, int dir, int range, int type) |
1126 |
{ |
1127 |
object *target; |
1128 |
sint16 x, y; |
1129 |
int dist, mflags; |
1130 |
mapstruct *mp; |
1131 |
|
1132 |
if (dir == 0) |
1133 |
return NULL; |
1134 |
|
1135 |
for (dist = 1; dist < range; dist++) |
1136 |
{ |
1137 |
x = op->x + freearr_x[dir] * dist; |
1138 |
y = op->y + freearr_y[dir] * dist; |
1139 |
mp = op->map; |
1140 |
mflags = get_map_flags (op->map, &mp, x, y, &x, &y); |
1141 |
|
1142 |
if (mflags & P_OUT_OF_MAP) |
1143 |
return NULL; |
1144 |
if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) |
1145 |
return NULL; |
1146 |
if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) |
1147 |
return NULL; |
1148 |
if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1149 |
return NULL; |
1150 |
|
1151 |
if (mflags & P_IS_ALIVE) |
1152 |
{ |
1153 |
for (target = get_map_ob (mp, x, y); target; target = target->above) |
1154 |
{ |
1155 |
if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) |
1156 |
{ |
1157 |
return target; |
1158 |
} |
1159 |
} |
1160 |
} |
1161 |
} |
1162 |
return NULL; |
1163 |
} |
1164 |
|
1165 |
|
1166 |
/* cast_smite_arch() - the priest points to a creature and causes |
1167 |
* a 'godly curse' to decend. |
1168 |
* usual params - |
1169 |
* op = player |
1170 |
* caster = object casting the spell. |
1171 |
* dir = direction being cast |
1172 |
* spell = spell object |
1173 |
*/ |
1174 |
|
1175 |
int |
1176 |
cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1177 |
{ |
1178 |
object *effect, *target; |
1179 |
object *god = find_god (determine_god (op)); |
1180 |
int range; |
1181 |
|
1182 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1183 |
target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); |
1184 |
|
1185 |
/* Bunch of conditions for casting this spell. Note that only |
1186 |
* require a god if this is a cleric spell (requires grace). |
1187 |
* This makes this spell much more general purpose - it can be used |
1188 |
* by wizards also, which is good, because I think this is a very |
1189 |
* interesting spell. |
1190 |
* if it is a cleric spell, you need a god, and the creature |
1191 |
* can't be friendly to your god. |
1192 |
*/ |
1193 |
|
1194 |
if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) |
1195 |
|| (!god && spell->stats.grace) |
1196 |
|| (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) |
1197 |
{ |
1198 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); |
1199 |
return 0; |
1200 |
} |
1201 |
|
1202 |
if (spell->other_arch) |
1203 |
effect = arch_to_object (spell->other_arch); |
1204 |
else |
1205 |
return 0; |
1206 |
|
1207 |
/* tailor the effect by priest level and worshipped God */ |
1208 |
effect->level = caster_level (caster, spell); |
1209 |
effect->attacktype = spell->attacktype; |
1210 |
if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) |
1211 |
{ |
1212 |
if (tailor_god_spell (effect, op)) |
1213 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); |
1214 |
else |
1215 |
{ |
1216 |
new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); |
1217 |
return 0; |
1218 |
} |
1219 |
} |
1220 |
|
1221 |
/* size of the area of destruction */ |
1222 |
effect->range = spell->range + SP_level_range_adjust (caster, spell); |
1223 |
effect->duration = spell->duration + SP_level_range_adjust (caster, spell); |
1224 |
|
1225 |
if (effect->attacktype & AT_DEATH) |
1226 |
{ |
1227 |
effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1228 |
|
1229 |
/* casting death spells at undead isn't a good thing */ |
1230 |
if QUERY_FLAG |
1231 |
(target, FLAG_UNDEAD) |
1232 |
{ |
1233 |
if (random_roll (0, 2, op, PREFER_LOW)) |
1234 |
{ |
1235 |
new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); |
1236 |
effect->x = op->x; |
1237 |
effect->y = op->y; |
1238 |
} |
1239 |
else |
1240 |
{ |
1241 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); |
1242 |
target->stats.hp = target->stats.maxhp * 2; |
1243 |
free_object (effect); |
1244 |
return 0; |
1245 |
} |
1246 |
} |
1247 |
} |
1248 |
else |
1249 |
{ |
1250 |
/* how much woe to inflict :) */ |
1251 |
effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1252 |
} |
1253 |
|
1254 |
set_owner (effect, op); |
1255 |
set_spell_skill (op, caster, spell, effect); |
1256 |
|
1257 |
/* ok, tell it where to be, and insert! */ |
1258 |
effect->x = target->x; |
1259 |
effect->y = target->y; |
1260 |
insert_ob_in_map (effect, target->map, op, 0); |
1261 |
|
1262 |
return 1; |
1263 |
} |
1264 |
|
1265 |
|
1266 |
/**************************************************************************** |
1267 |
* |
1268 |
* MAGIC MISSILE code. |
1269 |
* note that the fire_bullet is used to fire the missile. The |
1270 |
* code here is just to move the missile. |
1271 |
****************************************************************************/ |
1272 |
|
1273 |
/* op is a missile that needs to be moved */ |
1274 |
void |
1275 |
move_missile (object *op) |
1276 |
{ |
1277 |
int i, mflags; |
1278 |
object *owner; |
1279 |
sint16 new_x, new_y; |
1280 |
mapstruct *m; |
1281 |
|
1282 |
if (op->range-- <= 0) |
1283 |
{ |
1284 |
remove_ob (op); |
1285 |
free_object (op); |
1286 |
return; |
1287 |
} |
1288 |
|
1289 |
owner = get_owner (op); |
1290 |
#if 0 |
1291 |
/* It'd make things nastier if this wasn't here - spells cast by |
1292 |
* monster that are then killed would continue to survive |
1293 |
*/ |
1294 |
if (owner == NULL) |
1295 |
{ |
1296 |
remove_ob (op); |
1297 |
free_object (op); |
1298 |
return; |
1299 |
} |
1300 |
#endif |
1301 |
|
1302 |
new_x = op->x + DIRX (op); |
1303 |
new_y = op->y + DIRY (op); |
1304 |
|
1305 |
mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); |
1306 |
|
1307 |
if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) |
1308 |
{ |
1309 |
tag_t tag = op->count; |
1310 |
|
1311 |
hit_map (op, op->direction, AT_MAGIC, 1); |
1312 |
/* Basically, missile only hits one thing then goes away. |
1313 |
* we need to remove it if someone hasn't already done so. |
1314 |
*/ |
1315 |
if (!was_destroyed (op, tag)) |
1316 |
{ |
1317 |
remove_ob (op); |
1318 |
free_object (op); |
1319 |
} |
1320 |
return; |
1321 |
} |
1322 |
|
1323 |
remove_ob (op); |
1324 |
if (!op->direction || (mflags & P_OUT_OF_MAP)) |
1325 |
{ |
1326 |
free_object (op); |
1327 |
return; |
1328 |
} |
1329 |
op->x = new_x; |
1330 |
op->y = new_y; |
1331 |
op->map = m; |
1332 |
i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); |
1333 |
if (i > 0 && i != op->direction) |
1334 |
{ |
1335 |
op->direction = i; |
1336 |
SET_ANIMATION (op, op->direction); |
1337 |
} |
1338 |
insert_ob_in_map (op, op->map, op, 0); |
1339 |
} |
1340 |
|
1341 |
/**************************************************************************** |
1342 |
* Destruction |
1343 |
****************************************************************************/ |
1344 |
|
1345 |
/* make_object_glow() - currently only makes living objects glow. |
1346 |
* we do this by creating a force and inserting it in the |
1347 |
* object. if time is 0, the object glows permanently. To truely |
1348 |
* make this work for non-living objects, we would have to |
1349 |
* give them the capability to have an inventory. b.t. |
1350 |
*/ |
1351 |
|
1352 |
int |
1353 |
make_object_glow (object *op, int radius, int time) |
1354 |
{ |
1355 |
object *tmp; |
1356 |
|
1357 |
/* some things are unaffected... */ |
1358 |
if (op->path_denied & PATH_LIGHT) |
1359 |
return 0; |
1360 |
|
1361 |
tmp = get_archetype (FORCE_NAME); |
1362 |
tmp->speed = 0.01; |
1363 |
tmp->stats.food = time; |
1364 |
SET_FLAG (tmp, FLAG_IS_USED_UP); |
1365 |
tmp->glow_radius = radius; |
1366 |
if (tmp->glow_radius > MAX_LIGHT_RADII) |
1367 |
tmp->glow_radius = MAX_LIGHT_RADII; |
1368 |
|
1369 |
tmp->x = op->x; |
1370 |
tmp->y = op->y; |
1371 |
if (tmp->speed < MIN_ACTIVE_SPEED) |
1372 |
tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
1373 |
tmp = insert_ob_in_ob (tmp, op); |
1374 |
if (tmp->glow_radius > op->glow_radius) |
1375 |
op->glow_radius = tmp->glow_radius; |
1376 |
|
1377 |
if (!tmp->env || op != tmp->env) |
1378 |
{ |
1379 |
LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); |
1380 |
return 0; |
1381 |
} |
1382 |
return 1; |
1383 |
} |
1384 |
|
1385 |
|
1386 |
|
1387 |
|
1388 |
int |
1389 |
cast_destruction (object *op, object *caster, object *spell_ob) |
1390 |
{ |
1391 |
int i, j, range, mflags, friendly = 0, dam, dur; |
1392 |
sint16 sx, sy; |
1393 |
mapstruct *m; |
1394 |
object *tmp; |
1395 |
const char *skill; |
1396 |
|
1397 |
range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1398 |
dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1399 |
dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1400 |
if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) |
1401 |
friendly = 1; |
1402 |
|
1403 |
/* destruction doesn't use another spell object, so we need |
1404 |
* update op's skill pointer so that exp is properly awarded. |
1405 |
* We do some shortcuts here - since this is just temporary |
1406 |
* and we'll reset the values back, we don't need to go through |
1407 |
* the full share string/free_string route. |
1408 |
*/ |
1409 |
skill = op->skill; |
1410 |
if (caster == op) |
1411 |
op->skill = spell_ob->skill; |
1412 |
else if (caster->skill) |
1413 |
op->skill = caster->skill; |
1414 |
else |
1415 |
op->skill = NULL; |
1416 |
|
1417 |
change_skill (op, find_skill_by_name (op, op->skill), 1); |
1418 |
|
1419 |
for (i = -range; i < range; i++) |
1420 |
{ |
1421 |
for (j = -range; j < range; j++) |
1422 |
{ |
1423 |
m = op->map; |
1424 |
sx = op->x + i; |
1425 |
sy = op->y + j; |
1426 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1427 |
if (mflags & P_OUT_OF_MAP) |
1428 |
continue; |
1429 |
if (mflags & P_IS_ALIVE) |
1430 |
{ |
1431 |
for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) |
1432 |
{ |
1433 |
if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) |
1434 |
break; |
1435 |
} |
1436 |
if (tmp) |
1437 |
{ |
1438 |
if (tmp->head) |
1439 |
tmp = tmp->head; |
1440 |
|
1441 |
if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || |
1442 |
(!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) |
1443 |
{ |
1444 |
if (spell_ob->subtype == SP_DESTRUCTION) |
1445 |
{ |
1446 |
hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1447 |
if (spell_ob->other_arch) |
1448 |
{ |
1449 |
tmp = arch_to_object (spell_ob->other_arch); |
1450 |
tmp->x = sx; |
1451 |
tmp->y = sy; |
1452 |
insert_ob_in_map (tmp, m, op, 0); |
1453 |
} |
1454 |
} |
1455 |
else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) |
1456 |
{ |
1457 |
if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) |
1458 |
{ |
1459 |
object *effect = arch_to_object (spell_ob->other_arch); |
1460 |
|
1461 |
effect->x = sx; |
1462 |
effect->y = sy; |
1463 |
insert_ob_in_map (effect, m, op, 0); |
1464 |
} |
1465 |
} |
1466 |
} |
1467 |
} |
1468 |
} |
1469 |
} |
1470 |
} |
1471 |
op->skill = skill; |
1472 |
return 1; |
1473 |
} |
1474 |
|
1475 |
/*************************************************************************** |
1476 |
* |
1477 |
* CURSE |
1478 |
* |
1479 |
***************************************************************************/ |
1480 |
|
1481 |
int |
1482 |
cast_curse (object *op, object *caster, object *spell_ob, int dir) |
1483 |
{ |
1484 |
object *god = find_god (determine_god (op)); |
1485 |
object *tmp, *force; |
1486 |
|
1487 |
tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); |
1488 |
if (!tmp) |
1489 |
{ |
1490 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1491 |
return 0; |
1492 |
} |
1493 |
|
1494 |
/* If we've already got a force of this type, don't add a new one. */ |
1495 |
for (force = tmp->inv; force != NULL; force = force->below) |
1496 |
{ |
1497 |
if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1498 |
{ |
1499 |
if (force->name == spell_ob->name) |
1500 |
{ |
1501 |
break; |
1502 |
} |
1503 |
else if (spell_ob->race && spell_ob->race == force->name) |
1504 |
{ |
1505 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl); |
1506 |
return 0; |
1507 |
} |
1508 |
} |
1509 |
} |
1510 |
|
1511 |
if (force == NULL) |
1512 |
{ |
1513 |
force = get_archetype (FORCE_NAME); |
1514 |
force->subtype = FORCE_CHANGE_ABILITY; |
1515 |
if (spell_ob->race) |
1516 |
force->name = spell_ob->race; |
1517 |
else |
1518 |
force->name = spell_ob->name; |
1519 |
|
1520 |
force->name_pl = spell_ob->name; |
1521 |
|
1522 |
} |
1523 |
else |
1524 |
{ |
1525 |
int duration; |
1526 |
|
1527 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1528 |
if (duration > force->duration) |
1529 |
{ |
1530 |
force->duration = duration; |
1531 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1532 |
} |
1533 |
else |
1534 |
{ |
1535 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1536 |
} |
1537 |
return 1; |
1538 |
} |
1539 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1540 |
force->speed = 1.0; |
1541 |
force->speed_left = -1.0; |
1542 |
SET_FLAG (force, FLAG_APPLIED); |
1543 |
|
1544 |
if (god) |
1545 |
{ |
1546 |
if (spell_ob->last_grace) |
1547 |
force->path_repelled = god->path_repelled; |
1548 |
if (spell_ob->last_grace) |
1549 |
force->path_denied = god->path_denied; |
1550 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name); |
1551 |
} |
1552 |
else |
1553 |
new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty."); |
1554 |
|
1555 |
|
1556 |
if (tmp != op && op->type == PLAYER) |
1557 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name); |
1558 |
|
1559 |
force->stats.ac = spell_ob->stats.ac; |
1560 |
force->stats.wc = spell_ob->stats.wc; |
1561 |
|
1562 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1563 |
insert_ob_in_ob (force, tmp); |
1564 |
fix_player (tmp); |
1565 |
return 1; |
1566 |
|
1567 |
} |
1568 |
|
1569 |
|
1570 |
/********************************************************************** |
1571 |
* mood change |
1572 |
* Arguably, this may or may not be an attack spell. But since it |
1573 |
* effects monsters, it seems best to put it into this file |
1574 |
***********************************************************************/ |
1575 |
|
1576 |
/* This covers the various spells that change the moods of monsters - |
1577 |
* makes them angry, peacful, friendly, etc. |
1578 |
*/ |
1579 |
int |
1580 |
mood_change (object *op, object *caster, object *spell) |
1581 |
{ |
1582 |
object *tmp, *god, *head; |
1583 |
int done_one, range, mflags, level, at, best_at; |
1584 |
sint16 x, y, nx, ny; |
1585 |
mapstruct *m; |
1586 |
const char *race; |
1587 |
|
1588 |
/* We precompute some values here so that we don't have to keep |
1589 |
* doing it over and over again. |
1590 |
*/ |
1591 |
god = find_god (determine_god (op)); |
1592 |
level = caster_level (caster, spell); |
1593 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1594 |
|
1595 |
/* On the bright side, no monster should ever have a race of GOD_... |
1596 |
* so even if the player doesn't worship a god, if race=GOD_.., it |
1597 |
* won't ever match anything. |
1598 |
*/ |
1599 |
if (!spell->race) |
1600 |
race = NULL; |
1601 |
else if (god && !strcmp (spell->race, "GOD_SLAYING")) |
1602 |
race = god->slaying; |
1603 |
else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1604 |
race = god->race; |
1605 |
else |
1606 |
race = spell->race; |
1607 |
|
1608 |
|
1609 |
for (x = op->x - range; x <= op->x + range; x++) |
1610 |
for (y = op->y - range; y <= op->y + range; y++) |
1611 |
{ |
1612 |
|
1613 |
done_one = 0; |
1614 |
m = op->map; |
1615 |
nx = x; |
1616 |
ny = y; |
1617 |
mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1618 |
if (mflags & P_OUT_OF_MAP) |
1619 |
continue; |
1620 |
|
1621 |
/* If there is nothing living on this space, no need to go further */ |
1622 |
if (!(mflags & P_IS_ALIVE)) |
1623 |
continue; |
1624 |
|
1625 |
for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1626 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1627 |
break; |
1628 |
|
1629 |
/* There can be living objects that are not monsters */ |
1630 |
if (!tmp || tmp->type == PLAYER) |
1631 |
continue; |
1632 |
|
1633 |
/* Only the head has meaningful data, so resolve to that */ |
1634 |
if (tmp->head) |
1635 |
head = tmp->head; |
1636 |
else |
1637 |
head = tmp; |
1638 |
|
1639 |
/* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1640 |
if (race && head->race && !strstr (race, head->race)) |
1641 |
continue; |
1642 |
if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1643 |
continue; |
1644 |
|
1645 |
/* Now do a bunch of stuff related to saving throws */ |
1646 |
best_at = -1; |
1647 |
if (spell->attacktype) |
1648 |
{ |
1649 |
for (at = 0; at < NROFATTACKS; at++) |
1650 |
if (spell->attacktype & (1 << at)) |
1651 |
if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1652 |
best_at = at; |
1653 |
|
1654 |
if (best_at == -1) |
1655 |
at = 0; |
1656 |
else |
1657 |
{ |
1658 |
if (head->resist[best_at] == 100) |
1659 |
continue; |
1660 |
else |
1661 |
at = head->resist[best_at] / 5; |
1662 |
} |
1663 |
at -= level / 5; |
1664 |
if (did_make_save (head, head->level, at)) |
1665 |
continue; |
1666 |
} |
1667 |
else /* spell->attacktype */ |
1668 |
/* |
1669 |
Spell has no attacktype (charm & such), so we'll have a specific saving: |
1670 |
* if spell level < monster level, no go |
1671 |
* else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1672 |
|
1673 |
The chance will then be in the range [20-70] percent, not too bad. |
1674 |
|
1675 |
This is required to fix the 'charm monster' abuse, where a player level 1 can |
1676 |
charm a level 125 monster... |
1677 |
|
1678 |
Ryo, august 14th |
1679 |
*/ |
1680 |
{ |
1681 |
if (head->level > level) |
1682 |
continue; |
1683 |
if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1684 |
/* Failed, no effect */ |
1685 |
continue; |
1686 |
} |
1687 |
|
1688 |
/* Done with saving throw. Now start effecting the monster */ |
1689 |
|
1690 |
/* aggravation */ |
1691 |
if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1692 |
{ |
1693 |
CLEAR_FLAG (head, FLAG_SLEEP); |
1694 |
if (QUERY_FLAG (head, FLAG_FRIENDLY)) |
1695 |
remove_friendly_object (head); |
1696 |
|
1697 |
done_one = 1; |
1698 |
head->enemy = op; |
1699 |
} |
1700 |
|
1701 |
/* calm monsters */ |
1702 |
if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1703 |
{ |
1704 |
SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1705 |
head->enemy = NULL; |
1706 |
done_one = 1; |
1707 |
} |
1708 |
|
1709 |
/* berserk monsters */ |
1710 |
if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1711 |
{ |
1712 |
SET_FLAG (head, FLAG_BERSERK); |
1713 |
done_one = 1; |
1714 |
} |
1715 |
/* charm */ |
1716 |
if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1717 |
{ |
1718 |
SET_FLAG (head, FLAG_FRIENDLY); |
1719 |
/* Prevent uncontolled outbreaks of self replicating monsters. |
1720 |
Typical use case is charm, go somwhere, use aggravation to make hostile. |
1721 |
This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1722 |
CLEAR_FLAG (head, FLAG_GENERATOR); |
1723 |
set_owner (head, op); |
1724 |
set_spell_skill (op, caster, spell, head); |
1725 |
add_friendly_object (head); |
1726 |
head->attack_movement = PETMOVE; |
1727 |
done_one = 1; |
1728 |
change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1729 |
head->stats.exp = 0; |
1730 |
} |
1731 |
|
1732 |
/* If a monster was effected, put an effect in */ |
1733 |
if (done_one && spell->other_arch) |
1734 |
{ |
1735 |
tmp = arch_to_object (spell->other_arch); |
1736 |
tmp->x = nx; |
1737 |
tmp->y = ny; |
1738 |
insert_ob_in_map (tmp, m, op, 0); |
1739 |
} |
1740 |
} /* for y */ |
1741 |
|
1742 |
return 1; |
1743 |
} |
1744 |
|
1745 |
|
1746 |
/* Move_ball_spell: This handles ball type spells that just sort of wander |
1747 |
* about. was called move_ball_lightning, but since more than the ball |
1748 |
* lightning spell used it, that seemed misnamed. |
1749 |
* op is the spell effect. |
1750 |
* note that duration is handled by process_object() in time.c |
1751 |
*/ |
1752 |
|
1753 |
void |
1754 |
move_ball_spell (object *op) |
1755 |
{ |
1756 |
int i, j, dam_save, dir, mflags; |
1757 |
sint16 nx, ny, hx, hy; |
1758 |
object *owner; |
1759 |
mapstruct *m; |
1760 |
|
1761 |
owner = get_owner (op); |
1762 |
|
1763 |
/* the following logic makes sure that the ball doesn't move into a wall, |
1764 |
* and makes sure that it will move along a wall to try and get at it's |
1765 |
* victim. The block immediately below more or less chooses a random |
1766 |
* offset to move the ball, eg, keep it mostly on course, with some |
1767 |
* deviations. |
1768 |
*/ |
1769 |
|
1770 |
dir = 0; |
1771 |
if (!(rndm (0, 3))) |
1772 |
j = rndm (0, 1); |
1773 |
else |
1774 |
j = 0; |
1775 |
|
1776 |
for (i = 1; i < 9; i++) |
1777 |
{ |
1778 |
/* i bit 0: alters sign of offset |
1779 |
* other bits (i / 2): absolute value of offset |
1780 |
*/ |
1781 |
|
1782 |
int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); |
1783 |
int tmpdir = absdir (op->direction + offset); |
1784 |
|
1785 |
nx = op->x + freearr_x[tmpdir]; |
1786 |
ny = op->y + freearr_y[tmpdir]; |
1787 |
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)))) |
1788 |
{ |
1789 |
dir = tmpdir; |
1790 |
break; |
1791 |
} |
1792 |
} |
1793 |
if (dir == 0) |
1794 |
{ |
1795 |
nx = op->x; |
1796 |
ny = op->y; |
1797 |
m = op->map; |
1798 |
} |
1799 |
|
1800 |
remove_ob (op); |
1801 |
op->y = ny; |
1802 |
op->x = nx; |
1803 |
insert_ob_in_map (op, m, op, 0); |
1804 |
|
1805 |
dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1806 |
surrounding squares */ |
1807 |
|
1808 |
/* loop over current square and neighbors to hit. |
1809 |
* if this has an other_arch field, we insert that in |
1810 |
* the surround spaces. |
1811 |
*/ |
1812 |
for (j = 0; j < 9; j++) |
1813 |
{ |
1814 |
object *new_ob; |
1815 |
|
1816 |
hx = nx + freearr_x[j]; |
1817 |
hy = ny + freearr_y[j]; |
1818 |
|
1819 |
m = op->map; |
1820 |
mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); |
1821 |
|
1822 |
if (mflags & P_OUT_OF_MAP) |
1823 |
continue; |
1824 |
|
1825 |
/* first, don't ever, ever hit the owner. Don't hit out |
1826 |
* of the map either. |
1827 |
*/ |
1828 |
|
1829 |
if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) |
1830 |
{ |
1831 |
if (j) |
1832 |
op->stats.dam = dam_save / 2; |
1833 |
hit_map (op, j, op->attacktype, 1); |
1834 |
|
1835 |
} |
1836 |
|
1837 |
/* insert the other arch */ |
1838 |
if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) |
1839 |
{ |
1840 |
new_ob = arch_to_object (op->other_arch); |
1841 |
new_ob->x = hx; |
1842 |
new_ob->y = hy; |
1843 |
insert_ob_in_map (new_ob, m, op, 0); |
1844 |
} |
1845 |
} |
1846 |
|
1847 |
/* restore to the center location and damage */ |
1848 |
op->stats.dam = dam_save; |
1849 |
|
1850 |
i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); |
1851 |
|
1852 |
if (i >= 0) |
1853 |
{ /* we have a preferred direction! */ |
1854 |
/* pick another direction if the preferred dir is blocked. */ |
1855 |
if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || |
1856 |
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) |
1857 |
{ |
1858 |
i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ |
1859 |
} |
1860 |
op->direction = i; |
1861 |
} |
1862 |
} |
1863 |
|
1864 |
|
1865 |
/* move_swarm_spell: peterm |
1866 |
* This is an implementation of the swarm spell. It was written for |
1867 |
* meteor swarm, but it could be used for any swarm. A swarm spell |
1868 |
* is a special type of object that casts swarms of other types |
1869 |
* of spells. Which spell it casts is flexible. It fires the spells |
1870 |
* from a set of squares surrounding the caster, in a given direction. |
1871 |
*/ |
1872 |
|
1873 |
void |
1874 |
move_swarm_spell (object *op) |
1875 |
{ |
1876 |
#if 0 |
1877 |
static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; |
1878 |
static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; |
1879 |
sint16 target_x, target_y, origin_x, origin_y; |
1880 |
int adjustdir; |
1881 |
mapstruct *m; |
1882 |
#endif |
1883 |
int basedir; |
1884 |
object *owner; |
1885 |
|
1886 |
owner = get_owner (op); |
1887 |
if (op->duration == 0 || owner == NULL) |
1888 |
{ |
1889 |
remove_ob (op); |
1890 |
free_object (op); |
1891 |
return; |
1892 |
} |
1893 |
op->duration--; |
1894 |
|
1895 |
basedir = op->direction; |
1896 |
if (basedir == 0) |
1897 |
{ |
1898 |
/* spray in all directions! 8) */ |
1899 |
basedir = rndm (1, 8); |
1900 |
} |
1901 |
|
1902 |
#if 0 |
1903 |
// this is bogus: it causes wrong places to be checked below |
1904 |
// (a wall 2 cells away will block the effect...) and |
1905 |
// doesn't work for SP_BULLET anyhow, so again tests the wrong |
1906 |
// space. |
1907 |
// should be fixed later, but correctness before featurs... |
1908 |
// (schmorp) |
1909 |
|
1910 |
/* new offset calculation to make swarm element distribution |
1911 |
* more uniform |
1912 |
*/ |
1913 |
if (op->duration) |
1914 |
{ |
1915 |
if (basedir & 1) |
1916 |
{ |
1917 |
adjustdir = cardinal_adjust[rndm (0, 8)]; |
1918 |
} |
1919 |
else |
1920 |
{ |
1921 |
adjustdir = diagonal_adjust[rndm (0, 9)]; |
1922 |
} |
1923 |
} |
1924 |
else |
1925 |
{ |
1926 |
adjustdir = 0; /* fire the last one from forward. */ |
1927 |
} |
1928 |
|
1929 |
target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; |
1930 |
target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; |
1931 |
|
1932 |
/* back up one space so we can hit point-blank targets, but this |
1933 |
* necessitates extra out_of_map check below |
1934 |
*/ |
1935 |
origin_x = target_x - freearr_x[basedir]; |
1936 |
origin_y = target_y - freearr_y[basedir]; |
1937 |
|
1938 |
|
1939 |
/* spell pointer is set up for the spell this casts. Since this |
1940 |
* should just be a pointer to the spell in some inventory, |
1941 |
* it is unlikely to disappear by the time we need it. However, |
1942 |
* do some sanity checking anyways. |
1943 |
*/ |
1944 |
|
1945 |
if (op->spell && op->spell->type == SPELL && |
1946 |
!(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) && |
1947 |
!(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y)))) |
1948 |
{ |
1949 |
|
1950 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1951 |
if (op->spell->subtype == SP_BULLET) |
1952 |
fire_bullet (owner, op, basedir, op->spell); |
1953 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1954 |
fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell); |
1955 |
} |
1956 |
#endif |
1957 |
|
1958 |
/* spell pointer is set up for the spell this casts. Since this |
1959 |
* should just be a pointer to the spell in some inventory, |
1960 |
* it is unlikely to disappear by the time we need it. However, |
1961 |
* do some sanity checking anyways. |
1962 |
*/ |
1963 |
|
1964 |
if (op->spell && op->spell->type == SPELL) |
1965 |
{ |
1966 |
/* Bullet spells have a bunch more customization that needs to be done */ |
1967 |
if (op->spell->subtype == SP_BULLET) |
1968 |
fire_bullet (owner, op, basedir, op->spell); |
1969 |
else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1970 |
fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); |
1971 |
} |
1972 |
} |
1973 |
|
1974 |
|
1975 |
|
1976 |
|
1977 |
/* fire_swarm: |
1978 |
* The following routine creates a swarm of objects. It actually |
1979 |
* sets up a specific swarm object, which then fires off all |
1980 |
* the parts of the swarm. |
1981 |
* |
1982 |
* op: the owner |
1983 |
* caster: the caster (owner, wand, rod, scroll) |
1984 |
* dir: the direction everything will be fired in |
1985 |
* spell - the spell that is this spell. |
1986 |
* n: the number to be fired. |
1987 |
*/ |
1988 |
|
1989 |
int |
1990 |
fire_swarm (object *op, object *caster, object *spell, int dir) |
1991 |
{ |
1992 |
object *tmp; |
1993 |
int i; |
1994 |
|
1995 |
if (!spell->other_arch) |
1996 |
return 0; |
1997 |
|
1998 |
tmp = get_archetype (SWARM_SPELL); |
1999 |
tmp->x = op->x; |
2000 |
tmp->y = op->y; |
2001 |
set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ |
2002 |
set_spell_skill (op, caster, spell, tmp); |
2003 |
|
2004 |
tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ |
2005 |
tmp->spell = arch_to_object (spell->other_arch); |
2006 |
|
2007 |
tmp->attacktype = tmp->spell->attacktype; |
2008 |
|
2009 |
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
2010 |
{ |
2011 |
if (!tailor_god_spell (tmp, op)) |
2012 |
return 1; |
2013 |
} |
2014 |
tmp->duration = SP_level_duration_adjust (caster, spell); |
2015 |
for (i = 0; i < spell->duration; i++) |
2016 |
tmp->duration += die_roll (1, 3, op, PREFER_HIGH); |
2017 |
|
2018 |
tmp->direction = dir; |
2019 |
tmp->invisible = 1; |
2020 |
insert_ob_in_map (tmp, op->map, op, 0); |
2021 |
return 1; |
2022 |
} |
2023 |
|
2024 |
|
2025 |
/* See the spells documentation file for why this is its own |
2026 |
* function. |
2027 |
*/ |
2028 |
int |
2029 |
cast_light (object *op, object *caster, object *spell, int dir) |
2030 |
{ |
2031 |
object *target = NULL, *tmp = NULL; |
2032 |
sint16 x, y; |
2033 |
int dam, mflags; |
2034 |
mapstruct *m; |
2035 |
|
2036 |
dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2037 |
|
2038 |
if (!dir) |
2039 |
{ |
2040 |
new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
2041 |
return 0; |
2042 |
} |
2043 |
|
2044 |
x = op->x + freearr_x[dir]; |
2045 |
y = op->y + freearr_y[dir]; |
2046 |
m = op->map; |
2047 |
|
2048 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2049 |
|
2050 |
if (mflags & P_OUT_OF_MAP) |
2051 |
{ |
2052 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); |
2053 |
return 0; |
2054 |
} |
2055 |
|
2056 |
if (mflags & P_IS_ALIVE && spell->attacktype) |
2057 |
{ |
2058 |
for (target = get_map_ob (m, x, y); target; target = target->above) |
2059 |
if (QUERY_FLAG (target, FLAG_MONSTER)) |
2060 |
{ |
2061 |
/* oky doky. got a target monster. Lets make a blinding attack */ |
2062 |
if (target->head) |
2063 |
target = target->head; |
2064 |
(void) hit_player (target, dam, op, spell->attacktype, 1); |
2065 |
return 1; /* one success only! */ |
2066 |
} |
2067 |
} |
2068 |
|
2069 |
/* no live target, perhaps a wall is in the way? */ |
2070 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
2071 |
{ |
2072 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
2073 |
return 0; |
2074 |
} |
2075 |
|
2076 |
/* ok, looks groovy to just insert a new light on the map */ |
2077 |
tmp = arch_to_object (spell->other_arch); |
2078 |
if (!tmp) |
2079 |
{ |
2080 |
LOG (llevError, "Error: spell arch for cast_light() missing.\n"); |
2081 |
return 0; |
2082 |
} |
2083 |
tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); |
2084 |
if (tmp->glow_radius) |
2085 |
{ |
2086 |
tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); |
2087 |
if (tmp->glow_radius > MAX_LIGHT_RADII) |
2088 |
tmp->glow_radius = MAX_LIGHT_RADII; |
2089 |
} |
2090 |
tmp->x = x; |
2091 |
tmp->y = y; |
2092 |
insert_ob_in_map (tmp, m, op, 0); |
2093 |
return 1; |
2094 |
} |
2095 |
|
2096 |
|
2097 |
|
2098 |
|
2099 |
/* cast_cause_disease: this spell looks along <dir> from the |
2100 |
* player and infects someone. |
2101 |
* op is the player/monster, caster is the object, dir is the direction |
2102 |
* to cast, disease_arch is the specific disease, and type is the spell number |
2103 |
* perhaps this should actually be in disease.c? |
2104 |
*/ |
2105 |
|
2106 |
int |
2107 |
cast_cause_disease (object *op, object *caster, object *spell, int dir) |
2108 |
{ |
2109 |
sint16 x, y; |
2110 |
int i, mflags, range, dam_mod, dur_mod; |
2111 |
object *walk; |
2112 |
mapstruct *m; |
2113 |
|
2114 |
x = op->x; |
2115 |
y = op->y; |
2116 |
|
2117 |
/* If casting from a scroll, no direction will be available, so refer to the |
2118 |
* direction the player is pointing. |
2119 |
*/ |
2120 |
if (!dir) |
2121 |
dir = op->facing; |
2122 |
if (!dir) |
2123 |
return 0; /* won't find anything if casting on ourself, so just return */ |
2124 |
|
2125 |
/* Calculate these once here */ |
2126 |
range = spell->range + SP_level_range_adjust (caster, spell); |
2127 |
dam_mod = SP_level_dam_adjust (caster, spell); |
2128 |
dur_mod = SP_level_duration_adjust (caster, spell); |
2129 |
|
2130 |
/* search in a line for a victim */ |
2131 |
for (i = 1; i < range; i++) |
2132 |
{ |
2133 |
x = op->x + i * freearr_x[dir]; |
2134 |
y = op->y + i * freearr_y[dir]; |
2135 |
m = op->map; |
2136 |
|
2137 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2138 |
|
2139 |
if (mflags & P_OUT_OF_MAP) |
2140 |
return 0; |
2141 |
|
2142 |
/* don't go through walls - presume diseases are airborne */ |
2143 |
if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW) |
2144 |
return 0; |
2145 |
|
2146 |
/* Only bother looking on this space if there is something living here */ |
2147 |
if (mflags & P_IS_ALIVE) |
2148 |
{ |
2149 |
/* search this square for a victim */ |
2150 |
for (walk = get_map_ob (m, x, y); walk; walk = walk->above) |
2151 |
if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) |
2152 |
{ /* found a victim */ |
2153 |
object *disease = arch_to_object (spell->other_arch); |
2154 |
|
2155 |
set_owner (disease, op); |
2156 |
set_spell_skill (op, caster, spell, disease); |
2157 |
disease->stats.exp = 0; |
2158 |
disease->level = caster_level (caster, spell); |
2159 |
|
2160 |
/* do level adjustments */ |
2161 |
if (disease->stats.wc) |
2162 |
disease->stats.wc += dur_mod / 2; |
2163 |
|
2164 |
if (disease->magic > 0) |
2165 |
disease->magic += dur_mod / 4; |
2166 |
|
2167 |
if (disease->stats.maxhp > 0) |
2168 |
disease->stats.maxhp += dur_mod; |
2169 |
|
2170 |
if (disease->stats.maxgrace > 0) |
2171 |
disease->stats.maxgrace += dur_mod; |
2172 |
|
2173 |
if (disease->stats.dam) |
2174 |
{ |
2175 |
if (disease->stats.dam > 0) |
2176 |
disease->stats.dam += dam_mod; |
2177 |
else |
2178 |
disease->stats.dam -= dam_mod; |
2179 |
} |
2180 |
|
2181 |
if (disease->last_sp) |
2182 |
{ |
2183 |
disease->last_sp -= 2 * dam_mod; |
2184 |
if (disease->last_sp < 1) |
2185 |
disease->last_sp = 1; |
2186 |
} |
2187 |
|
2188 |
if (disease->stats.maxsp) |
2189 |
{ |
2190 |
if (disease->stats.maxsp > 0) |
2191 |
disease->stats.maxsp += dam_mod; |
2192 |
else |
2193 |
disease->stats.maxsp -= dam_mod; |
2194 |
} |
2195 |
|
2196 |
if (disease->stats.ac) |
2197 |
disease->stats.ac += dam_mod; |
2198 |
|
2199 |
if (disease->last_eat) |
2200 |
disease->last_eat -= dam_mod; |
2201 |
|
2202 |
if (disease->stats.hp) |
2203 |
disease->stats.hp -= dam_mod; |
2204 |
|
2205 |
if (disease->stats.sp) |
2206 |
disease->stats.sp -= dam_mod; |
2207 |
|
2208 |
if (infect_object (walk, disease, 1)) |
2209 |
{ |
2210 |
object *flash; /* visual effect for inflicting disease */ |
2211 |
|
2212 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2213 |
|
2214 |
free_object (disease); /* don't need this one anymore */ |
2215 |
flash = get_archetype (ARCH_DETECT_MAGIC); |
2216 |
flash->x = x; |
2217 |
flash->y = y; |
2218 |
flash->map = walk->map; |
2219 |
insert_ob_in_map (flash, walk->map, op, 0); |
2220 |
return 1; |
2221 |
} |
2222 |
free_object (disease); |
2223 |
} |
2224 |
} /* if living creature */ |
2225 |
} /* for range of spaces */ |
2226 |
new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); |
2227 |
return 1; |
2228 |
} |