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Revision: 1.115
Committed: Sun Jan 29 02:47:06 2017 UTC (7 years, 3 months ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits
27 * of code
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #include <sproto.h>
34 #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 (tmp->flag [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 (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [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 (!op->flag [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 (tmp->flag [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 (!tmp->flag [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 (tmp->flag [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 (!op->flag [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 (tmp->flag [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 (!tmp->flag [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 (op->flag [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 && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
826 {
827 op->failmsg ("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 (tmp->flag [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 op->failmsg ("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 (target->flag [FLAG_MONSTER])
1095 return target;
1096 }
1097
1098 return NULL;
1099 }
1100
1101 /* cast_smite_spell() - 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
1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1116
1117 /* Bunch of conditions for casting this spell. Note that only
1118 * require a god if this is a cleric spell (requires grace).
1119 * This makes this spell much more general purpose - it can be used
1120 * by wizards also, which is good, because I think this is a very
1121 * interesting spell.
1122 * if it is a cleric spell, you need a god, and the creature
1123 * can't be friendly to your god.
1124 */
1125
1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1128 || (!god && spell->stats.grace)
1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1131 {
1132 op->failmsg ("Your request is unheeded.");
1133 return 0;
1134 }
1135
1136 if (spell->other_arch)
1137 effect = spell->other_arch->instance ();
1138 else
1139 return 0;
1140
1141 /* tailor the effect by priest level and worshipped God */
1142 effect->level = casting_level (caster, spell);
1143 effect->attacktype = spell->attacktype;
1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1145 {
1146 if (tailor_god_spell (effect, op))
1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1148 else
1149 {
1150 op->failmsg ("Your request is ignored.");
1151 return 0;
1152 }
1153 }
1154
1155 /* size of the area of destruction */
1156 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1157 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1158
1159 if (effect->attacktype & AT_DEATH)
1160 {
1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1162
1163 /* casting death spells at undead isn't a good thing */
1164 if (target->flag [FLAG_UNDEAD])
1165 {
1166 if (random_roll (0, 2, op, PREFER_LOW))
1167 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1169 effect->x = op->x;
1170 effect->y = op->y;
1171 }
1172 else
1173 {
1174 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1175 target->stats.hp = target->stats.maxhp * 2;
1176 effect->destroy ();
1177 return 0;
1178 }
1179 }
1180 }
1181 else
1182 {
1183 /* how much woe to inflict :) */
1184 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1185 }
1186
1187 effect->set_owner (op);
1188 set_spell_skill (op, caster, spell, effect);
1189
1190 /* ok, tell it where to be, and insert! */
1191 effect->insert_at (target, op);
1192
1193 return 1;
1194 }
1195
1196 /****************************************************************************
1197 *
1198 * MAGIC MISSILE code.
1199 * note that the fire_bullet is used to fire the missile. The
1200 * code here is just to move the missile.
1201 ****************************************************************************/
1202
1203 /* op is a missile that needs to be moved */
1204 void
1205 move_missile (object *op)
1206 {
1207 if (op->range-- <= 0)
1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1218 op->destroy ();
1219 return;
1220 }
1221
1222 mapspace &ms = pos.ms ();
1223
1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1225 {
1226 hit_map (op, op->direction, AT_MAGIC, 1);
1227 /* Basically, missile only hits one thing then goes away.
1228 * we need to remove it if someone hasn't already done so.
1229 */
1230 op->destroy ();
1231 return;
1232 }
1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1241 if (i > 0 && i != op->direction)
1242 {
1243 op->direction = i;
1244 SET_ANIMATION (op, op->direction);
1245 }
1246
1247 pos.insert (op, op);
1248 }
1249
1250 /****************************************************************************
1251 * Destruction
1252 ****************************************************************************/
1253
1254 /* make_object_glow() - currently only makes living objects glow.
1255 * we do this by creating a force and inserting it in the
1256 * object. if time is 0, the object glows permanently. To truely
1257 * make this work for non-living objects, we would have to
1258 * give them the capability to have an inventory. b.t.
1259 */
1260 static int
1261 make_object_glow (object *op, int radius, int time)
1262 {
1263 /* some things are unaffected... */
1264 if (op->path_denied & PATH_LIGHT)
1265 return 0;
1266
1267 object *tmp = archetype::get (FORCE_NAME);
1268 tmp->set_speed (0.01);
1269 tmp->stats.food = time;
1270 tmp->set_flag (FLAG_IS_USED_UP);
1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1272 tmp = insert_ob_in_ob (tmp, op);
1273
1274 if (tmp->glow_radius > op->glow_radius)
1275 op->set_glow_radius (tmp->glow_radius);
1276
1277 return 1;
1278 }
1279
1280 int
1281 cast_destruction (object *op, object *caster, object *spell_ob)
1282 {
1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286
1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288
1289 dynbuf buf;
1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1291 {
1292 mapspace &ms = m->at (nx, ny);
1293
1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1296 {
1297 next = tmp->above;
1298
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1300 {
1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1305 {
1306 if (spell_ob->subtype == SP_DESTRUCTION)
1307 {
1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1310 if (spell_ob->other_arch)
1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1312 }
1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1314 {
1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1317 }
1318 }
1319 }
1320 }
1321 }
1322
1323 return 1;
1324 }
1325
1326 /***************************************************************************
1327 *
1328 * CURSE
1329 *
1330 ***************************************************************************/
1331 int
1332 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333 {
1334 object *god = find_god (determine_god (op));
1335 object *tmp, *force;
1336
1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1338 if (!tmp)
1339 {
1340 op->failmsg ("There is no one in that direction to curse.");
1341 return 0;
1342 }
1343
1344 tmp = tmp->head_ ();
1345
1346 /* If we've already got a force of this type, don't add a new one. */
1347 for (force = tmp->inv; force; force = force->below)
1348 {
1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1350 {
1351 if (force->name == spell_ob->name)
1352 {
1353 break;
1354 }
1355 else if (spell_ob->race && spell_ob->race == force->name)
1356 {
1357 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1358 return 0;
1359 }
1360 }
1361 }
1362
1363 if (!force)
1364 {
1365 force = archetype::get (FORCE_NAME);
1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1368 if (spell_ob->race)
1369 force->name = spell_ob->race;
1370 else
1371 force->name = spell_ob->name;
1372
1373 force->name_pl = spell_ob->name;
1374
1375 }
1376 else
1377 {
1378 int duration;
1379
1380 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 if (duration > force->duration)
1382 {
1383 force->duration = duration;
1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1385 }
1386 else
1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1388
1389 return 1;
1390 }
1391
1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1393 force->speed_left = -1.f;
1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1396
1397 if (god)
1398 {
1399 if (spell_ob->last_grace)
1400 force->path_repelled = god->path_repelled;
1401 if (spell_ob->last_grace)
1402 force->path_denied = god->path_denied;
1403 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1404 }
1405 else
1406 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1407
1408
1409 if (tmp != op && op->type == PLAYER)
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1411
1412 force->stats.ac = spell_ob->stats.ac;
1413 force->stats.wc = spell_ob->stats.wc;
1414
1415 change_abil (tmp, force); /* Mostly to display any messages */
1416 insert_ob_in_ob (force, tmp);
1417 tmp->update_stats ();
1418
1419 return 1;
1420 }
1421
1422 /**********************************************************************
1423 * mood change
1424 * Arguably, this may or may not be an attack spell. But since it
1425 * effects monsters, it seems best to put it into this file
1426 ***********************************************************************/
1427
1428 /* This covers the various spells that change the moods of monsters -
1429 * makes them angry, peacful, friendly, etc.
1430 */
1431 int
1432 mood_change (object *op, object *caster, object *spell)
1433 {
1434 object *tmp, *god, *head;
1435 int done_one, range, level, at, best_at;
1436 const char *race;
1437
1438 /* We precompute some values here so that we don't have to keep
1439 * doing it over and over again.
1440 */
1441 god = find_god (determine_god (op));
1442 level = casting_level (caster, spell);
1443 range = spell->range + SP_level_range_adjust (caster, spell);
1444
1445 /* On the bright side, no monster should ever have a race of GOD_...
1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1447 * won't ever match anything.
1448 */
1449 if (!spell->race)
1450 race = NULL;
1451 else if (god && spell->race == shstr_GOD_SLAYING)
1452 race = god->slaying;
1453 else if (god && spell->race == shstr_GOD_FRIEND)
1454 race = god->race;
1455 else
1456 race = spell->race;
1457
1458 dynbuf buf;
1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1460 {
1461 mapspace &ms = m->at (nx, ny);
1462
1463 /* If there is nothing living on this space, no need to go further */
1464 if (!(ms.flags () & P_IS_ALIVE))
1465 continue;
1466
1467 // players can only affect spaces that they can actually see
1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1475 break;
1476
1477 /* There can be living objects that are not monsters */
1478 if (!tmp)
1479 continue;
1480
1481 /* Only the head has meaningful data, so resolve to that */
1482 head = tmp->head_ ();
1483
1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1485 if (race && head->race && !strstr (race, head->race))
1486 continue;
1487
1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1489 continue;
1490
1491 /* Now do a bunch of stuff related to saving throws */
1492 best_at = -1;
1493 if (spell->attacktype)
1494 {
1495 for (at = 0; at < NROFATTACKS; at++)
1496 if (spell->attacktype & (1 << at))
1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1498 best_at = at;
1499
1500 if (best_at == -1)
1501 at = 0;
1502 else
1503 {
1504 if (head->resist[best_at] == 100)
1505 continue;
1506 else
1507 at = head->resist[best_at] / 5;
1508 }
1509
1510 at -= level / 5;
1511 if (did_make_save (head, head->level, at))
1512 continue;
1513 }
1514 else /* spell->attacktype */
1515 {
1516 /*
1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1518 * if spell level < monster level, no go
1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1520
1521 The chance will then be in the range [20-70] percent, not too bad.
1522
1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1524 charm a level 125 monster...
1525
1526 Ryo, august 14th
1527 */
1528 if (head->level > level)
1529 continue;
1530
1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1532 /* Failed, no effect */
1533 continue;
1534 }
1535
1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1538
1539 /* aggravation */
1540 if (spell->flag [FLAG_MONSTER])
1541 {
1542 head->clr_flag (FLAG_SLEEP);
1543 remove_friendly_object (head);
1544 done_one = 1;
1545 head->enemy = op;
1546 }
1547
1548 /* calm monsters */
1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1550 {
1551 head->set_flag (FLAG_UNAGGRESSIVE);
1552 head->enemy = NULL;
1553 done_one = 1;
1554 }
1555
1556 /* berserk monsters */
1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1558 {
1559 head->set_flag (FLAG_BERSERK);
1560 done_one = 1;
1561 }
1562
1563 /* charm */
1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1571 head->clr_flag (FLAG_GENERATOR);
1572 head->set_owner (op);
1573 set_spell_skill (op, caster, spell, head);
1574 add_friendly_object (head);
1575 head->attack_movement = PETMOVE;
1576 done_one = 1;
1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1578 head->stats.exp = 0;
1579 }
1580
1581 /* If a monster was effected, put an effect in */
1582 if (done_one && spell->other_arch)
1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1584 }
1585
1586 return 1;
1587 }
1588
1589 /* Move_ball_spell: This handles ball type spells that just sort of wander
1590 * about. was called move_ball_lightning, but since more than the ball
1591 * lightning spell used it, that seemed misnamed.
1592 * op is the spell effect.
1593 * note that duration is handled by process_object() in time.c
1594 */
1595 void
1596 move_ball_spell (object *op)
1597 {
1598 int i, j, dam_save, dir, mflags;
1599 sint16 nx, ny, hx, hy;
1600 object *owner;
1601 maptile *m;
1602
1603 owner = op->owner;
1604
1605 /* the following logic makes sure that the ball doesn't move into a wall,
1606 * and makes sure that it will move along a wall to try and get at it's
1607 * victim. The block immediately below more or less chooses a random
1608 * offset to move the ball, eg, keep it mostly on course, with some
1609 * deviations.
1610 */
1611
1612 dir = 0;
1613 if (!(rndm (0, 3)))
1614 j = rndm (0, 1);
1615 else
1616 j = 0;
1617
1618 for (i = 1; i < 9; i++)
1619 {
1620 /* i bit 0: alters sign of offset
1621 * other bits (i / 2): absolute value of offset
1622 */
1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1624 int tmpdir = absdir (op->direction + offset);
1625
1626 nx = op->x + freearr_x[tmpdir];
1627 ny = op->y + freearr_y[tmpdir];
1628 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))))
1629 {
1630 dir = tmpdir;
1631 break;
1632 }
1633 }
1634
1635 if (dir == 0)
1636 {
1637 nx = op->x;
1638 ny = op->y;
1639 m = op->map;
1640 }
1641
1642 m->insert (op, nx, ny, op);
1643
1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1645 surrounding squares */
1646
1647 /* loop over current square and neighbors to hit.
1648 * if this has an other_arch field, we insert that in
1649 * the surround spaces.
1650 */
1651 for (j = 0; j < 9; j++)
1652 {
1653 hx = nx + freearr_x[j];
1654 hy = ny + freearr_y[j];
1655
1656 m = op->map;
1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1658
1659 if (mflags & P_OUT_OF_MAP)
1660 continue;
1661
1662 /* first, don't ever, ever hit the owner. Don't hit out
1663 * of the map either.
1664 */
1665
1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1667 {
1668 if (j)
1669 op->stats.dam = dam_save / 2;
1670
1671 hit_map (op, j, op->attacktype, 1);
1672 }
1673
1674 /* insert the other arch */
1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1676 m->insert (op->other_arch->instance (), hx, hy, op);
1677 }
1678
1679 /* restore to the center location and damage */
1680 op->stats.dam = dam_save;
1681
1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1683
1684 if (i >= 0)
1685 { /* we have a preferred direction! */
1686 /* pick another direction if the preferred dir is blocked. */
1687 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1690
1691 op->direction = i;
1692 }
1693 }
1694
1695 /* move_swarm_spell: peterm
1696 * This is an implementation of the swarm spell. It was written for
1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1698 * is a special type of object that casts swarms of other types
1699 * of spells. Which spell it casts is flexible. It fires the spells
1700 * from a set of squares surrounding the caster, in a given direction.
1701 */
1702 void
1703 move_swarm_spell (object *op)
1704 {
1705 #if 0
1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1708 sint16 target_x, target_y, origin_x, origin_y;
1709 int adjustdir;
1710 maptile *m;
1711 #endif
1712 object *owner = op->env;
1713
1714 if (!owner) // MUST not happen, remove when true TODO
1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1727 op->duration--;
1728
1729 int basedir = op->direction;
1730 if (!basedir)
1731 {
1732 /* spray in all directions! 8) */
1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1735 }
1736
1737 #if 0
1738 // this is bogus: it causes wrong places to be checked below
1739 // (a wall 2 cells away will block the effect...) and
1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1741 // space.
1742 // should be fixed later, but correctness before features...
1743 // (schmorp)
1744
1745 /* new offset calculation to make swarm element distribution
1746 * more uniform
1747 */
1748 if (op->duration)
1749 {
1750 if (basedir & 1)
1751 {
1752 adjustdir = cardinal_adjust[rndm (0, 8)];
1753 }
1754 else
1755 {
1756 adjustdir = diagonal_adjust[rndm (0, 9)];
1757 }
1758 }
1759 else
1760 {
1761 adjustdir = 0; /* fire the last one from forward. */
1762 }
1763
1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1766
1767 /* back up one space so we can hit point-blank targets, but this
1768 * necessitates extra out_of_map check below
1769 */
1770 origin_x = target_x - freearr_x[basedir];
1771 origin_y = target_y - freearr_y[basedir];
1772
1773
1774 /* spell pointer is set up for the spell this casts. Since this
1775 * should just be a pointer to the spell in some inventory,
1776 * it is unlikely to disappear by the time we need it. However,
1777 * do some sanity checking anyways.
1778 */
1779
1780 if (op->spell && op->spell->type == SPELL &&
1781 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1782 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1783 {
1784
1785 /* Bullet spells have a bunch more customization that needs to be done */
1786 if (op->spell->subtype == SP_BULLET)
1787 fire_bullet (owner, op, basedir, op->spell);
1788 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1789 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1790 }
1791 #endif
1792
1793 /* spell pointer is set up for the spell this casts. Since this
1794 * should just be a pointer to the spell in some inventory,
1795 * it is unlikely to disappear by the time we need it. However,
1796 * do some sanity checking anyways.
1797 */
1798
1799 if (op->spell && op->spell->type == SPELL)
1800 {
1801 /* Bullet spells have a bunch more customization that needs to be done */
1802 if (op->spell->subtype == SP_BULLET)
1803 fire_bullet (owner, op, basedir, op->spell);
1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1806 }
1807 }
1808
1809 /* fire_swarm:
1810 * The following routine creates a swarm of objects. It actually
1811 * sets up a specific swarm object, which then fires off all
1812 * the parts of the swarm.
1813 *
1814 * op: the owner
1815 * caster: the caster (owner, wand, rod, scroll)
1816 * dir: the direction everything will be fired in
1817 * spell - the spell that is this spell.
1818 * n: the number to be fired.
1819 */
1820 int
1821 fire_swarm (object *op, object *caster, object *spell, int dir)
1822 {
1823 if (!spell->other_arch)
1824 return 0;
1825
1826 object *tmp = archetype::get (SWARM_SPELL);
1827
1828 set_spell_skill (op, caster, spell, tmp);
1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1830 tmp->spell = spell->other_arch->instance ();
1831 tmp->attacktype = tmp->spell->attacktype;
1832
1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1834 if (!tailor_god_spell (tmp, op))
1835 return 1;
1836
1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1838 for (int i = 0; i < spell->duration; i++)
1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1843 tmp->direction = dir;
1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
1849 return 1;
1850 }
1851
1852 /* See the spells documentation file for why this is its own
1853 * function.
1854 */
1855 int
1856 cast_light (object *op, object *caster, object *spell, int dir)
1857 {
1858 object *target = NULL, *tmp = NULL;
1859 sint16 x, y;
1860 int dam, mflags;
1861 maptile *m;
1862
1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1864
1865 if (dir)
1866 {
1867 x = op->x + freearr_x[dir];
1868 y = op->y + freearr_y[dir];
1869 m = op->map;
1870
1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1872
1873 if (mflags & P_OUT_OF_MAP)
1874 {
1875 op->failmsg ("Nothing is there.");
1876 return 0;
1877 }
1878
1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1880 {
1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1882 if (target->flag [FLAG_MONSTER])
1883 {
1884 /* oky doky. got a target monster. Lets make a blinding attack */
1885 if (target->head)
1886 target = target->head;
1887
1888 hit_player (target, dam, op, spell->attacktype, 1);
1889 return 1; /* one success only! */
1890 }
1891 }
1892
1893 /* no live target, perhaps a wall is in the way? */
1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1895 {
1896 op->failmsg ("Something is in the way.");
1897 return 0;
1898 }
1899 }
1900
1901 /* ok, looks groovy to just insert a new light on the map */
1902 tmp = spell->other_arch->instance ();
1903 if (!tmp)
1904 {
1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1906 return 0;
1907 }
1908
1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1911 if (tmp->glow_radius)
1912 tmp->set_glow_radius (
1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1914 );
1915
1916 if (dir)
1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1921 return 1;
1922 }
1923
1924 /* cast_cause_disease: this spell looks along <dir> from the
1925 * player and infects someone.
1926 * op is the player/monster, caster is the object, dir is the direction
1927 * to cast, disease_arch is the specific disease, and type is the spell number
1928 * perhaps this should actually be in disease.c?
1929 */
1930 int
1931 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1932 {
1933 sint16 x, y;
1934 int i, mflags, range, dam_mod, dur_mod;
1935 object *walk;
1936 maptile *m;
1937
1938 x = op->x;
1939 y = op->y;
1940
1941 /* If casting from a scroll, no direction will be available, so refer to the
1942 * direction the player is pointing.
1943 */
1944 if (!dir)
1945 dir = op->facing;
1946
1947 if (!dir)
1948 return 0; /* won't find anything if casting on ourself, so just return */
1949
1950 /* Calculate these once here */
1951 range = spell->range + SP_level_range_adjust (caster, spell);
1952 dam_mod = SP_level_dam_adjust (caster, spell);
1953 dur_mod = SP_level_duration_adjust (caster, spell);
1954
1955 /* search in a line for a victim */
1956 for (i = 1; i < range; i++)
1957 {
1958 x = op->x + i * freearr_x[dir];
1959 y = op->y + i * freearr_y[dir];
1960 m = op->map;
1961
1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1963
1964 if (mflags & P_OUT_OF_MAP)
1965 return 0;
1966
1967 /* don't go through walls - presume diseases are airborne */
1968 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1969 return 0;
1970
1971 /* Only bother looking on this space if there is something living here */
1972 if (mflags & P_IS_ALIVE)
1973 {
1974 /* search this square for a victim */
1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1977 { /* found a victim */
1978 object *disease = spell->other_arch->instance ();
1979
1980 disease->set_owner (op);
1981 set_spell_skill (op, caster, spell, disease);
1982 disease->stats.exp = 0;
1983 disease->level = casting_level (caster, spell);
1984
1985 /* do level adjustments */
1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1990
1991 if (disease->last_sp)
1992 {
1993 disease->last_sp -= 2 * dam_mod;
1994
1995 if (disease->last_sp < 1)
1996 disease->last_sp = 1;
1997 }
1998
1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2005
2006 if (infect_object (walk, disease, 1))
2007 {
2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2009
2010 disease->destroy (); /* don't need this one anymore */
2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2012 return 1;
2013 }
2014
2015 disease->destroy ();
2016 }
2017 } /* if living creature */
2018 } /* for range of spaces */
2019
2020 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2021 return 1;
2022 }