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Revision: 1.19
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +18 -18 lines
Log Message:
further cleanups and oofication

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits
26 * of code
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <living.h>
32 #ifndef __CEXTRACT__
33 # include <sproto.h>
34 #endif
35 #include <spells.h>
36 #include <sounds.h>
37
38 /* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too
41 * op is the spell object.
42 */
43
44 void
45 check_spell_knockback (object *op)
46 {
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50
51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
54 return;
55 }
56 else
57 {
58 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 }
61
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 {
64 int num_sections = 1;
65
66 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ))
68 return;
69
70 /* don't move parts of objects */
71 if (tmp->head)
72 continue;
73
74 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
77
78 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
81
82 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant.
85 */
86
87 /* surface area? -tm */
88
89 if (tmp->move_type & MOVE_FLYING)
90 frictionmod = 1; /* flying objects loose the friction modifier */
91
92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
94 /* move_object is really for monsters, but looking at
95 * the move_object function, it appears that it should
96 * also be safe for objects.
97 * This does return if successful or not, but
98 * I don't see us doing anything useful with that information
99 * right now.
100 */
101 move_object (tmp, absdir (op->stats.sp));
102 }
103
104 }
105 }
106
107 /***************************************************************************
108 *
109 * BOLT CODE
110 *
111 ***************************************************************************/
112
113 /* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork.
115 */
116
117 void
118 forklightning (object *op, object *tmp)
119 {
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */
122 maptile *m;
123 sint16 sx, sy;
124 object *new_bolt;
125
126 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT
128 * Should start out at 50, down to 25 for one already going left
129 * down to 0 for one going 90 degrees left off original path
130 */
131
132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
133 new_dir = -1;
134
135 /* check the new dir for a wall and in the map */
136 t_dir = absdir (tmp->direction + new_dir);
137
138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
139 return;
140
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return;
143
144 /* OK, we made a fork */
145 new_bolt = tmp->clone ();
146
147 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1;
152 new_bolt->direction = t_dir;
153 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
161 update_turn_face (new_bolt);
162 }
163
164 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it.
166 */
167
168 void
169 move_bolt (object *op)
170 {
171 object *tmp;
172 int mflags;
173 sint16 x, y;
174 maptile *m;
175
176 if (--(op->duration) < 0)
177 {
178 op->destroy ();
179 return;
180 }
181
182 hit_map (op, 0, op->attacktype, 1);
183
184 if (!op->direction)
185 return;
186
187 if (--op->range < 0)
188 {
189 op->range = 0;
190 }
191 else
192 {
193 x = op->x + DIRX (op);
194 y = op->y + DIRY (op);
195 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y);
197
198 if (mflags & P_OUT_OF_MAP)
199 return;
200
201 /* We are about to run into something - we may bounce */
202 /* Calling reflwall is pretty costly, as it has to look at all the objects
203 * on the space. So only call reflwall if we think the data it returns
204 * will be useful.
205 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return;
211
212 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling
215 * on the diagonal, it is trickier - eg, a bolt travelling
216 * northwest bounces different if it hits a north/south
217 * wall (bounces to northeast) vs an east/west (bounces
218 * to the southwest.
219 */
220 if (op->direction & 1)
221 op->direction = absdir (op->direction + 4);
222 else
223 {
224 int left, right;
225 int mflags;
226
227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
228 * over a corner in a tiled map, it is possible that
229 * op->direction is within an adjacent map but either
230 * op->direction-1 or op->direction+1 does not exist.
231 */
232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
234
235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
236
237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
240
241 if (left == right)
242 op->direction = absdir (op->direction + 4);
243 else if (left)
244 op->direction = absdir (op->direction + 2);
245 else if (right)
246 op->direction = absdir (op->direction - 2);
247 }
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return;
250 }
251 else
252 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone ();
254
255 tmp->speed_left = -0.1;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */
259 tmp->duration++;
260
261 /* New forking code. Possibly create forks of this object
262 * going off in other directions.
263 */
264
265 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */
267 forklightning (op, tmp);
268 }
269 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward.
271 */
272 op->range = 0;
273 } /* copy object and move it along */
274 } /* if move bolt along */
275 }
276
277 /* fire_bolt
278 * object op (cast from caster) files a bolt in dir.
279 * spob is the spell object for the bolt.
280 * we remove the magic flag - that can be derived from
281 * spob->attacktype.
282 * This function sets up the appropriate owner and skill
283 * pointers.
284 */
285
286 int
287 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288 {
289 object *tmp = NULL;
290 int mflags;
291
292 if (!spob->other_arch)
293 return 0;
294
295 tmp = arch_to_object (spob->other_arch);
296 if (tmp == NULL)
297 return 0;
298
299 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype;
302 if (spob->slaying)
303 tmp->slaying = spob->slaying;
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con;
308
309 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
311 SET_ANIMATION (tmp, dir);
312
313 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp);
315
316 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map;
319
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP)
322 {
323 tmp->destroy ();
324 return 0;
325 }
326
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 {
331 tmp->destroy ();
332 return 0;
333 }
334
335 tmp->x = op->x;
336 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map;
339 }
340
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
342 move_bolt (tmp);
343
344 return 1;
345 }
346
347
348
349 /***************************************************************************
350 *
351 * BULLET/BALL CODE
352 *
353 ***************************************************************************/
354
355 /* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions.
357 * At least that is what I think this does.
358 */
359 void
360 explosion (object *op)
361 {
362 object *tmp;
363 maptile *m = op->map;
364 int i;
365
366 if (--(op->duration) < 0)
367 {
368 op->destroy ();
369 return;
370 }
371
372 hit_map (op, 0, op->attacktype, 0);
373
374 if (op->range > 0)
375 {
376 for (i = 1; i < 9; i++)
377 {
378 sint16 dx, dy;
379
380 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i];
382 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc.
384 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 {
387 tmp = op->clone ();
388 tmp->state = 0;
389 tmp->speed_left = -0.21;
390 tmp->range--;
391 tmp->value = 0;
392 tmp->x = dx;
393 tmp->y = dy;
394 insert_ob_in_map (tmp, m, op, 0);
395 }
396 }
397 }
398 }
399
400
401 /* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to
403 * explode.
404 */
405 void
406 explode_bullet (object *op)
407 {
408 object *tmp, *owner;
409
410 if (op->other_arch == NULL)
411 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy ();
414 return;
415 }
416
417 if (op->env)
418 {
419 object *env;
420
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy ();
426 return;
427 }
428
429 op->remove ();
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
434 else if (out_of_map (op->map, op->x, op->y))
435 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy ();
438 return;
439 }
440
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 {
446 op->destroy ();
447 return;
448 }
449
450 if (op->attacktype)
451 {
452 hit_map (op, 0, op->attacktype, 1);
453 if (op->destroyed ())
454 return;
455 }
456
457 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch);
459
460 tmp->set_owner (op);
461 tmp->skill = op->skill;
462
463 owner = op->owner;
464
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
466 {
467 op->destroy ();
468 return;
469 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 {
477 tmp->attacktype = op->attacktype;
478 tmp->range = op->range;
479 tmp->stats.dam = op->stats.dam;
480 tmp->duration = op->duration;
481 }
482 else
483 {
484 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC;
486 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell -
491 * the count of the parent should work fine.
492 */
493 tmp->stats.maxhp = op->count;
494 }
495
496 /* Set direction of cone explosion */
497 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
498 tmp->stats.sp = op->direction;
499
500 /* Prevent recursion */
501 op->move_on = 0;
502
503 insert_ob_in_map (tmp, op->map, op, 0);
504 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy ();
508 }
509 }
510
511
512
513 /* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc)
515 */
516
517 void
518 check_bullet (object *op)
519 {
520 object *tmp;
521 int dam, mflags;
522 maptile *m;
523 sint16 sx, sy;
524
525 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
526
527 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
528 return;
529
530 if (op->other_arch)
531 {
532 /* explode object will also remove op */
533 explode_bullet (op);
534 return;
535 }
536
537 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE))
539 return;
540
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
542 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 {
550 op->destroy ();
551 return;
552 }
553 }
554 }
555 }
556 }
557
558
559 /* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet.
561 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts).
563 */
564
565 void
566 move_bullet (object *op)
567 {
568 sint16 new_x, new_y;
569 int mflags;
570 maptile *m;
571
572 #if 0
573 /* We need a better general purpose way to do this */
574
575 /* peterm: added to make comet leave a trail of burnouts
576 it's an unadulterated hack, but the effect is cool. */
577 if (op->stats.sp == SP_METEOR)
578 {
579 replace_insert_ob_in_map ("fire_trail", op);
580 if (op->destroyed ())
581 return;
582 } /* end addition. */
583 #endif
584
585 /* Reached the end of its life - remove it */
586 if (--op->range <= 0)
587 {
588 if (op->other_arch)
589 explode_bullet (op);
590 else
591 op->destroy ();
592
593 return;
594 }
595
596 new_x = op->x + DIRX (op);
597 new_y = op->y + DIRY (op);
598 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600
601 if (mflags & P_OUT_OF_MAP)
602 {
603 op->destroy ();
604 return;
605 }
606
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 {
609 if (op->other_arch)
610 explode_bullet (op);
611 else
612 op->destroy ();
613
614 return;
615 }
616
617 op->remove ();
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return;
622
623 if (reflwall (op->map, op->x, op->y, op))
624 {
625 op->direction = absdir (op->direction + 4);
626 update_turn_face (op);
627 }
628 else
629 {
630 check_bullet (op);
631 }
632 }
633
634
635
636
637 /* fire_bullet
638 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from
641 * spob->attacktype.
642 * This function sets up the appropriate owner and skill
643 * pointers.
644 */
645
646 int
647 fire_bullet (object *op, object *caster, int dir, object *spob)
648 {
649 object *tmp = NULL;
650 int mflags;
651
652 if (!spob->other_arch)
653 return 0;
654
655 tmp = arch_to_object (spob->other_arch);
656 if (tmp == NULL)
657 return 0;
658
659 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype;
662 if (spob->slaying)
663 tmp->slaying = spob->slaying;
664
665 tmp->range = 50;
666
667 /* Need to store duration/range for the ball to use */
668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
671
672 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
674 SET_ANIMATION (tmp, dir);
675
676 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp);
678
679 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map;
682
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP)
685 {
686 tmp->destroy ();
687 return 0;
688 }
689
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 {
694 tmp->destroy ();
695 return 0;
696 }
697
698 tmp->x = op->x;
699 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map;
702 }
703
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
705 check_bullet (tmp);
706
707 return 1;
708 }
709
710
711
712
713 /*****************************************************************************
714 *
715 * CONE RELATED FUNCTIONS
716 *
717 *****************************************************************************/
718
719
720 /* drops an object based on what is in the cone's "other_arch" */
721 void
722 cone_drop (object *op)
723 {
724 object *new_ob = arch_to_object (op->other_arch);
725
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level;
729 new_ob->set_owner (op->owner);
730
731 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737
738 }
739
740 /* move_cone: causes cone object 'op' to move a space/hit creatures */
741
742 void
743 move_cone (object *op)
744 {
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map)
749 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0;
752 update_ob_speed (op);
753 return;
754 }
755
756 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE))
758 {
759 hit_map (op, 0, op->attacktype, 0);
760 return;
761 }
762
763 #if 0
764 /* Disable this - enabling it makes monsters easier, as
765 * when their cone dies when they die.
766 */
767 /* If no owner left, the spell dies out. */
768 if (op->owner == NULL)
769 {
770 op->destroy ();
771 return;
772 }
773 #endif
774
775 hit_map (op, 0, op->attacktype, 0);
776
777 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some
779 * degree.
780 */
781 if (op->weight)
782 check_spell_knockback (op);
783
784 if (op->destroyed ())
785 return;
786
787 if ((op->duration--) < 0)
788 {
789 op->destroy ();
790 return;
791 }
792 /* Object has hit maximum range, so don't have it move
793 * any further. When the duration above expires,
794 * then the object will get removed.
795 */
796 if (--op->range < 0)
797 {
798 op->range = 0; /* just so it doesn't wrap */
799 return;
800 }
801
802 for (i = -1; i < 2; i++)
803 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 {
808 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1;
814
815 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0);
818 if (tmp->other_arch)
819 cone_drop (tmp);
820 }
821 }
822 }
823
824 /* cast_cone: casts a cone spell.
825 * op: person firing the object.
826 * caster: object casting the spell.
827 * dir: direction to fire in.
828 * spell: spell that is being fired. It uses other_arch for the archetype
829 * to fire.
830 * returns 0 on failure, 1 on success.
831 */
832 int
833 cast_cone (object *op, object *caster, int dir, object *spell)
834 {
835 object *tmp;
836 int i, success = 0, range_min = -1, range_max = 1;
837 maptile *m;
838 sint16 sx, sy;
839 MoveType movetype;
840
841 if (!spell->other_arch)
842 return 0;
843
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
845 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
847 return 0;
848 }
849
850 if (!dir)
851 {
852 range_min = 0;
853 range_max = 8;
854 }
855
856 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to
858 * insert it into is blocked.
859 */
860 movetype = spell->other_arch->clone.move_type;
861
862 for (i = range_min; i <= range_max; i++)
863 {
864 sint16 x, y, d;
865
866 /* We can't use absdir here, because it never returns
867 * 0. If this is a rune, we want to hit the person on top
868 * of the trap (d==0). If it is not a rune, then we don't want
869 * to hit that person.
870 */
871 d = dir + i;
872 while (d < 0)
873 d += 8;
874 while (d > 8)
875 d -= 8;
876
877 /* If it's not a rune, we don't want to blast the caster.
878 * In that case, we have to see - if dir is specified,
879 * turn this into direction 8. If dir is not specified (all
880 * direction) skip - otherwise, one line would do more damage
881 * becase 0 direction will go through 9 directions - necessary
882 * for the rune code.
883 */
884 if (caster->type != RUNE && d == 0)
885 {
886 if (dir != 0)
887 d = 8;
888 else
889 continue;
890 }
891
892 x = op->x + freearr_x[d];
893 y = op->y + freearr_y[d];
894
895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
896 continue;
897
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue;
900
901 success = 1;
902 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype;
909
910 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op))
913 return 0;
914
915 if (dir)
916 tmp->stats.sp = dir;
917 else
918 tmp->stats.sp = i;
919
920 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
921
922 /* If casting it in all directions, it doesn't go as far */
923 if (dir == 0)
924 {
925 tmp->range /= 4;
926 if (tmp->range < 2 && spell->range >= 2)
927 tmp->range = 2;
928 }
929
930 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
931 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
932
933 /* Special bonus for fear attacks */
934 if (tmp->attacktype & AT_FEAR)
935 {
936 if (caster->type == PLAYER)
937 tmp->duration += fear_bonus[caster->stats.Cha];
938 else
939 tmp->duration += caster->level / 3;
940 }
941
942 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
943 {
944 if (caster->type == PLAYER)
945 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
946 else
947 tmp->duration += caster->level / 3;
948 }
949
950 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
952
953 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957
958 insert_ob_in_map (tmp, m, op, 0);
959
960 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times.
962 */
963 tmp->stats.maxhp = tmp->count;
964
965 if (tmp->other_arch)
966 cone_drop (tmp);
967 }
968
969 return success;
970 }
971
972 /****************************************************************************
973 *
974 * BOMB related code
975 *
976 ****************************************************************************/
977
978
979 /* This handles an exploding bomb.
980 * op is the original bomb object.
981 */
982 void
983 animate_bomb (object *op)
984 {
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return;
991
992 env = object_get_env_recursive (op);
993
994 if (op->env)
995 {
996 if (env->map == NULL)
997 return;
998
999 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return;
1007 }
1008
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 {
1014 op->destroy ();
1015 return;
1016 }
1017
1018 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values.
1021 */
1022 at = archetype::find (SPLINT);
1023 if (at)
1024 {
1025 for (i = 1; i < 9; i++)
1026 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue;
1029 tmp = arch_to_object (at);
1030 tmp->direction = i;
1031 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill;
1039 }
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i];
1043 tmp->y = op->y + freearr_x[i];
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp);
1046 }
1047 }
1048
1049 explode_bullet (op);
1050 }
1051
1052 int
1053 create_bomb (object *op, object *caster, int dir, object *spell)
1054 {
1055
1056 object *tmp;
1057 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m;
1060
1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0;
1066 }
1067 tmp = arch_to_object (spell->other_arch);
1068
1069 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype;
1074
1075 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx;
1078 tmp->y = dy;
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1;
1081 }
1082
1083 /****************************************************************************
1084 *
1085 * smite related spell code.
1086 *
1087 ****************************************************************************/
1088
1089 /* get_pointed_target() - this is used by finger of death
1090 * and the 'smite' spells. Returns the pointer to the first
1091 * monster in the direction which is pointed to by op. b.t.
1092 * op is the caster - really only used for the source location.
1093 * dir is the direction to look in.
1094 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces.
1097 */
1098
1099 object *
1100 get_pointed_target (object *op, int dir, int range, int type)
1101 {
1102 object *target;
1103 sint16 x, y;
1104 int dist, mflags;
1105 maptile *mp;
1106
1107 if (dir == 0)
1108 return NULL;
1109
1110 for (dist = 1; dist < range; dist++)
1111 {
1112 x = op->x + freearr_x[dir] * dist;
1113 y = op->y + freearr_y[dir] * dist;
1114 mp = op->map;
1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1116
1117 if (mflags & P_OUT_OF_MAP)
1118 return NULL;
1119 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1120 return NULL;
1121 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1122 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL;
1125
1126 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above)
1129 {
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target;
1133 }
1134 }
1135 }
1136 }
1137 return NULL;
1138 }
1139
1140
1141 /* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend.
1143 * usual params -
1144 * op = player
1145 * caster = object casting the spell.
1146 * dir = direction being cast
1147 * spell = spell object
1148 */
1149
1150 int
1151 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152 {
1153 object *effect, *target;
1154 object *god = find_god (determine_god (op));
1155 int range;
1156
1157 range = spell->range + SP_level_range_adjust (caster, spell);
1158 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1159
1160 /* Bunch of conditions for casting this spell. Note that only
1161 * require a god if this is a cleric spell (requires grace).
1162 * This makes this spell much more general purpose - it can be used
1163 * by wizards also, which is good, because I think this is a very
1164 * interesting spell.
1165 * if it is a cleric spell, you need a god, and the creature
1166 * can't be friendly to your god.
1167 */
1168
1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1170 || (!god && spell->stats.grace)
1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1172 {
1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1174 return 0;
1175 }
1176
1177 if (spell->other_arch)
1178 effect = arch_to_object (spell->other_arch);
1179 else
1180 return 0;
1181
1182 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell);
1184 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 {
1187 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1189 else
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1192 return 0;
1193 }
1194 }
1195
1196 /* size of the area of destruction */
1197 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1198 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1199
1200 if (effect->attacktype & AT_DEATH)
1201 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203
1204 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD)
1207 {
1208 if (random_roll (0, 2, op, PREFER_LOW))
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x;
1212 effect->y = op->y;
1213 }
1214 else
1215 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1217 target->stats.hp = target->stats.maxhp * 2;
1218 effect->destroy ();
1219 return 0;
1220 }
1221 }
1222 }
1223 else
1224 {
1225 /* how much woe to inflict :) */
1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1227 }
1228
1229 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect);
1231
1232 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x;
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236
1237 return 1;
1238 }
1239
1240
1241 /****************************************************************************
1242 *
1243 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The
1245 * code here is just to move the missile.
1246 ****************************************************************************/
1247
1248 /* op is a missile that needs to be moved */
1249 void
1250 move_missile (object *op)
1251 {
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0)
1258 {
1259 op->destroy ();
1260 return;
1261 }
1262
1263 owner = op->owner;
1264 #if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 {
1270 op->destroy ();
1271 return;
1272 }
1273 #endif
1274
1275 new_x = op->x + DIRX (op);
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 {
1282 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so.
1285 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy ();
1297 return;
1298 }
1299
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1304 if (i > 0 && i != op->direction)
1305 {
1306 op->direction = i;
1307 SET_ANIMATION (op, op->direction);
1308 }
1309
1310 insert_ob_in_map (op, op->map, op, 0);
1311 }
1312
1313 /****************************************************************************
1314 * Destruction
1315 ****************************************************************************/
1316
1317 /* make_object_glow() - currently only makes living objects glow.
1318 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t.
1322 */
1323
1324 int
1325 make_object_glow (object *op, int radius, int time)
1326 {
1327 object *tmp;
1328
1329 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT)
1331 return 0;
1332
1333 tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01;
1335 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII;
1340
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op);
1346 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius;
1348
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1;
1355 }
1356
1357
1358
1359
1360 int
1361 cast_destruction (object *op, object *caster, object *spell_ob)
1362 {
1363 int i, j, range, mflags, friendly = 0, dam, dur;
1364 sint16 sx, sy;
1365 maptile *m;
1366 object *tmp;
1367 const char *skill;
1368
1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1374
1375 /* destruction doesn't use another spell object, so we need
1376 * update op's skill pointer so that exp is properly awarded.
1377 * We do some shortcuts here - since this is just temporary
1378 * and we'll reset the values back, we don't need to go through
1379 * the full share string/free_string route.
1380 */
1381 skill = op->skill;
1382 if (caster == op)
1383 op->skill = spell_ob->skill;
1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1387 op->skill = NULL;
1388
1389 change_skill (op, find_skill_by_name (op, op->skill), 1);
1390
1391 for (i = -range; i < range; i++)
1392 {
1393 for (j = -range; j < range; j++)
1394 {
1395 m = op->map;
1396 sx = op->x + i;
1397 sy = op->y + j;
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401 if (mflags & P_IS_ALIVE)
1402 {
1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break;
1407 }
1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1412
1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 }
1438 }
1439 }
1440 }
1441 }
1442 }
1443 op->skill = skill;
1444 return 1;
1445 }
1446
1447 /***************************************************************************
1448 *
1449 * CURSE
1450 *
1451 ***************************************************************************/
1452
1453 int
1454 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455 {
1456 object *god = find_god (determine_god (op));
1457 object *tmp, *force;
1458
1459 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1460 if (!tmp)
1461 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0;
1464 }
1465
1466 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below)
1468 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 {
1471 if (force->name == spell_ob->name)
1472 {
1473 break;
1474 }
1475 else if (spell_ob->race && spell_ob->race == force->name)
1476 {
1477 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1478 return 0;
1479 }
1480 }
1481 }
1482
1483 if (force == NULL)
1484 {
1485 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY;
1487 if (spell_ob->race)
1488 force->name = spell_ob->race;
1489 else
1490 force->name = spell_ob->name;
1491
1492 force->name_pl = spell_ob->name;
1493
1494 }
1495 else
1496 {
1497 int duration;
1498
1499 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1500 if (duration > force->duration)
1501 {
1502 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 }
1505 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 }
1509 return 1;
1510 }
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0;
1513 force->speed_left = -1.0;
1514 SET_FLAG (force, FLAG_APPLIED);
1515
1516 if (god)
1517 {
1518 if (spell_ob->last_grace)
1519 force->path_repelled = god->path_repelled;
1520 if (spell_ob->last_grace)
1521 force->path_denied = god->path_denied;
1522 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1523 }
1524 else
1525 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1526
1527
1528 if (tmp != op && op->type == PLAYER)
1529 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1530
1531 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc;
1533
1534 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp);
1537 return 1;
1538
1539 }
1540
1541
1542 /**********************************************************************
1543 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/
1547
1548 /* This covers the various spells that change the moods of monsters -
1549 * makes them angry, peacful, friendly, etc.
1550 */
1551 int
1552 mood_change (object *op, object *caster, object *spell)
1553 {
1554 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race;
1559
1560 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again.
1562 */
1563 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell);
1566
1567 /* On the bright side, no monster should ever have a race of GOD_...
1568 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything.
1570 */
1571 if (!spell->race)
1572 race = NULL;
1573 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1574 race = god->slaying;
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race;
1577 else
1578 race = spell->race;
1579
1580
1581 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++)
1583 {
1584
1585 done_one = 0;
1586 m = op->map;
1587 nx = x;
1588 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1592
1593 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE))
1595 continue;
1596
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break;
1600
1601 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER)
1603 continue;
1604
1605 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head;
1608 else
1609 head = tmp;
1610
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race))
1613 continue;
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue;
1616
1617 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1;
1619 if (spell->attacktype)
1620 {
1621 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at;
1625
1626 if (best_at == -1)
1627 at = 0;
1628 else
1629 {
1630 if (head->resist[best_at] == 100)
1631 continue;
1632 else
1633 at = head->resist[best_at] / 5;
1634 }
1635 at -= level / 5;
1636 if (did_make_save (head, head->level, at))
1637 continue;
1638 }
1639 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 {
1653 if (head->level > level)
1654 continue;
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */
1657 continue;
1658 }
1659
1660 /* Done with saving throw. Now start effecting the monster */
1661
1662 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 {
1665 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head);
1668
1669 done_one = 1;
1670 head->enemy = op;
1671 }
1672
1673 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL;
1678 done_one = 1;
1679 }
1680
1681 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 {
1684 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1;
1686 }
1687 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head);
1698 head->attack_movement = PETMOVE;
1699 done_one = 1;
1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1701 head->stats.exp = 0;
1702 }
1703
1704 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713
1714 return 1;
1715 }
1716
1717
1718 /* Move_ball_spell: This handles ball type spells that just sort of wander
1719 * about. was called move_ball_lightning, but since more than the ball
1720 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c
1723 */
1724
1725 void
1726 move_ball_spell (object *op)
1727 {
1728 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy;
1730 object *owner;
1731 maptile *m;
1732
1733 owner = op->owner;
1734
1735 /* the following logic makes sure that the ball doesn't move into a wall,
1736 * and makes sure that it will move along a wall to try and get at it's
1737 * victim. The block immediately below more or less chooses a random
1738 * offset to move the ball, eg, keep it mostly on course, with some
1739 * deviations.
1740 */
1741
1742 dir = 0;
1743 if (!(rndm (0, 3)))
1744 j = rndm (0, 1);
1745 else
1746 j = 0;
1747
1748 for (i = 1; i < 9; i++)
1749 {
1750 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset
1752 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset);
1756
1757 nx = op->x + freearr_x[tmpdir];
1758 ny = op->y + freearr_y[tmpdir];
1759 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1760 {
1761 dir = tmpdir;
1762 break;
1763 }
1764 }
1765 if (dir == 0)
1766 {
1767 nx = op->x;
1768 ny = op->y;
1769 m = op->map;
1770 }
1771
1772 op->remove ();
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */
1779
1780 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in
1782 * the surround spaces.
1783 */
1784 for (j = 0; j < 9; j++)
1785 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j];
1790
1791 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1793
1794 if (mflags & P_OUT_OF_MAP)
1795 continue;
1796
1797 /* first, don't ever, ever hit the owner. Don't hit out
1798 * of the map either.
1799 */
1800
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 {
1803 if (j)
1804 op->stats.dam = dam_save / 2;
1805 hit_map (op, j, op->attacktype, 1);
1806
1807 }
1808
1809 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 {
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 }
1818
1819 /* restore to the center location and damage */
1820 op->stats.dam = dam_save;
1821
1822 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1823
1824 if (i >= 0)
1825 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 }
1832 op->direction = i;
1833 }
1834 }
1835
1836
1837 /* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for
1839 * meteor swarm, but it could be used for any swarm. A swarm spell
1840 * is a special type of object that casts swarms of other types
1841 * of spells. Which spell it casts is flexible. It fires the spells
1842 * from a set of squares surrounding the caster, in a given direction.
1843 */
1844
1845 void
1846 move_swarm_spell (object *op)
1847 {
1848 #if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir;
1853 maptile *m;
1854 #endif
1855 int basedir;
1856 object *owner;
1857
1858 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL)
1860 {
1861 op->destroy ();
1862 return;
1863 }
1864
1865 op->duration--;
1866
1867 basedir = op->direction;
1868 if (basedir == 0)
1869 {
1870 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8);
1872 }
1873
1874 #if 0
1875 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space.
1879 // should be fixed later, but correctness before featurs...
1880 // (schmorp)
1881
1882 /* new offset calculation to make swarm element distribution
1883 * more uniform
1884 */
1885 if (op->duration)
1886 {
1887 if (basedir & 1)
1888 {
1889 adjustdir = cardinal_adjust[rndm (0, 8)];
1890 }
1891 else
1892 {
1893 adjustdir = diagonal_adjust[rndm (0, 9)];
1894 }
1895 }
1896 else
1897 {
1898 adjustdir = 0; /* fire the last one from forward. */
1899 }
1900
1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1903
1904 /* back up one space so we can hit point-blank targets, but this
1905 * necessitates extra out_of_map check below
1906 */
1907 origin_x = target_x - freearr_x[basedir];
1908 origin_y = target_y - freearr_y[basedir];
1909
1910
1911 /* spell pointer is set up for the spell this casts. Since this
1912 * should just be a pointer to the spell in some inventory,
1913 * it is unlikely to disappear by the time we need it. However,
1914 * do some sanity checking anyways.
1915 */
1916
1917 if (op->spell && op->spell->type == SPELL &&
1918 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1919 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1920 {
1921
1922 /* Bullet spells have a bunch more customization that needs to be done */
1923 if (op->spell->subtype == SP_BULLET)
1924 fire_bullet (owner, op, basedir, op->spell);
1925 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1926 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1927 }
1928 #endif
1929
1930 /* spell pointer is set up for the spell this casts. Since this
1931 * should just be a pointer to the spell in some inventory,
1932 * it is unlikely to disappear by the time we need it. However,
1933 * do some sanity checking anyways.
1934 */
1935
1936 if (op->spell && op->spell->type == SPELL)
1937 {
1938 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1943 }
1944 }
1945
1946
1947
1948
1949 /* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm.
1953 *
1954 * op: the owner
1955 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell.
1958 * n: the number to be fired.
1959 */
1960
1961 int
1962 fire_swarm (object *op, object *caster, object *spell, int dir)
1963 {
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch)
1968 return 0;
1969
1970 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch);
1978
1979 tmp->attacktype = tmp->spell->attacktype;
1980
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op))
1984 return 1;
1985 }
1986 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989
1990 tmp->direction = dir;
1991 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0);
1993 return 1;
1994 }
1995
1996
1997 /* See the spells documentation file for why this is its own
1998 * function.
1999 */
2000 int
2001 cast_light (object *op, object *caster, object *spell, int dir)
2002 {
2003 object *target = NULL, *tmp = NULL;
2004 sint16 x, y;
2005 int dam, mflags;
2006 maptile *m;
2007
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009
2010 if (!dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 }
2015
2016 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir];
2018 m = op->map;
2019
2020 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021
2022 if (mflags & P_OUT_OF_MAP)
2023 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0;
2026 }
2027
2028 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 {
2030 for (target = get_map_ob (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head)
2035 target = target->head;
2036 (void) hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */
2038 }
2039 }
2040
2041 /* no live target, perhaps a wall is in the way? */
2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2045 return 0;
2046 }
2047
2048 /* ok, looks groovy to just insert a new light on the map */
2049 tmp = arch_to_object (spell->other_arch);
2050 if (!tmp)
2051 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0;
2054 }
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
2056 if (tmp->glow_radius)
2057 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII;
2061 }
2062 tmp->x = x;
2063 tmp->y = y;
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1;
2066 }
2067
2068
2069
2070
2071 /* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c?
2076 */
2077
2078 int
2079 cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080 {
2081 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod;
2083 object *walk;
2084 maptile *m;
2085
2086 x = op->x;
2087 y = op->y;
2088
2089 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing.
2091 */
2092 if (!dir)
2093 dir = op->facing;
2094 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */
2096
2097 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell);
2099 dam_mod = SP_level_dam_adjust (caster, spell);
2100 dur_mod = SP_level_duration_adjust (caster, spell);
2101
2102 /* search in a line for a victim */
2103 for (i = 1; i < range; i++)
2104 {
2105 x = op->x + i * freearr_x[dir];
2106 y = op->y + i * freearr_y[dir];
2107 m = op->map;
2108
2109 mflags = get_map_flags (m, &m, x, y, &x, &y);
2110
2111 if (mflags & P_OUT_OF_MAP)
2112 return 0;
2113
2114 /* don't go through walls - presume diseases are airborne */
2115 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2116 return 0;
2117
2118 /* Only bother looking on this space if there is something living here */
2119 if (mflags & P_IS_ALIVE)
2120 {
2121 /* search this square for a victim */
2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch);
2126
2127 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell);
2131
2132 /* do level adjustments */
2133 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2;
2135
2136 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4;
2138
2139 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod;
2141
2142 if (disease->stats.maxgrace > 0)
2143 disease->stats.maxgrace += dur_mod;
2144
2145 if (disease->stats.dam)
2146 {
2147 if (disease->stats.dam > 0)
2148 disease->stats.dam += dam_mod;
2149 else
2150 disease->stats.dam -= dam_mod;
2151 }
2152
2153 if (disease->last_sp)
2154 {
2155 disease->last_sp -= 2 * dam_mod;
2156 if (disease->last_sp < 1)
2157 disease->last_sp = 1;
2158 }
2159
2160 if (disease->stats.maxsp)
2161 {
2162 if (disease->stats.maxsp > 0)
2163 disease->stats.maxsp += dam_mod;
2164 else
2165 disease->stats.maxsp -= dam_mod;
2166 }
2167
2168 if (disease->stats.ac)
2169 disease->stats.ac += dam_mod;
2170
2171 if (disease->last_eat)
2172 disease->last_eat -= dam_mod;
2173
2174 if (disease->stats.hp)
2175 disease->stats.hp -= dam_mod;
2176
2177 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod;
2179
2180 if (infect_object (walk, disease, 1))
2181 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185
2186 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1;
2193 }
2194
2195 disease->destroy ();
2196 }
2197 } /* if living creature */
2198 } /* for range of spaces */
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1;
2201 }