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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.22
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +1 -1 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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 (target, FLAG_UNDEAD))
1206 {
1207 if (random_roll (0, 2, op, PREFER_LOW))
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1210 effect->x = op->x;
1211 effect->y = op->y;
1212 }
1213 else
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1216 target->stats.hp = target->stats.maxhp * 2;
1217 effect->destroy ();
1218 return 0;
1219 }
1220 }
1221 }
1222 else
1223 {
1224 /* how much woe to inflict :) */
1225 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1226 }
1227
1228 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect);
1230
1231 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x;
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235
1236 return 1;
1237 }
1238
1239
1240 /****************************************************************************
1241 *
1242 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The
1244 * code here is just to move the missile.
1245 ****************************************************************************/
1246
1247 /* op is a missile that needs to be moved */
1248 void
1249 move_missile (object *op)
1250 {
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0)
1257 {
1258 op->destroy ();
1259 return;
1260 }
1261
1262 owner = op->owner;
1263 #if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 {
1269 op->destroy ();
1270 return;
1271 }
1272 #endif
1273
1274 new_x = op->x + DIRX (op);
1275 new_y = op->y + DIRY (op);
1276
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 {
1281 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so.
1284 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy ();
1296 return;
1297 }
1298
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1303 if (i > 0 && i != op->direction)
1304 {
1305 op->direction = i;
1306 SET_ANIMATION (op, op->direction);
1307 }
1308
1309 insert_ob_in_map (op, op->map, op, 0);
1310 }
1311
1312 /****************************************************************************
1313 * Destruction
1314 ****************************************************************************/
1315
1316 /* make_object_glow() - currently only makes living objects glow.
1317 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t.
1321 */
1322
1323 int
1324 make_object_glow (object *op, int radius, int time)
1325 {
1326 object *tmp;
1327
1328 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT)
1330 return 0;
1331
1332 tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01;
1334 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII;
1339
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op);
1345 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius;
1347
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1;
1354 }
1355
1356
1357
1358
1359 int
1360 cast_destruction (object *op, object *caster, object *spell_ob)
1361 {
1362 int i, j, range, mflags, friendly = 0, dam, dur;
1363 sint16 sx, sy;
1364 maptile *m;
1365 object *tmp;
1366 const char *skill;
1367
1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1373
1374 /* destruction doesn't use another spell object, so we need
1375 * update op's skill pointer so that exp is properly awarded.
1376 * We do some shortcuts here - since this is just temporary
1377 * and we'll reset the values back, we don't need to go through
1378 * the full share string/free_string route.
1379 */
1380 skill = op->skill;
1381 if (caster == op)
1382 op->skill = spell_ob->skill;
1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1386 op->skill = NULL;
1387
1388 change_skill (op, find_skill_by_name (op, op->skill), 1);
1389
1390 for (i = -range; i < range; i++)
1391 {
1392 for (j = -range; j < range; j++)
1393 {
1394 m = op->map;
1395 sx = op->x + i;
1396 sy = op->y + j;
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1400 if (mflags & P_IS_ALIVE)
1401 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break;
1406 }
1407 if (tmp)
1408 {
1409 if (tmp->head)
1410 tmp = tmp->head;
1411
1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 {
1415 if (spell_ob->subtype == SP_DESTRUCTION)
1416 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 }
1437 }
1438 }
1439 }
1440 }
1441 }
1442 op->skill = skill;
1443 return 1;
1444 }
1445
1446 /***************************************************************************
1447 *
1448 * CURSE
1449 *
1450 ***************************************************************************/
1451
1452 int
1453 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454 {
1455 object *god = find_god (determine_god (op));
1456 object *tmp, *force;
1457
1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1459 if (!tmp)
1460 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0;
1463 }
1464
1465 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below)
1467 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 {
1470 if (force->name == spell_ob->name)
1471 {
1472 break;
1473 }
1474 else if (spell_ob->race && spell_ob->race == force->name)
1475 {
1476 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1477 return 0;
1478 }
1479 }
1480 }
1481
1482 if (force == NULL)
1483 {
1484 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY;
1486 if (spell_ob->race)
1487 force->name = spell_ob->race;
1488 else
1489 force->name = spell_ob->name;
1490
1491 force->name_pl = spell_ob->name;
1492
1493 }
1494 else
1495 {
1496 int duration;
1497
1498 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1499 if (duration > force->duration)
1500 {
1501 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 }
1504 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 }
1508 return 1;
1509 }
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0;
1512 force->speed_left = -1.0;
1513 SET_FLAG (force, FLAG_APPLIED);
1514
1515 if (god)
1516 {
1517 if (spell_ob->last_grace)
1518 force->path_repelled = god->path_repelled;
1519 if (spell_ob->last_grace)
1520 force->path_denied = god->path_denied;
1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1522 }
1523 else
1524 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1525
1526
1527 if (tmp != op && op->type == PLAYER)
1528 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1529
1530 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc;
1532
1533 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp);
1535 tmp->update_stats ();
1536 return 1;
1537
1538 }
1539
1540
1541 /**********************************************************************
1542 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file
1545 ***********************************************************************/
1546
1547 /* This covers the various spells that change the moods of monsters -
1548 * makes them angry, peacful, friendly, etc.
1549 */
1550 int
1551 mood_change (object *op, object *caster, object *spell)
1552 {
1553 object *tmp, *god, *head;
1554 int done_one, range, mflags, level, at, best_at;
1555 sint16 x, y, nx, ny;
1556 maptile *m;
1557 const char *race;
1558
1559 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again.
1561 */
1562 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell);
1565
1566 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything.
1569 */
1570 if (!spell->race)
1571 race = NULL;
1572 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1573 race = god->slaying;
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race;
1576 else
1577 race = spell->race;
1578
1579
1580 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++)
1582 {
1583
1584 done_one = 0;
1585 m = op->map;
1586 nx = x;
1587 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE))
1594 continue;
1595
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break;
1599
1600 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER)
1602 continue;
1603
1604 /* Only the head has meaningful data, so resolve to that */
1605 if (tmp->head)
1606 head = tmp->head;
1607 else
1608 head = tmp;
1609
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race))
1612 continue;
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue;
1615
1616 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1;
1618 if (spell->attacktype)
1619 {
1620 for (at = 0; at < NROFATTACKS; at++)
1621 if (spell->attacktype & (1 << at))
1622 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at;
1624
1625 if (best_at == -1)
1626 at = 0;
1627 else
1628 {
1629 if (head->resist[best_at] == 100)
1630 continue;
1631 else
1632 at = head->resist[best_at] / 5;
1633 }
1634 at -= level / 5;
1635 if (did_make_save (head, head->level, at))
1636 continue;
1637 }
1638 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 {
1652 if (head->level > level)
1653 continue;
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */
1656 continue;
1657 }
1658
1659 /* Done with saving throw. Now start effecting the monster */
1660
1661 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 {
1664 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head);
1667
1668 done_one = 1;
1669 head->enemy = op;
1670 }
1671
1672 /* calm monsters */
1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1674 {
1675 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1676 head->enemy = NULL;
1677 done_one = 1;
1678 }
1679
1680 /* berserk monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 {
1683 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1;
1685 }
1686 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head);
1696 add_friendly_object (head);
1697 head->attack_movement = PETMOVE;
1698 done_one = 1;
1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1700 head->stats.exp = 0;
1701 }
1702
1703 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */
1712
1713 return 1;
1714 }
1715
1716
1717 /* Move_ball_spell: This handles ball type spells that just sort of wander
1718 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c
1722 */
1723
1724 void
1725 move_ball_spell (object *op)
1726 {
1727 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy;
1729 object *owner;
1730 maptile *m;
1731
1732 owner = op->owner;
1733
1734 /* the following logic makes sure that the ball doesn't move into a wall,
1735 * and makes sure that it will move along a wall to try and get at it's
1736 * victim. The block immediately below more or less chooses a random
1737 * offset to move the ball, eg, keep it mostly on course, with some
1738 * deviations.
1739 */
1740
1741 dir = 0;
1742 if (!(rndm (0, 3)))
1743 j = rndm (0, 1);
1744 else
1745 j = 0;
1746
1747 for (i = 1; i < 9; i++)
1748 {
1749 /* i bit 0: alters sign of offset
1750 * other bits (i / 2): absolute value of offset
1751 */
1752
1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1754 int tmpdir = absdir (op->direction + offset);
1755
1756 nx = op->x + freearr_x[tmpdir];
1757 ny = op->y + freearr_y[tmpdir];
1758 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))))
1759 {
1760 dir = tmpdir;
1761 break;
1762 }
1763 }
1764 if (dir == 0)
1765 {
1766 nx = op->x;
1767 ny = op->y;
1768 m = op->map;
1769 }
1770
1771 op->remove ();
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */
1778
1779 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in
1781 * the surround spaces.
1782 */
1783 for (j = 0; j < 9; j++)
1784 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j];
1789
1790 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1792
1793 if (mflags & P_OUT_OF_MAP)
1794 continue;
1795
1796 /* first, don't ever, ever hit the owner. Don't hit out
1797 * of the map either.
1798 */
1799
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 {
1802 if (j)
1803 op->stats.dam = dam_save / 2;
1804 hit_map (op, j, op->attacktype, 1);
1805
1806 }
1807
1808 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 {
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 }
1817
1818 /* restore to the center location and damage */
1819 op->stats.dam = dam_save;
1820
1821 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1822
1823 if (i >= 0)
1824 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 }
1831 op->direction = i;
1832 }
1833 }
1834
1835
1836 /* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction.
1842 */
1843
1844 void
1845 move_swarm_spell (object *op)
1846 {
1847 #if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir;
1852 maptile *m;
1853 #endif
1854 int basedir;
1855 object *owner;
1856
1857 owner = op->owner;
1858 if (op->duration == 0 || owner == NULL)
1859 {
1860 op->destroy ();
1861 return;
1862 }
1863
1864 op->duration--;
1865
1866 basedir = op->direction;
1867 if (basedir == 0)
1868 {
1869 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8);
1871 }
1872
1873 #if 0
1874 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space.
1878 // should be fixed later, but correctness before featurs...
1879 // (schmorp)
1880
1881 /* new offset calculation to make swarm element distribution
1882 * more uniform
1883 */
1884 if (op->duration)
1885 {
1886 if (basedir & 1)
1887 {
1888 adjustdir = cardinal_adjust[rndm (0, 8)];
1889 }
1890 else
1891 {
1892 adjustdir = diagonal_adjust[rndm (0, 9)];
1893 }
1894 }
1895 else
1896 {
1897 adjustdir = 0; /* fire the last one from forward. */
1898 }
1899
1900 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1901 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1902
1903 /* back up one space so we can hit point-blank targets, but this
1904 * necessitates extra out_of_map check below
1905 */
1906 origin_x = target_x - freearr_x[basedir];
1907 origin_y = target_y - freearr_y[basedir];
1908
1909
1910 /* spell pointer is set up for the spell this casts. Since this
1911 * should just be a pointer to the spell in some inventory,
1912 * it is unlikely to disappear by the time we need it. However,
1913 * do some sanity checking anyways.
1914 */
1915
1916 if (op->spell && op->spell->type == SPELL &&
1917 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1918 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1919 {
1920
1921 /* Bullet spells have a bunch more customization that needs to be done */
1922 if (op->spell->subtype == SP_BULLET)
1923 fire_bullet (owner, op, basedir, op->spell);
1924 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1925 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1926 }
1927 #endif
1928
1929 /* spell pointer is set up for the spell this casts. Since this
1930 * should just be a pointer to the spell in some inventory,
1931 * it is unlikely to disappear by the time we need it. However,
1932 * do some sanity checking anyways.
1933 */
1934
1935 if (op->spell && op->spell->type == SPELL)
1936 {
1937 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1942 }
1943 }
1944
1945
1946
1947
1948 /* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm.
1952 *
1953 * op: the owner
1954 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell.
1957 * n: the number to be fired.
1958 */
1959
1960 int
1961 fire_swarm (object *op, object *caster, object *spell, int dir)
1962 {
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch)
1967 return 0;
1968
1969 tmp = get_archetype (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch);
1977
1978 tmp->attacktype = tmp->spell->attacktype;
1979
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op))
1983 return 1;
1984 }
1985 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988
1989 tmp->direction = dir;
1990 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0);
1992 return 1;
1993 }
1994
1995
1996 /* See the spells documentation file for why this is its own
1997 * function.
1998 */
1999 int
2000 cast_light (object *op, object *caster, object *spell, int dir)
2001 {
2002 object *target = NULL, *tmp = NULL;
2003 sint16 x, y;
2004 int dam, mflags;
2005 maptile *m;
2006
2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2008
2009 if (!dir)
2010 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2012 return 0;
2013 }
2014
2015 x = op->x + freearr_x[dir];
2016 y = op->y + freearr_y[dir];
2017 m = op->map;
2018
2019 mflags = get_map_flags (m, &m, x, y, &x, &y);
2020
2021 if (mflags & P_OUT_OF_MAP)
2022 {
2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2024 return 0;
2025 }
2026
2027 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 {
2029 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head)
2034 target = target->head;
2035 (void) hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */
2037 }
2038 }
2039
2040 /* no live target, perhaps a wall is in the way? */
2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2044 return 0;
2045 }
2046
2047 /* ok, looks groovy to just insert a new light on the map */
2048 tmp = arch_to_object (spell->other_arch);
2049 if (!tmp)
2050 {
2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2052 return 0;
2053 }
2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
2055 if (tmp->glow_radius)
2056 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII;
2060 }
2061 tmp->x = x;
2062 tmp->y = y;
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1;
2065 }
2066
2067
2068
2069
2070 /* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c?
2075 */
2076
2077 int
2078 cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079 {
2080 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod;
2082 object *walk;
2083 maptile *m;
2084
2085 x = op->x;
2086 y = op->y;
2087
2088 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing.
2090 */
2091 if (!dir)
2092 dir = op->facing;
2093 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */
2095
2096 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell);
2098 dam_mod = SP_level_dam_adjust (caster, spell);
2099 dur_mod = SP_level_duration_adjust (caster, spell);
2100
2101 /* search in a line for a victim */
2102 for (i = 1; i < range; i++)
2103 {
2104 x = op->x + i * freearr_x[dir];
2105 y = op->y + i * freearr_y[dir];
2106 m = op->map;
2107
2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109
2110 if (mflags & P_OUT_OF_MAP)
2111 return 0;
2112
2113 /* don't go through walls - presume diseases are airborne */
2114 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2115 return 0;
2116
2117 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE)
2119 {
2120 /* search this square for a victim */
2121 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch);
2125
2126 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell);
2130
2131 /* do level adjustments */
2132 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2;
2134
2135 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4;
2137
2138 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod;
2140
2141 if (disease->stats.maxgrace > 0)
2142 disease->stats.maxgrace += dur_mod;
2143
2144 if (disease->stats.dam)
2145 {
2146 if (disease->stats.dam > 0)
2147 disease->stats.dam += dam_mod;
2148 else
2149 disease->stats.dam -= dam_mod;
2150 }
2151
2152 if (disease->last_sp)
2153 {
2154 disease->last_sp -= 2 * dam_mod;
2155 if (disease->last_sp < 1)
2156 disease->last_sp = 1;
2157 }
2158
2159 if (disease->stats.maxsp)
2160 {
2161 if (disease->stats.maxsp > 0)
2162 disease->stats.maxsp += dam_mod;
2163 else
2164 disease->stats.maxsp -= dam_mod;
2165 }
2166
2167 if (disease->stats.ac)
2168 disease->stats.ac += dam_mod;
2169
2170 if (disease->last_eat)
2171 disease->last_eat -= dam_mod;
2172
2173 if (disease->stats.hp)
2174 disease->stats.hp -= dam_mod;
2175
2176 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod;
2178
2179 if (infect_object (walk, disease, 1))
2180 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184
2185 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1;
2192 }
2193
2194 disease->destroy ();
2195 }
2196 } /* if living creature */
2197 } /* for range of spaces */
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1;
2200 }