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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.23
Committed: Mon Dec 25 11:25:50 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +10 -9 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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 int
286 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
287 {
288 object *tmp = NULL;
289 int mflags;
290
291 if (!spob->other_arch)
292 return 0;
293
294 tmp = arch_to_object (spob->other_arch);
295 if (tmp == NULL)
296 return 0;
297
298 /* peterm: level dependency for bolts */
299 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
300 tmp->attacktype = spob->attacktype;
301 if (spob->slaying)
302 tmp->slaying = spob->slaying;
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con;
307
308 tmp->direction = dir;
309 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
310 SET_ANIMATION (tmp, dir);
311
312 tmp->set_owner (op);
313 set_spell_skill (op, caster, spob, tmp);
314
315 tmp->x = op->x + DIRX (tmp);
316 tmp->y = op->y + DIRY (tmp);
317 tmp->map = op->map;
318
319 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &newmap, 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 tmp->map = newmap;
328
329 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
330 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
332 {
333 tmp->destroy ();
334 return 0;
335 }
336
337 tmp->x = op->x;
338 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map;
341 }
342
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
344 move_bolt (tmp);
345
346 return 1;
347 }
348
349
350
351 /***************************************************************************
352 *
353 * BULLET/BALL CODE
354 *
355 ***************************************************************************/
356
357 /* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions.
359 * At least that is what I think this does.
360 */
361 void
362 explosion (object *op)
363 {
364 object *tmp;
365 maptile *m = op->map;
366 int i;
367
368 if (--(op->duration) < 0)
369 {
370 op->destroy ();
371 return;
372 }
373
374 hit_map (op, 0, op->attacktype, 0);
375
376 if (op->range > 0)
377 {
378 for (i = 1; i < 9; i++)
379 {
380 sint16 dx, dy;
381
382 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i];
384 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc.
386 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 {
389 tmp = op->clone ();
390 tmp->state = 0;
391 tmp->speed_left = -0.21;
392 tmp->range--;
393 tmp->value = 0;
394 tmp->x = dx;
395 tmp->y = dy;
396 insert_ob_in_map (tmp, m, op, 0);
397 }
398 }
399 }
400 }
401
402
403 /* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to
405 * explode.
406 */
407 void
408 explode_bullet (object *op)
409 {
410 object *tmp, *owner;
411
412 if (op->other_arch == NULL)
413 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy ();
416 return;
417 }
418
419 if (op->env)
420 {
421 object *env;
422
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy ();
428 return;
429 }
430
431 op->remove ();
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 }
436 else if (out_of_map (op->map, op->x, op->y))
437 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy ();
440 return;
441 }
442
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 {
448 op->destroy ();
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
456 return;
457 }
458
459 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch);
461
462 tmp->set_owner (op);
463 tmp->skill = op->skill;
464
465 owner = op->owner;
466
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 {
469 op->destroy ();
470 return;
471 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 {
479 tmp->attacktype = op->attacktype;
480 tmp->range = op->range;
481 tmp->stats.dam = op->stats.dam;
482 tmp->duration = op->duration;
483 }
484 else
485 {
486 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC;
488 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell -
493 * the count of the parent should work fine.
494 */
495 tmp->stats.maxhp = op->count;
496 }
497
498 /* Set direction of cone explosion */
499 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
500 tmp->stats.sp = op->direction;
501
502 /* Prevent recursion */
503 op->move_on = 0;
504
505 insert_ob_in_map (tmp, op->map, op, 0);
506 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy ();
510 }
511 }
512
513
514
515 /* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc)
517 */
518
519 void
520 check_bullet (object *op)
521 {
522 object *tmp;
523 int dam, mflags;
524 maptile *m;
525 sint16 sx, sy;
526
527 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
528
529 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
530 return;
531
532 if (op->other_arch)
533 {
534 /* explode object will also remove op */
535 explode_bullet (op);
536 return;
537 }
538
539 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE))
541 return;
542
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
544 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 {
552 op->destroy ();
553 return;
554 }
555 }
556 }
557 }
558 }
559
560 /* Basically, we move 'op' one square, and if it hits something,
561 * call check_bullet.
562 * This function is only applicable to bullets, but not to all
563 * fired arches (eg, bolts).
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 check_bullet (op);
630 }
631
632
633
634
635 /* fire_bullet
636 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from
639 * spob->attacktype.
640 * This function sets up the appropriate owner and skill
641 * pointers.
642 */
643
644 int
645 fire_bullet (object *op, object *caster, int dir, object *spob)
646 {
647 object *tmp = NULL;
648 int mflags;
649
650 if (!spob->other_arch)
651 return 0;
652
653 tmp = arch_to_object (spob->other_arch);
654 if (tmp == NULL)
655 return 0;
656
657 /* peterm: level dependency for bolts */
658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
659 tmp->attacktype = spob->attacktype;
660 if (spob->slaying)
661 tmp->slaying = spob->slaying;
662
663 tmp->range = 50;
664
665 /* Need to store duration/range for the ball to use */
666 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
667 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
668 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
669
670 tmp->direction = dir;
671 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
672 SET_ANIMATION (tmp, dir);
673
674 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp);
676
677 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map;
680
681 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP)
684 {
685 tmp->destroy ();
686 return 0;
687 }
688
689 tmp->map = newmap;
690
691 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
692 {
693 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
694 {
695 tmp->destroy ();
696 return 0;
697 }
698
699 tmp->x = op->x;
700 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map;
703 }
704
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)))
706 check_bullet (tmp);
707
708 return 1;
709 }
710
711
712
713
714 /*****************************************************************************
715 *
716 * CONE RELATED FUNCTIONS
717 *
718 *****************************************************************************/
719
720
721 /* drops an object based on what is in the cone's "other_arch" */
722 void
723 cone_drop (object *op)
724 {
725 object *new_ob = arch_to_object (op->other_arch);
726
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level;
730 new_ob->set_owner (op->owner);
731
732 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738
739 }
740
741 /* move_cone: causes cone object 'op' to move a space/hit creatures */
742
743 void
744 move_cone (object *op)
745 {
746 int i;
747
748 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map)
750 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0;
753 update_ob_speed (op);
754 return;
755 }
756
757 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE))
759 {
760 hit_map (op, 0, op->attacktype, 0);
761 return;
762 }
763
764 #if 0
765 /* Disable this - enabling it makes monsters easier, as
766 * when their cone dies when they die.
767 */
768 /* If no owner left, the spell dies out. */
769 if (op->owner == NULL)
770 {
771 op->destroy ();
772 return;
773 }
774 #endif
775
776 hit_map (op, 0, op->attacktype, 0);
777
778 /* Check to see if we should push anything.
779 * Spell objects with weight push whatever they encounter to some
780 * degree.
781 */
782 if (op->weight)
783 check_spell_knockback (op);
784
785 if (op->destroyed ())
786 return;
787
788 if ((op->duration--) < 0)
789 {
790 op->destroy ();
791 return;
792 }
793 /* Object has hit maximum range, so don't have it move
794 * any further. When the duration above expires,
795 * then the object will get removed.
796 */
797 if (--op->range < 0)
798 {
799 op->range = 0; /* just so it doesn't wrap */
800 return;
801 }
802
803 for (i = -1; i < 2; i++)
804 {
805 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
806
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 {
809 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1;
815
816 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0);
819 if (tmp->other_arch)
820 cone_drop (tmp);
821 }
822 }
823 }
824
825 /* cast_cone: casts a cone spell.
826 * op: person firing the object.
827 * caster: object casting the spell.
828 * dir: direction to fire in.
829 * spell: spell that is being fired. It uses other_arch for the archetype
830 * to fire.
831 * returns 0 on failure, 1 on success.
832 */
833 int
834 cast_cone (object *op, object *caster, int dir, object *spell)
835 {
836 object *tmp;
837 int i, success = 0, range_min = -1, range_max = 1;
838 maptile *m;
839 sint16 sx, sy;
840 MoveType movetype;
841
842 if (!spell->other_arch)
843 return 0;
844
845 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
846 {
847 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
848 return 0;
849 }
850
851 if (!dir)
852 {
853 range_min = 0;
854 range_max = 8;
855 }
856
857 /* Need to know what the movetype of the object we are about
858 * to create is, so we can know if the space we are about to
859 * insert it into is blocked.
860 */
861 movetype = spell->other_arch->clone.move_type;
862
863 for (i = range_min; i <= range_max; i++)
864 {
865 sint16 x, y, d;
866
867 /* We can't use absdir here, because it never returns
868 * 0. If this is a rune, we want to hit the person on top
869 * of the trap (d==0). If it is not a rune, then we don't want
870 * to hit that person.
871 */
872 d = dir + i;
873 while (d < 0)
874 d += 8;
875 while (d > 8)
876 d -= 8;
877
878 /* If it's not a rune, we don't want to blast the caster.
879 * In that case, we have to see - if dir is specified,
880 * turn this into direction 8. If dir is not specified (all
881 * direction) skip - otherwise, one line would do more damage
882 * becase 0 direction will go through 9 directions - necessary
883 * for the rune code.
884 */
885 if (caster->type != RUNE && d == 0)
886 {
887 if (dir != 0)
888 d = 8;
889 else
890 continue;
891 }
892
893 x = op->x + freearr_x[d];
894 y = op->y + freearr_y[d];
895
896 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
897 continue;
898
899 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
900 continue;
901
902 success = 1;
903 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype;
910
911 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op))
914 return 0;
915
916 if (dir)
917 tmp->stats.sp = dir;
918 else
919 tmp->stats.sp = i;
920
921 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
922
923 /* If casting it in all directions, it doesn't go as far */
924 if (dir == 0)
925 {
926 tmp->range /= 4;
927 if (tmp->range < 2 && spell->range >= 2)
928 tmp->range = 2;
929 }
930
931 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
932 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
933
934 /* Special bonus for fear attacks */
935 if (tmp->attacktype & AT_FEAR)
936 {
937 if (caster->type == PLAYER)
938 tmp->duration += fear_bonus[caster->stats.Cha];
939 else
940 tmp->duration += caster->level / 3;
941 }
942
943 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
944 {
945 if (caster->type == PLAYER)
946 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
947 else
948 tmp->duration += caster->level / 3;
949 }
950
951 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
953
954 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
957 }
958
959 insert_ob_in_map (tmp, m, op, 0);
960
961 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times.
963 */
964 tmp->stats.maxhp = tmp->count;
965
966 if (tmp->other_arch)
967 cone_drop (tmp);
968 }
969
970 return success;
971 }
972
973 /****************************************************************************
974 *
975 * BOMB related code
976 *
977 ****************************************************************************/
978
979
980 /* This handles an exploding bomb.
981 * op is the original bomb object.
982 */
983 void
984 animate_bomb (object *op)
985 {
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return;
992
993 env = object_get_env_recursive (op);
994
995 if (op->env)
996 {
997 if (env->map == NULL)
998 return;
999
1000 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return;
1008 }
1009
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary
1012 // as bombs can be carried.
1013 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1014 {
1015 op->destroy ();
1016 return;
1017 }
1018
1019 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values.
1022 */
1023 at = archetype::find (SPLINT);
1024 if (at)
1025 {
1026 for (i = 1; i < 9; i++)
1027 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue;
1030 tmp = arch_to_object (at);
1031 tmp->direction = i;
1032 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill;
1040 }
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i];
1044 tmp->y = op->y + freearr_x[i];
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp);
1047 }
1048 }
1049
1050 explode_bullet (op);
1051 }
1052
1053 int
1054 create_bomb (object *op, object *caster, int dir, object *spell)
1055 {
1056
1057 object *tmp;
1058 int mflags;
1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1060 maptile *m;
1061
1062 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1066 return 0;
1067 }
1068 tmp = arch_to_object (spell->other_arch);
1069
1070 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype;
1075
1076 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx;
1079 tmp->y = dy;
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1;
1082 }
1083
1084 /****************************************************************************
1085 *
1086 * smite related spell code.
1087 *
1088 ****************************************************************************/
1089
1090 /* get_pointed_target() - this is used by finger of death
1091 * and the 'smite' spells. Returns the pointer to the first
1092 * monster in the direction which is pointed to by op. b.t.
1093 * op is the caster - really only used for the source location.
1094 * dir is the direction to look in.
1095 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces.
1098 */
1099
1100 object *
1101 get_pointed_target (object *op, int dir, int range, int type)
1102 {
1103 object *target;
1104 sint16 x, y;
1105 int dist, mflags;
1106 maptile *mp;
1107
1108 if (dir == 0)
1109 return NULL;
1110
1111 for (dist = 1; dist < range; dist++)
1112 {
1113 x = op->x + freearr_x[dir] * dist;
1114 y = op->y + freearr_y[dir] * dist;
1115 mp = op->map;
1116 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1117
1118 if (mflags & P_OUT_OF_MAP)
1119 return NULL;
1120 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1121 return NULL;
1122 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1123 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL;
1126
1127 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 {
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target;
1134 }
1135 }
1136 }
1137 }
1138 return NULL;
1139 }
1140
1141
1142 /* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend.
1144 * usual params -
1145 * op = player
1146 * caster = object casting the spell.
1147 * dir = direction being cast
1148 * spell = spell object
1149 */
1150
1151 int
1152 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153 {
1154 object *effect, *target;
1155 object *god = find_god (determine_god (op));
1156 int range;
1157
1158 range = spell->range + SP_level_range_adjust (caster, spell);
1159 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1160
1161 /* Bunch of conditions for casting this spell. Note that only
1162 * require a god if this is a cleric spell (requires grace).
1163 * This makes this spell much more general purpose - it can be used
1164 * by wizards also, which is good, because I think this is a very
1165 * interesting spell.
1166 * if it is a cleric spell, you need a god, and the creature
1167 * can't be friendly to your god.
1168 */
1169
1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1171 || (!god && spell->stats.grace)
1172 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1173 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1175 return 0;
1176 }
1177
1178 if (spell->other_arch)
1179 effect = arch_to_object (spell->other_arch);
1180 else
1181 return 0;
1182
1183 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell);
1185 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 {
1188 if (tailor_god_spell (effect, op))
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1190 else
1191 {
1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1193 return 0;
1194 }
1195 }
1196
1197 /* size of the area of destruction */
1198 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1199 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1200
1201 if (effect->attacktype & AT_DEATH)
1202 {
1203 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1204
1205 /* casting death spells at undead isn't a good thing */
1206 if (QUERY_FLAG (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 tmp->update_stats ();
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 }