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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.25
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +63 -134 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

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