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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.3
Committed: Tue Aug 15 16:19:55 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +15 -1 lines
Log Message:
added safe map and some checks over the code to make the maps really safe!

File Contents

# Content
1 /*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.2 2006-08-15 15:00:20 elmex Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits
32 * of code
33 */
34
35 #include <global.h>
36 #include <object.h>
37 #include <living.h>
38 #ifndef __CEXTRACT__
39 #include <sproto.h>
40 #endif
41 #include <spells.h>
42 #include <sounds.h>
43
44 /* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too
47 * op is the spell object.
48 */
49
50 void check_spell_knockback(object *op) {
51 object *tmp, *tmp2; /* object on the map */
52 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */
54
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/
57 return;
58 }else{
59 weight_move = op->weight +(op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/
61 }
62
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
64 {
65 int num_sections = 1;
66
67 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ))
69 return;
70
71 /* don't move parts of objects */
72 if(tmp->head) 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))) continue;
76
77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) 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)) { /* move it. */
91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should
93 * also be safe for objects.
94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information
96 * right now.
97 */
98 move_object(tmp, absdir(op->stats.sp));
99 }
100
101 }
102 }
103
104 /***************************************************************************
105 *
106 * BOLT CODE
107 *
108 ***************************************************************************/
109
110 /* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork.
112 */
113
114 void forklightning(object *op, object *tmp) {
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m;
118 sint16 sx,sy;
119 object *new_bolt;
120
121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path
125 */
126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1;
129
130 /* check the new dir for a wall and in the map*/
131 t_dir = absdir(tmp->direction + new_dir);
132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir],
134 &sx, &sy) & P_OUT_OF_MAP)
135 return;
136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy)))
138 return;
139
140 /* OK, we made a fork */
141 new_bolt = get_object();
142
143 copy_object(tmp,new_bolt);
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->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0);
159 update_turn_face(new_bolt);
160 }
161
162 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it.
164 */
165
166 void move_bolt(object *op) {
167 object *tmp;
168 int mflags;
169 sint16 x, y;
170 mapstruct *m;
171
172 if(--(op->duration)<0) {
173 remove_ob(op);
174 free_object(op);
175 return;
176 }
177 hit_map(op,0,op->attacktype,1);
178
179 if(!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263 }
264
265 /* fire_bolt
266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from
269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill
271 * pointers.
272 */
273
274 int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) {
275 object *tmp=NULL;
276 int mflags;
277
278 if (!spob->other_arch)
279 return 0;
280
281 tmp=arch_to_object(spob->other_arch);
282 if(tmp==NULL)
283 return 0;
284
285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob);
291 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con;
293
294 tmp->direction=dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir);
297
298 set_owner(tmp,op);
299 set_spell_skill(op, caster, spob, tmp);
300
301 tmp->x=op->x + DIRX(tmp);
302 tmp->y=op->y + DIRY(tmp);
303 tmp->map = op->map;
304
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) {
307 free_object(tmp);
308 return 0;
309 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
312 free_object(tmp);
313 return 0;
314 }
315 tmp->x=op->x;
316 tmp->y=op->y;
317 tmp->direction=absdir(tmp->direction+4);
318 tmp->map = op->map;
319 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL)
321 move_bolt (tmp);
322 return 1;
323 }
324
325
326
327 /***************************************************************************
328 *
329 * BULLET/BALL CODE
330 *
331 ***************************************************************************/
332
333 /* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions.
335 * At least that is what I think this does.
336 */
337 void explosion(object *op) {
338 object *tmp;
339 mapstruct *m=op->map;
340 int i;
341
342 if(--(op->duration)<0) {
343 remove_ob(op);
344 free_object(op);
345 return;
346 }
347 hit_map(op,0,op->attacktype,0);
348
349 if(op->range>0) {
350 for(i=1;i<9;i++) {
351 sint16 dx,dy;
352
353 dx=op->x+freearr_x[i];
354 dy=op->y+freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc.
357 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) {
359 tmp=get_object();
360 copy_object(op,tmp);
361 tmp->state=0;
362 tmp->speed_left= -0.21;
363 tmp->range--;
364 tmp->value=0;
365 tmp->x=dx;
366 tmp->y=dy;
367 insert_ob_in_map(tmp,m,op,0);
368 }
369 }
370 }
371 }
372
373
374 /* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to
376 * explode.
377 */
378 void explode_bullet(object *op)
379 {
380 tag_t op_tag = op->count;
381 object *tmp, *owner;
382
383 if (op->other_arch == NULL) {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op);
386 free_object (op);
387 return;
388 }
389
390 if (op->env) {
391 object *env;
392
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
415 {
416 remove_ob (op);
417 free_object (op);
418 return;
419 }
420
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch);
429
430 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill);
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433
434 owner = get_owner(op);
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner &&
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 }
441 tmp->x = op->x;
442 tmp->y = op->y;
443
444 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) {
446 tmp->attacktype = op->attacktype;
447 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration;
450 } else {
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC;
452 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine.
458 */
459 tmp->stats.maxhp = op->count;
460 }
461
462 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction;
465
466 /* Prevent recursion */
467 op->move_on = 0;
468
469 insert_ob_in_map(tmp, op->map, op, 0);
470 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) {
472 remove_ob (op);
473 free_object (op);
474 }
475 }
476
477
478
479 /* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc)
481 */
482
483 void check_bullet(object *op)
484 {
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp;
487 int dam, mflags;
488 mapstruct *m;
489 sint16 sx, sy;
490
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy);
492
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))
494 return;
495
496 if (op->other_arch) {
497 /* explode object will also remove op */
498 explode_bullet (op);
499 return;
500 }
501
502 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return;
504
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above)
506 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
508 tmp_tag = tmp->count;
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag)
511 || (op->stats.dam -= dam) < 0)
512 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
514 remove_ob (op);
515 free_object(op);
516 return;
517 }
518 }
519 }
520 }
521 }
522
523
524 /* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet.
526 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts).
528 */
529
530 void move_bullet(object *op)
531 {
532 sint16 new_x, new_y;
533 int mflags;
534 mapstruct *m;
535
536 #if 0
537 /* We need a better general purpose way to do this */
538
539 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) {
542 replace_insert_ob_in_map("fire_trail",op);
543 if (was_destroyed (op, op_tag))
544 return;
545 } /* end addition. */
546 #endif
547
548 /* Reached the end of its life - remove it */
549 if (--op->range <=0) {
550 if (op->other_arch) {
551 explode_bullet (op);
552 } else {
553 remove_ob (op);
554 free_object (op);
555 }
556 return;
557 }
558
559 new_x = op->x + DIRX(op);
560 new_y = op->y + DIRY(op);
561 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
563
564 if (mflags & P_OUT_OF_MAP) {
565 remove_ob (op);
566 free_object (op);
567 return;
568 }
569
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
571 if (op->other_arch) {
572 explode_bullet (op);
573 } else {
574 remove_ob (op);
575 free_object (op);
576 }
577 return;
578 }
579
580 remove_ob (op);
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return;
585
586 if (reflwall (op->map, op->x, op->y, op)) {
587 op->direction = absdir (op->direction + 4);
588 update_turn_face (op);
589 } else {
590 check_bullet (op);
591 }
592 }
593
594
595
596
597 /* fire_bullet
598 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from
601 * spob->attacktype.
602 * This function sets up the appropriate owner and skill
603 * pointers.
604 */
605
606 int fire_bullet(object *op,object *caster,int dir,object *spob) {
607 object *tmp=NULL;
608 int mflags;
609
610 if (!spob->other_arch)
611 return 0;
612
613 tmp=arch_to_object(spob->other_arch);
614 if(tmp==NULL)
615 return 0;
616
617 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
619 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
621
622 tmp->range = 50;
623
624 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob);
628
629 tmp->direction=dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir);
632
633 set_owner(tmp,op);
634 set_spell_skill(op, caster, spob, tmp);
635
636 tmp->x=op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir];
638 tmp->map = op->map;
639
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) {
642 free_object(tmp);
643 return 0;
644 }
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
647 free_object(tmp);
648 return 0;
649 }
650 tmp->x=op->x;
651 tmp->y=op->y;
652 tmp->direction=absdir(tmp->direction+4);
653 tmp->map = op->map;
654 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) {
656 check_bullet (tmp);
657 }
658 return 1;
659 }
660
661
662
663
664 /*****************************************************************************
665 *
666 * CONE RELATED FUNCTIONS
667 *
668 *****************************************************************************/
669
670
671 /* drops an object based on what is in the cone's "other_arch" */
672 void cone_drop(object *op) {
673 object *new_ob = arch_to_object(op->other_arch);
674
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level;
678 set_owner(new_ob,op->owner);
679
680 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) {
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 }
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687 }
688
689 /* move_cone: causes cone object 'op' to move a space/hit creatures */
690
691 void move_cone(object *op) {
692 int i;
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) {
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 }
703
704 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
706 hit_map(op,0,op->attacktype,0);
707 return;
708 }
709
710 #if 0
711 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die.
713 */
714 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) {
716 remove_ob(op);
717 free_object(op);
718 return;
719 }
720 #endif
721
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0);
724
725 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some
727 * degree.
728 */
729 if(op->weight) check_spell_knockback(op);
730
731 if (was_destroyed (op, tag))
732 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 }
739 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires,
741 * then the object will get removed.
742 */
743 if (--op->range < 0) {
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 }
747
748 for(i= -1;i<2;i++) {
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
750 y=op->y+freearr_y[absdir(op->stats.sp+i)];
751
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) {
753 object *tmp=get_object();
754 copy_object(op, tmp);
755 tmp->x=x;
756 tmp->y=y;
757
758 tmp->duration = op->duration + 1;
759
760 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0);
763 if (tmp->other_arch) cone_drop(tmp);
764 }
765 }
766 }
767
768 /* cast_cone: casts a cone spell.
769 * op: person firing the object.
770 * caster: object casting the spell.
771 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire.
774 * returns 0 on failure, 1 on success.
775 */
776 int cast_cone(object *op, object *caster,int dir, object *spell)
777 {
778 object *tmp;
779 int i,success=0,range_min= -1,range_max=1;
780 mapstruct *m;
781 sint16 sx, sy;
782 MoveType movetype;
783
784 if (!spell->other_arch) return 0;
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0;
791 }
792
793 if(!dir) {
794 range_min= 0;
795 range_max=8;
796 }
797
798 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to
800 * insert it into is blocked.
801 */
802 movetype = spell->other_arch->clone.move_type;
803
804 for(i=range_min;i<=range_max;i++) {
805 sint16 x,y, d;
806
807 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person.
811 */
812 d = dir + i;
813 while (d < 0) d+=8;
814 while (d > 8) d-=8;
815
816 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code.
822 */
823 if (caster->type != RUNE && d==0) {
824 if (dir!=0) d=8;
825 else continue;
826 }
827
828 x = op->x+freearr_x[d];
829 y = op->y+freearr_y[d];
830
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
832 continue;
833
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype)
835 continue;
836
837 success=1;
838 tmp=arch_to_object(spell->other_arch);
839 set_owner(tmp,op);
840 set_spell_skill(op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype;
845
846 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) {
848 if(!tailor_god_spell(tmp,op)) return 0;
849 }
850
851 if(dir)
852 tmp->stats.sp=dir;
853 else
854 tmp->stats.sp=i;
855
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
857
858 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) {
860 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2;
862 }
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell);
865
866 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) {
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha];
869 else
870 tmp->duration += caster->level/3;
871 }
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) {
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5;
874 else
875 tmp->duration += caster->level/3;
876 }
877
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n",
881 spell->other_arch->name);
882
883 if (!tmp->move_on && tmp->stats.dam) {
884 LOG (llevDebug,
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889
890 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times.
892 */
893 tmp->stats.maxhp = tmp->count;
894
895 if(tmp->other_arch) cone_drop(tmp);
896 }
897 return success;
898 }
899
900 /****************************************************************************
901 *
902 * BOMB related code
903 *
904 ****************************************************************************/
905
906
907 /* This handles an exploding bomb.
908 * op is the original bomb object.
909 */
910 void animate_bomb(object *op) {
911 int i;
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1)
916 return;
917
918
919 env = object_get_env_recursive(op);
920
921 if (op->env) {
922 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return;
943 }
944
945 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values.
948 */
949 at = find_archetype(SPLINT);
950 if (at) {
951 for(i=1;i<9;i++) {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue;
954 tmp = arch_to_object(at);
955 tmp->direction = i;
956 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) {
962 if (tmp->skill) free_string(tmp->skill);
963 tmp->skill = add_refcount(op->skill);
964 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973
974 explode_bullet(op);
975 }
976
977 int create_bomb(object *op,object *caster,int dir, object *spell) {
978
979 object *tmp;
980 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir];
982 mapstruct *m;
983
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
987 return 0;
988 }
989 tmp=arch_to_object(spell->other_arch);
990
991 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell);
995 tmp->attacktype = spell->attacktype;
996
997 set_owner(tmp,op);
998 set_spell_skill(op, caster, spell, tmp);
999 tmp->x=dx;
1000 tmp->y=dy;
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1;
1003 }
1004
1005 /****************************************************************************
1006 *
1007 * smite related spell code.
1008 *
1009 ****************************************************************************/
1010
1011 /* get_pointed_target() - this is used by finger of death
1012 * and the 'smite' spells. Returns the pointer to the first
1013 * monster in the direction which is pointed to by op. b.t.
1014 * op is the caster - really only used for the source location.
1015 * dir is the direction to look in.
1016 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces.
1019 */
1020
1021 object *get_pointed_target(object *op, int dir, int range, int type) {
1022 object *target;
1023 sint16 x,y;
1024 int dist, mflags;
1025 mapstruct *mp;
1026
1027 if (dir==0) return NULL;
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL;
1049 }
1050
1051
1052 /* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend.
1054 * usual params -
1055 * op = player
1056 * caster = object casting the spell.
1057 * dir = direction being cast
1058 * spell = spell object
1059 */
1060
1061 int cast_smite_spell (object *op, object *caster,int dir, object *spell) {
1062 object *effect, *target;
1063 object *god = find_god(determine_god(op));
1064 int range;
1065
1066 range = spell->range + SP_level_range_adjust(caster,spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA);
1068
1069 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very
1073 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god.
1076 */
1077
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name))
1081 ||(target->race && god && strstr(target->race,god->race))) {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded.");
1083 return 0;
1084 }
1085
1086 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch);
1088 else
1089 return 0;
1090
1091 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) {
1095 if(tailor_god_spell(effect,op))
1096 new_draw_info_format(NDI_UNIQUE,0,op,
1097 "%s answers your call!",determine_god(op));
1098 else {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored.");
1100 return 0;
1101 }
1102 }
1103
1104 /* size of the area of destruction */
1105 effect->range=spell->range +
1106 SP_level_range_adjust(caster,spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109
1110 if (effect->attacktype & AT_DEATH) {
1111 effect->level=spell->stats.dam +
1112 SP_level_dam_adjust(caster,spell);
1113
1114 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) {
1116 if(random_roll(0, 2, op, PREFER_LOW)) {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!");
1118 effect->x=op->x;
1119 effect->y=op->y;
1120 } else {
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1122 query_name(target));
1123 target->stats.hp = target->stats.maxhp*2;
1124 free_object(effect);
1125 return 0;
1126 }
1127 }
1128 } else {
1129 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam +
1131 SP_level_dam_adjust(caster,spell);
1132 }
1133
1134 set_owner(effect,op);
1135 set_spell_skill(op, caster, spell, effect);
1136
1137 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x;
1139 effect->y=target->y;
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1;
1143 }
1144
1145
1146 /****************************************************************************
1147 *
1148 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile.
1151 ****************************************************************************/
1152
1153 /* op is a missile that needs to be moved */
1154 void move_missile(object *op) {
1155 int i, mflags;
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) {
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 }
1165
1166 owner = get_owner(op);
1167 #if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 }
1176 #endif
1177
1178 new_x = op->x + DIRX(op);
1179 new_y = op->y + DIRY(op);
1180
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1182
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so.
1189 */
1190 if ( ! was_destroyed (op, tag)) {
1191 remove_ob (op);
1192 free_object(op);
1193 }
1194 return;
1195 }
1196
1197 remove_ob(op);
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 }
1202 op->x = new_x;
1203 op->y = new_y;
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){
1207 op->direction=i;
1208 SET_ANIMATION(op, op->direction);
1209 }
1210 insert_ob_in_map(op,op->map,op,0);
1211 }
1212
1213 /****************************************************************************
1214 * Destruction
1215 ****************************************************************************/
1216 /* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t.
1221 */
1222
1223 int make_object_glow(object *op, int radius, int time) {
1224 object *tmp;
1225
1226 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT)
1228 return 0;
1229
1230 tmp=get_archetype(FORCE_NAME);
1231 tmp->speed = 0.01;
1232 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII;
1237
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op);
1242 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius;
1244
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1;
1251 }
1252
1253
1254
1255
1256 int cast_destruction(object *op, object *caster, object *spell_ob) {
1257 int i,j, range, mflags, friendly=0, dam, dur;
1258 sint16 sx,sy;
1259 mapstruct *m;
1260 object *tmp;
1261 const char *skill;
1262
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1267
1268 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route.
1273 */
1274 skill = op->skill;
1275 if (caster == op) op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill;
1277 else op->skill = NULL;
1278
1279 change_skill(op, find_skill_by_name(op, op->skill), 1);
1280
1281 for(i= -range; i<range; i++) {
1282 for(j=-range; j<range ; j++) {
1283 m = op->map;
1284 sx = op->x + i;
1285 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue;
1288 if (mflags & P_IS_ALIVE) {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break;
1291 }
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1297 if (spell_ob->subtype == SP_DESTRUCTION) {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0);
1299 if (spell_ob->other_arch) {
1300 tmp = arch_to_object(spell_ob->other_arch);
1301 tmp->x = sx;
1302 tmp->y = sy;
1303 insert_ob_in_map(tmp, m, op, 0);
1304 }
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) {
1309 object *effect = arch_to_object(spell_ob->other_arch);
1310 effect->x = sx;
1311 effect->y = sy;
1312 insert_ob_in_map(effect, m, op, 0);
1313 }
1314 }
1315 }
1316 }
1317 }
1318 }
1319 }
1320 op->skill = skill;
1321 return 1;
1322 }
1323
1324 /***************************************************************************
1325 *
1326 * CURSE
1327 *
1328 ***************************************************************************/
1329
1330 int cast_curse(object *op, object *caster, object *spell_ob, int dir) {
1331 object *god = find_god(determine_god(op));
1332 object *tmp, *force;
1333
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir,
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) {
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 }
1341
1342 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) {
1345 if (force->name == spell_ob->name) {
1346 break;
1347 }
1348 else if (spell_ob->race && spell_ob->race == force->name) {
1349 new_draw_info_format(NDI_UNIQUE, 0, op,
1350 "You can not cast %s while %s is in effect",
1351 spell_ob->name, force->name_pl);
1352 return 0;
1353 }
1354 }
1355 }
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race);
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else {
1369 int duration;
1370
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1372 if (duration > force->duration) {
1373 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 }
1378 return 1;
1379 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1381 force->speed = 1.0;
1382 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED);
1384
1385 if(god) {
1386 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled;
1388 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1391 "You are a victim of %s's curse!",god->name);
1392 } else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty.");
1394
1395
1396 if(tmp!=op && op->type==PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name);
1398
1399 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc;
1401
1402 change_abil(tmp,force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp);
1404 fix_player(tmp);
1405 return 1;
1406
1407 }
1408
1409
1410 /**********************************************************************
1411 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/
1415
1416 /* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc.
1418 */
1419 int mood_change(object *op, object *caster, object *spell) {
1420 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny;
1423 mapstruct *m;
1424 const char *race;
1425
1426 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again.
1428 */
1429 god=find_god(determine_god(op));
1430 level=caster_level(caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell);
1432
1433 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything.
1436 */
1437 if (!spell->race) race=NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race;
1440 else race = spell->race;
1441
1442
1443 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) {
1445
1446 done_one=0;
1447 m = op->map;
1448 nx = x;
1449 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue;
1452
1453 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue;
1455
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
1458
1459 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue;
1461
1462 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head;
1464 else head=tmp;
1465
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue;
1469
1470 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1;
1472 if (spell->attacktype) {
1473 for (at=0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at;
1476
1477 if (best_at == -1) at=0;
1478 else {
1479 if (head->resist[best_at] == 100) continue;
1480 else at = head->resist[best_at] / 5;
1481 }
1482 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue;
1484 }
1485 else /* spell->attacktype */
1486 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490
1491 The chance will then be in the range [20-70] percent, not too bad.
1492
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster...
1495
1496 Ryo, august 14th
1497 */
1498 {
1499 if ( head->level > level ) continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1501 /* Failed, no effect */
1502 continue;
1503 }
1504
1505 /* Done with saving throw. Now start effecting the monster */
1506
1507 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) {
1509 CLEAR_FLAG(head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head);
1512
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL;
1521 done_one = 1;
1522 }
1523
1524 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) {
1526 SET_FLAG(head, FLAG_BERSERK);
1527 done_one = 1;
1528 }
1529 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) {
1531 SET_FLAG(head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR);
1536 set_owner(head, op);
1537 set_spell_skill(op, caster, spell, head);
1538 add_friendly_object(head);
1539 head->attack_movement = PETMOVE;
1540 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0;
1543 }
1544
1545 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) {
1547 tmp = arch_to_object(spell->other_arch);
1548 tmp->x = nx;
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553
1554 return 1;
1555 }
1556
1557
1558 /* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c
1563 */
1564
1565 void move_ball_spell(object *op) {
1566 int i,j,dam_save,dir, mflags;
1567 sint16 nx,ny, hx, hy;
1568 object *owner;
1569 mapstruct *m;
1570
1571 owner = get_owner(op);
1572
1573 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations.
1578 */
1579
1580 dir = 0;
1581 if(!(rndm(0, 3)))
1582 j = rndm(0, 1);
1583 else j=0;
1584
1585 for(i = 1; i < 9; i++) {
1586 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset
1588 */
1589
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2);
1591 int tmpdir = absdir (op->direction + offset);
1592
1593 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) &&
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
1597 dir = tmpdir;
1598 break;
1599 }
1600 }
1601 if (dir == 0) {
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 }
1606
1607 remove_ob(op);
1608 op->y=ny;
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */
1614
1615 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in
1617 * the surround spaces.
1618 */
1619 for(j=0;j<9;j++) {
1620 object *new_ob;
1621
1622 hx = nx+freearr_x[j];
1623 hy = ny+freearr_y[j];
1624
1625 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
1627
1628 if (mflags & P_OUT_OF_MAP) continue;
1629
1630 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either.
1632 */
1633
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) {
1635 if(j) op->stats.dam = dam_save/2;
1636 hit_map(op,j,op->attacktype,1);
1637
1638 }
1639
1640 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
1642 new_ob = arch_to_object(op->other_arch);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 }
1648
1649 /* restore to the center location and damage*/
1650 op->stats.dam = dam_save;
1651
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op));
1653
1654 if(i>=0) { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */
1659 }
1660 op->direction=i;
1661 }
1662 }
1663
1664
1665 /* move_swarm_spell: peterm
1666 * This is an implementation of the swarm spell. It was written for
1667 * meteor swarm, but it could be used for any swarm. A swarm spell
1668 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction.
1671 */
1672
1673 void move_swarm_spell(object *op)
1674 {
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696 #if 0
1697 // this is bogus: it causes wrong places to be checked below
1698 // (a wall 2 cells away will block the effect...) and
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1700 // space.
1701 // should be fixed later, but correctness before featurs...
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743 #endif
1744
1745 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways.
1749 */
1750
1751 if (op->spell && op->spell->type == SPELL)
1752 {
1753 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 }
1759 }
1760
1761
1762
1763
1764 /* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm.
1768 *
1769 * op: the owner
1770 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell.
1773 * n: the number to be fired.
1774 */
1775
1776 int fire_swarm (object *op, object *caster, object *spell, int dir)
1777 {
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0;
1782
1783 tmp=get_archetype(SWARM_SPELL);
1784 tmp->x=op->x;
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp);
1788
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/
1790 tmp->spell = arch_to_object(spell->other_arch);
1791
1792 tmp->attacktype = tmp->spell->attacktype;
1793
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) {
1795 if ( ! tailor_god_spell (tmp, op))
1796 return 1;
1797 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell);
1799 for (i=0; i< spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH);
1801
1802 tmp->direction=dir;
1803 tmp->invisible=1;
1804 insert_ob_in_map(tmp,op->map,op,0);
1805 return 1;
1806 }
1807
1808
1809 /* See the spells documentation file for why this is its own
1810 * function.
1811 */
1812 int cast_light(object *op,object *caster,object *spell, int dir) {
1813 object *target=NULL,*tmp=NULL;
1814 sint16 x,y;
1815 int dam, mflags;
1816 mapstruct *m;
1817
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell);
1819
1820 if(!dir) {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1822 return 0;
1823 }
1824
1825 x=op->x+freearr_x[dir];
1826 y=op->y+freearr_y[dir];
1827 m = op->map;
1828
1829 mflags = get_map_flags(m, &m, x, y, &x, &y);
1830
1831 if (mflags & P_OUT_OF_MAP) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there.");
1833 return 0;
1834 }
1835
1836 if (mflags & P_IS_ALIVE && spell->attacktype) {
1837 for(target=get_map_ob(m,x,y);target;target=target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) {
1839 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1);
1842 return 1; /* one success only! */
1843 }
1844 }
1845
1846 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1849 return 0;
1850 }
1851
1852 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch);
1854 if(!tmp) {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n");
1856 return 0;
1857 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell);
1859 if (tmp->glow_radius) {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII;
1862 }
1863 tmp->x=x;
1864 tmp->y=y;
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1;
1867 }
1868
1869
1870
1871
1872 /* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c?
1877 */
1878
1879 int cast_cause_disease(object *op, object *caster, object *spell, int dir) {
1880 sint16 x,y;
1881 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk;
1883 mapstruct *m;
1884
1885 x = op->x;
1886 y = op->y;
1887
1888 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing.
1890 */
1891 if (!dir) dir=op->facing;
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */
1893
1894 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell);
1898
1899 /* search in a line for a victim */
1900 for(i=1; i<range; i++) {
1901 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir];
1903 m = op->map;
1904
1905 mflags = get_map_flags(m, &m, x, y, &x, &y);
1906
1907 if (mflags & P_OUT_OF_MAP) return 0;
1908
1909 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0;
1911
1912 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) {
1914 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch);
1918
1919 set_owner(disease,op);
1920 set_spell_skill(op, caster, spell, disease);
1921 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell);
1923
1924 /* do level adjustments */
1925 if(disease->stats.wc)
1926 disease->stats.wc += dur_mod/2;
1927
1928 if(disease->magic> 0)
1929 disease->magic += dur_mod/4;
1930
1931 if(disease->stats.maxhp>0)
1932 disease->stats.maxhp += dur_mod;
1933
1934 if(disease->stats.maxgrace>0)
1935 disease->stats.maxgrace += dur_mod;
1936
1937 if(disease->stats.dam) {
1938 if(disease->stats.dam > 0)
1939 disease->stats.dam += dam_mod;
1940 else disease->stats.dam -= dam_mod;
1941 }
1942
1943 if(disease->last_sp) {
1944 disease->last_sp -= 2*dam_mod;
1945 if(disease->last_sp <1) disease->last_sp = 1;
1946 }
1947
1948 if(disease->stats.maxsp) {
1949 if(disease->stats.maxsp > 0)
1950 disease->stats.maxsp += dam_mod;
1951 else disease->stats.maxsp -= dam_mod;
1952 }
1953
1954 if(disease->stats.ac)
1955 disease->stats.ac += dam_mod;
1956
1957 if(disease->last_eat)
1958 disease->last_eat -= dam_mod;
1959
1960 if(disease->stats.hp)
1961 disease->stats.hp -= dam_mod;
1962
1963 if(disease->stats.sp)
1964 disease->stats.sp -= dam_mod;
1965
1966 if(infect_object(walk,disease,1)) {
1967 object *flash; /* visual effect for inflicting disease */
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1970
1971 free_object(disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC);
1973 flash->x = x;
1974 flash->y = y;
1975 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0);
1977 return 1;
1978 }
1979 free_object(disease);
1980 }
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!");
1984 return 1;
1985 }