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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.33
Committed: Sat May 12 22:04:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +5 -5 lines
Log Message:
some floatingpoint µopts

File Contents

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