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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.42
Committed: Sun Jul 1 05:00:20 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +10 -11 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits
26 * of code
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <living.h>
32 #include <sproto.h>
33 #include <spells.h>
34 #include <sounds.h>
35
36 /* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too
39 * op is the spell object.
40 */
41
42 void
43 check_spell_knockback (object *op)
44 {
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48
49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
52 return;
53 }
54 else
55 {
56 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 }
59
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
61 {
62 int num_sections = 1;
63
64 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ))
66 return;
67
68 /* don't move parts of objects */
69 if (tmp->head)
70 continue;
71
72 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
75
76 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant.
83 */
84
85 /* surface area? -tm */
86
87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1; /* flying objects loose the friction modifier */
89
90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
92 /* move_object is really for monsters, but looking at
93 * the move_object function, it appears that it should
94 * also be safe for objects.
95 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information
97 * right now.
98 */
99 move_object (tmp, absdir (op->stats.sp));
100 }
101
102 }
103 }
104
105 /***************************************************************************
106 *
107 * BOLT CODE
108 *
109 ***************************************************************************/
110
111 /* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork.
113 */
114
115 void
116 forklightning (object *op, object *tmp)
117 {
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */
120 maptile *m;
121 sint16 sx, sy;
122 object *new_bolt;
123
124 /* pick a fork direction. tmp->stats.Con is the left bias
125 * i.e., the chance in 100 of forking LEFT
126 * Should start out at 50, down to 25 for one already going left
127 * down to 0 for one going 90 degrees left off original path
128 */
129
130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
131 new_dir = -1;
132
133 /* check the new dir for a wall and in the map */
134 t_dir = absdir (tmp->direction + new_dir);
135
136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
137 return;
138
139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
140 return;
141
142 /* OK, we made a fork */
143 new_bolt = tmp->clone ();
144
145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir;
151 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++;
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt);
158 }
159
160 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it.
162 */
163
164 void
165 move_bolt (object *op)
166 {
167 int mflags;
168 sint16 x, y;
169 maptile *m;
170
171 if (--op->duration < 0)
172 {
173 op->destroy ();
174 return;
175 }
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 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
267 }
268
269 /* fire_bolt
270 * object op (cast from caster) files a bolt in dir.
271 * spob is the spell object for the bolt.
272 * we remove the magic flag - that can be derived from
273 * spob->attacktype.
274 * This function sets up the appropriate owner and skill
275 * pointers.
276 */
277 int
278 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279 {
280 object *tmp = NULL;
281 int mflags;
282
283 if (!spob->other_arch)
284 return 0;
285
286 tmp = arch_to_object (spob->other_arch);
287 if (tmp == NULL)
288 return 0;
289
290 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype;
293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con;
299
300 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
302 SET_ANIMATION (tmp, dir);
303
304 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp);
306
307 tmp->x = op->x + DIRX (tmp);
308 tmp->y = op->y + DIRY (tmp);
309 tmp->map = op->map;
310
311 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP)
314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 {
325 tmp->destroy ();
326 return 0;
327 }
328
329 tmp->x = op->x;
330 tmp->y = op->y;
331 tmp->direction = absdir (tmp->direction + 4);
332 tmp->map = op->map;
333 }
334
335 if ((tmp = tmp->insert_at (tmp, op)))
336 move_bolt (tmp);
337
338 return 1;
339 }
340
341 /***************************************************************************
342 *
343 * BULLET/BALL CODE
344 *
345 ***************************************************************************/
346
347 /* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions.
349 * At least that is what I think this does.
350 */
351 void
352 explosion (object *op)
353 {
354 maptile *m = op->map;
355 int i;
356
357 if (--op->duration < 0)
358 {
359 op->destroy ();
360 return;
361 }
362
363 hit_map (op, 0, op->attacktype, 0);
364
365 if (op->range > 0)
366 {
367 for (i = 1; i < 9; i++)
368 {
369 sint16 dx, dy;
370
371 dx = op->x + freearr_x[i];
372 dy = op->y + freearr_y[i];
373
374 /* ok_to_put_more already does things like checks for walls,
375 * out of map, etc.
376 */
377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
378 {
379 object *tmp = op->clone ();
380
381 tmp->state = 0;
382 tmp->speed_left = -0.21f;
383 tmp->range--;
384 tmp->value = 0;
385
386 m->insert (tmp, dx, dy, op);
387 }
388 }
389 }
390 }
391
392 /* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to
394 * explode.
395 */
396 void
397 explode_bullet (object *op)
398 {
399 object *tmp, *owner;
400
401 if (op->other_arch == NULL)
402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy ();
405 return;
406 }
407
408 if (op->env)
409 {
410 object *env = object_get_env_recursive (op);
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
440 return;
441 }
442
443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch);
445
446 tmp->set_owner (op);
447 tmp->skill = op->skill;
448
449 owner = op->owner;
450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
452 {
453 op->destroy ();
454 return;
455 }
456
457 /* special for bombs - it actually has sane values for these */
458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
460 tmp->attacktype = op->attacktype;
461 tmp->range = op->range;
462 tmp->stats.dam = op->stats.dam;
463 tmp->duration = op->duration;
464 }
465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
470 /* Spell doc describes what is going on here */
471 tmp->stats.dam = op->dam_modifier;
472 tmp->range = op->stats.maxhp;
473 tmp->duration = op->stats.hp;
474 /* Used for spell tracking - just need a unique val for this spell -
475 * the count of the parent should work fine.
476 */
477 tmp->stats.maxhp = op->count;
478 }
479
480 /* Set direction of cone explosion */
481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
482 tmp->stats.sp = op->direction;
483
484 /* Prevent recursion */
485 op->move_on = 0;
486
487 tmp->insert_at (op, op);
488 /* remove the firebullet */
489 op->destroy ();
490 }
491
492 /* checks to see what op should do, given the space it is on
493 * (eg, explode, damage player, etc)
494 */
495 void
496 check_bullet (object *op)
497 {
498 object *tmp;
499 int dam, mflags;
500 maptile *m;
501 sint16 sx, sy;
502
503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
504
505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
506 return;
507
508 if (op->other_arch)
509 {
510 /* explode object will also remove op */
511 explode_bullet (op);
512 return;
513 }
514
515 /* If nothing alive on this space, no reason to do anything further */
516 if (!(mflags & P_IS_ALIVE))
517 return;
518
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 {
528 op->destroy ();
529 return;
530 }
531 }
532 }
533 }
534 }
535
536 /* Basically, we move 'op' one square, and if it hits something,
537 * call check_bullet.
538 * This function is only applicable to bullets, but not to all
539 * fired arches (eg, bolts).
540 */
541 void
542 move_bullet (object *op)
543 {
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548 #if 0
549 /* We need a better general purpose way to do this */
550
551 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */
553 if (op->stats.sp == SP_METEOR)
554 {
555 replace_insert_ob_in_map ("fire_trail", op);
556 if (op->destroyed ())
557 return;
558 } /* end addition. */
559 #endif
560
561 /* Reached the end of its life - remove it */
562 if (--op->range <= 0)
563 {
564 if (op->other_arch)
565 explode_bullet (op);
566 else
567 op->destroy ();
568
569 return;
570 }
571
572 new_x = op->x + DIRX (op);
573 new_y = op->y + DIRY (op);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576
577 if (mflags & P_OUT_OF_MAP)
578 {
579 op->destroy ();
580 return;
581 }
582
583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584 {
585 if (op->other_arch)
586 explode_bullet (op);
587 else
588 op->destroy ();
589
590 return;
591 }
592
593 if (!(op = m->insert (op, new_x, new_y, op)))
594 return;
595
596 if (reflwall (op->map, op->x, op->y, op))
597 {
598 op->direction = absdir (op->direction + 4);
599 update_turn_face (op);
600 }
601 else
602 check_bullet (op);
603 }
604
605 /* fire_bullet
606 * object op (cast from caster) files a bolt in dir.
607 * spob is the spell object for the bolt.
608 * we remove the magic flag - that can be derived from
609 * spob->attacktype.
610 * This function sets up the appropriate owner and skill
611 * pointers.
612 */
613 int
614 fire_bullet (object *op, object *caster, int dir, object *spob)
615 {
616 object *tmp = NULL;
617 int mflags;
618
619 if (!spob->other_arch)
620 return 0;
621
622 tmp = arch_to_object (spob->other_arch);
623 if (tmp == NULL)
624 return 0;
625
626 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype;
629 if (spob->slaying)
630 tmp->slaying = spob->slaying;
631
632 tmp->range = 50;
633
634 /* Need to store duration/range for the ball to use */
635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
637 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
638
639 tmp->direction = dir;
640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
641 SET_ANIMATION (tmp, dir);
642
643 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp);
645
646 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map;
649
650 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP)
653 {
654 tmp->destroy ();
655 return 0;
656 }
657
658 tmp->map = newmap;
659
660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 {
664 tmp->destroy ();
665 return 0;
666 }
667
668 tmp->x = op->x;
669 tmp->y = op->y;
670 tmp->direction = absdir (tmp->direction + 4);
671 tmp->map = op->map;
672 }
673
674 if ((tmp = tmp->insert_at (tmp, op)))
675 check_bullet (tmp);
676
677 return 1;
678 }
679
680 /*****************************************************************************
681 *
682 * CONE RELATED FUNCTIONS
683 *
684 *****************************************************************************/
685
686 /* drops an object based on what is in the cone's "other_arch" */
687 void
688 cone_drop (object *op)
689 {
690 object *new_ob = arch_to_object (op->other_arch);
691
692 new_ob->level = op->level;
693 new_ob->set_owner (op->owner);
694
695 /* preserve skill ownership */
696 if (op->skill && op->skill != new_ob->skill)
697 new_ob->skill = op->skill;
698
699 new_ob->insert_at (op, op);
700 }
701
702 /* move_cone: causes cone object 'op' to move a space/hit creatures */
703
704 void
705 move_cone (object *op)
706 {
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map)
711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
716
717 /* lava saves it's life, but not yours :) */
718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
720 hit_map (op, 0, op->attacktype, 0);
721 return;
722 }
723
724 #if 0
725 /* Disable this - enabling it makes monsters easier, as
726 * when their cone dies when they die.
727 */
728 /* If no owner left, the spell dies out. */
729 if (op->owner == NULL)
730 {
731 op->destroy ();
732 return;
733 }
734 #endif
735
736 hit_map (op, 0, op->attacktype, 0);
737
738 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some
740 * degree.
741 */
742 if (op->weight)
743 check_spell_knockback (op);
744
745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
751 return;
752 }
753 /* Object has hit maximum range, so don't have it move
754 * any further. When the duration above expires,
755 * then the object will get removed.
756 */
757 if (--op->range < 0)
758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
762
763 for (i = -1; i < 2; i++)
764 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 {
769 object *tmp = op->clone ();
770
771 tmp->duration = op->duration + 1;
772
773 /* Use for spell tracking - see ok_to_put_more() */
774 tmp->stats.maxhp = op->stats.maxhp;
775
776 op->map->insert (tmp, x, y, op);
777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
781 }
782 }
783
784 /* cast_cone: casts a cone spell.
785 * op: person firing the object.
786 * caster: object casting the spell.
787 * dir: direction to fire in.
788 * spell: spell that is being fired. It uses other_arch for the archetype
789 * to fire.
790 * returns 0 on failure, 1 on success.
791 */
792 int
793 cast_cone (object *op, object *caster, int dir, object *spell)
794 {
795 object *tmp;
796 int i, success = 0, range_min = -1, range_max = 1;
797 maptile *m;
798 sint16 sx, sy;
799 MoveType movetype;
800
801 if (!spell->other_arch)
802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
809
810 if (!dir)
811 {
812 range_min = 0;
813 range_max = 8;
814 }
815
816 /* Need to know what the movetype of the object we are about
817 * to create is, so we can know if the space we are about to
818 * insert it into is blocked.
819 */
820 movetype = spell->other_arch->move_type;
821
822 for (i = range_min; i <= range_max; i++)
823 {
824 sint16 x, y, d;
825
826 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person.
830 */
831 d = dir + i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836
837 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage
841 * becase 0 direction will go through 9 directions - necessary
842 * for the rune code.
843 */
844 if (caster->type != RUNE && d == 0)
845 {
846 if (dir != 0)
847 d = 8;
848 else
849 continue;
850 }
851
852 x = op->x + freearr_x[d];
853 y = op->y + freearr_y[d];
854
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue;
857
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue;
860
861 success = 1;
862 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell);
866 tmp->attacktype = spell->attacktype;
867
868 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op))
871 return 0;
872
873 if (dir)
874 tmp->stats.sp = dir;
875 else
876 tmp->stats.sp = i;
877
878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
879
880 /* If casting it in all directions, it doesn't go as far */
881 if (dir == 0)
882 {
883 tmp->range /= 4;
884 if (tmp->range < 2 && spell->range >= 2)
885 tmp->range = 2;
886 }
887
888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
890
891 /* Special bonus for fear attacks */
892 if (tmp->attacktype & AT_FEAR)
893 {
894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
897 tmp->duration += caster->level / 3;
898 }
899
900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901 {
902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
905 tmp->duration += caster->level / 3;
906 }
907
908 if (!(tmp->move_type & MOVE_FLY_LOW))
909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
910
911 if (!tmp->move_on && tmp->stats.dam)
912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
913
914 m->insert (tmp, sx, sy, op);
915
916 /* This is used for tracking spells so that one effect doesn't hit
917 * a single space too many times.
918 */
919 tmp->stats.maxhp = tmp->count;
920
921 if (tmp->other_arch)
922 cone_drop (tmp);
923 }
924
925 return success;
926 }
927
928 /****************************************************************************
929 *
930 * BOMB related code
931 *
932 ****************************************************************************/
933
934 /* This handles an exploding bomb.
935 * op is the original bomb object.
936 */
937 void
938 animate_bomb (object *op)
939 {
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 env = object_get_env_recursive (op);
947
948 if (op->env)
949 {
950 if (env->map == NULL)
951 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op)))
957 return;
958 }
959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
966 return;
967 }
968
969 /* This copies a lot of the code from the fire bullet,
970 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values.
972 */
973 if (archetype *at = archetype::find (SPLINT))
974 {
975 for (i = 1; i < 9; i++)
976 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue;
979
980 tmp = arch_to_object (at);
981 tmp->direction = i;
982 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype;
986 tmp->set_owner (op);
987 if (op->skill && op->skill != tmp->skill)
988 tmp->skill = op->skill;
989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
996 }
997
998 explode_bullet (op);
999 }
1000
1001 int
1002 create_bomb (object *op, object *caster, int dir, object *spell)
1003 {
1004
1005 object *tmp;
1006 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m;
1009
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0;
1015 }
1016 tmp = arch_to_object (spell->other_arch);
1017
1018 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1022 tmp->attacktype = spell->attacktype;
1023
1024 tmp->set_owner (op);
1025 set_spell_skill (op, caster, spell, tmp);
1026
1027 m->insert (tmp, dx, dy, op);
1028 return 1;
1029 }
1030
1031 /****************************************************************************
1032 *
1033 * smite related spell code.
1034 *
1035 ****************************************************************************/
1036
1037 /* get_pointed_target() - this is used by finger of death
1038 * and the 'smite' spells. Returns the pointer to the first
1039 * monster in the direction which is pointed to by op. b.t.
1040 * op is the caster - really only used for the source location.
1041 * dir is the direction to look in.
1042 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces.
1045 */
1046 object *
1047 get_pointed_target (object *op, int dir, int range, int type)
1048 {
1049 object *target;
1050 sint16 x, y;
1051 int dist, mflags;
1052 maptile *mp;
1053
1054 if (dir == 0)
1055 return NULL;
1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080 }
1081
1082 /* cast_smite_arch() - the priest points to a creature and causes
1083 * a 'godly curse' to decend.
1084 * usual params -
1085 * op = player
1086 * caster = object casting the spell.
1087 * dir = direction being cast
1088 * spell = spell object
1089 */
1090
1091 int
1092 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093 {
1094 object *effect, *target;
1095 object *god = find_god (determine_god (op));
1096 int range;
1097
1098 range = spell->range + SP_level_range_adjust (caster, spell);
1099 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1100
1101 /* Bunch of conditions for casting this spell. Note that only
1102 * require a god if this is a cleric spell (requires grace).
1103 * This makes this spell much more general purpose - it can be used
1104 * by wizards also, which is good, because I think this is a very
1105 * interesting spell.
1106 * if it is a cleric spell, you need a god, and the creature
1107 * can't be friendly to your god.
1108 */
1109
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1111 || (!god && spell->stats.grace)
1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1113 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0;
1116 }
1117
1118 if (spell->other_arch)
1119 effect = arch_to_object (spell->other_arch);
1120 else
1121 return 0;
1122
1123 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell);
1125 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 {
1128 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1130 else
1131 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0;
1134 }
1135 }
1136
1137 /* size of the area of destruction */
1138 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1139 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1140
1141 if (effect->attacktype & AT_DEATH)
1142 {
1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1144
1145 /* casting death spells at undead isn't a good thing */
1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1147 {
1148 if (random_roll (0, 2, op, PREFER_LOW))
1149 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1151 effect->x = op->x;
1152 effect->y = op->y;
1153 }
1154 else
1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1157 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy ();
1159 return 0;
1160 }
1161 }
1162 }
1163 else
1164 {
1165 /* how much woe to inflict :) */
1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1167 }
1168
1169 effect->set_owner (op);
1170 set_spell_skill (op, caster, spell, effect);
1171
1172 /* ok, tell it where to be, and insert! */
1173 effect->insert_at (target, op);
1174
1175 return 1;
1176 }
1177
1178
1179 /****************************************************************************
1180 *
1181 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile.
1184 ****************************************************************************/
1185
1186 /* op is a missile that needs to be moved */
1187 void
1188 move_missile (object *op)
1189 {
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0)
1196 {
1197 op->destroy ();
1198 return;
1199 }
1200
1201 owner = op->owner;
1202 #if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211 #endif
1212
1213 new_x = op->x + DIRX (op);
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 {
1220 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so.
1223 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy ();
1235 return;
1236 }
1237
1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1239 if (i > 0 && i != op->direction)
1240 {
1241 op->direction = i;
1242 SET_ANIMATION (op, op->direction);
1243 }
1244
1245 m->insert (op, new_x, new_y, op);
1246 }
1247
1248 /****************************************************************************
1249 * Destruction
1250 ****************************************************************************/
1251
1252 /* make_object_glow() - currently only makes living objects glow.
1253 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t.
1257 */
1258
1259 int
1260 make_object_glow (object *op, int radius, int time)
1261 {
1262 object *tmp;
1263
1264 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT)
1266 return 0;
1267
1268 tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01;
1270 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII;
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op);
1281 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius;
1283
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1;
1290 }
1291
1292 int
1293 cast_destruction (object *op, object *caster, object *spell_ob)
1294 {
1295 int i, j, range, mflags, friendly = 0, dam, dur;
1296 sint16 sx, sy;
1297 maptile *m;
1298 object *tmp;
1299 const char *skill;
1300
1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1303 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1304 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1305 friendly = 1;
1306
1307 /* destruction doesn't use another spell object, so we need
1308 * update op's skill pointer so that exp is properly awarded.
1309 * We do some shortcuts here - since this is just temporary
1310 * and we'll reset the values back, we don't need to go through
1311 * the full share string/free_string route.
1312 */
1313 skill = op->skill;
1314 if (caster == op)
1315 op->skill = spell_ob->skill;
1316 else if (caster->skill)
1317 op->skill = caster->skill;
1318 else
1319 op->skill = NULL;
1320
1321 op->change_skill (find_skill_by_name (op, op->skill));
1322
1323 for (i = -range; i < range; i++)
1324 {
1325 for (j = -range; j < range; j++)
1326 {
1327 m = op->map;
1328 sx = op->x + i;
1329 sy = op->y + j;
1330
1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 if (mflags & P_OUT_OF_MAP)
1333 continue;
1334
1335 if (mflags & P_IS_ALIVE)
1336 {
1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1339 break;
1340
1341 if (tmp)
1342 {
1343 if (tmp->head)
1344 tmp = tmp->head;
1345
1346 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 {
1349 if (spell_ob->subtype == SP_DESTRUCTION)
1350 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1352 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1354 }
1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1356 {
1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1359 }
1360 }
1361 }
1362 }
1363 }
1364 }
1365
1366 op->skill = skill;
1367 return 1;
1368 }
1369
1370 /***************************************************************************
1371 *
1372 * CURSE
1373 *
1374 ***************************************************************************/
1375
1376 int
1377 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1378 {
1379 object *god = find_god (determine_god (op));
1380 object *tmp, *force;
1381
1382 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1383 if (!tmp)
1384 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0;
1387 }
1388
1389 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below)
1391 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 {
1394 if (force->name == spell_ob->name)
1395 {
1396 break;
1397 }
1398 else if (spell_ob->race && spell_ob->race == force->name)
1399 {
1400 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1401 return 0;
1402 }
1403 }
1404 }
1405
1406 if (force == NULL)
1407 {
1408 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY;
1410 if (spell_ob->race)
1411 force->name = spell_ob->race;
1412 else
1413 force->name = spell_ob->name;
1414
1415 force->name_pl = spell_ob->name;
1416
1417 }
1418 else
1419 {
1420 int duration;
1421
1422 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 if (duration > force->duration)
1424 {
1425 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 }
1428 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 }
1432 return 1;
1433 }
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f;
1436 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED);
1438
1439 if (god)
1440 {
1441 if (spell_ob->last_grace)
1442 force->path_repelled = god->path_repelled;
1443 if (spell_ob->last_grace)
1444 force->path_denied = god->path_denied;
1445 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1446 }
1447 else
1448 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1449
1450
1451 if (tmp != op && op->type == PLAYER)
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1453
1454 force->stats.ac = spell_ob->stats.ac;
1455 force->stats.wc = spell_ob->stats.wc;
1456
1457 change_abil (tmp, force); /* Mostly to display any messages */
1458 insert_ob_in_ob (force, tmp);
1459 tmp->update_stats ();
1460 return 1;
1461
1462 }
1463
1464 /**********************************************************************
1465 * mood change
1466 * Arguably, this may or may not be an attack spell. But since it
1467 * effects monsters, it seems best to put it into this file
1468 ***********************************************************************/
1469
1470 /* This covers the various spells that change the moods of monsters -
1471 * makes them angry, peacful, friendly, etc.
1472 */
1473 int
1474 mood_change (object *op, object *caster, object *spell)
1475 {
1476 object *tmp, *god, *head;
1477 int done_one, range, mflags, level, at, best_at;
1478 sint16 x, y, nx, ny;
1479 maptile *m;
1480 const char *race;
1481
1482 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again.
1484 */
1485 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell);
1488
1489 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything.
1492 */
1493 if (!spell->race)
1494 race = NULL;
1495 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1496 race = god->slaying;
1497 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1498 race = god->race;
1499 else
1500 race = spell->race;
1501
1502 for (x = op->x - range; x <= op->x + range; x++)
1503 for (y = op->y - range; y <= op->y + range; y++)
1504 {
1505 done_one = 0;
1506 m = op->map;
1507 nx = x;
1508 ny = y;
1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1510 if (mflags & P_OUT_OF_MAP)
1511 continue;
1512
1513 /* If there is nothing living on this space, no need to go further */
1514 if (!(mflags & P_IS_ALIVE))
1515 continue;
1516
1517 // players can only affect spaces that they can actually see
1518 if (caster && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70)
1520 continue;
1521
1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1523 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1524 break;
1525
1526 /* There can be living objects that are not monsters */
1527 if (!tmp || tmp->type == PLAYER)
1528 continue;
1529
1530 /* Only the head has meaningful data, so resolve to that */
1531 if (tmp->head)
1532 head = tmp->head;
1533 else
1534 head = tmp;
1535
1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1537 if (race && head->race && !strstr (race, head->race))
1538 continue;
1539
1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1541 continue;
1542
1543 /* Now do a bunch of stuff related to saving throws */
1544 best_at = -1;
1545 if (spell->attacktype)
1546 {
1547 for (at = 0; at < NROFATTACKS; at++)
1548 if (spell->attacktype & (1 << at))
1549 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1550 best_at = at;
1551
1552 if (best_at == -1)
1553 at = 0;
1554 else
1555 {
1556 if (head->resist[best_at] == 100)
1557 continue;
1558 else
1559 at = head->resist[best_at] / 5;
1560 }
1561 at -= level / 5;
1562 if (did_make_save (head, head->level, at))
1563 continue;
1564 }
1565 else /* spell->attacktype */
1566 {
1567 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571
1572 The chance will then be in the range [20-70] percent, not too bad.
1573
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster...
1576
1577 Ryo, august 14th
1578 */
1579 if (head->level > level)
1580 continue;
1581
1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1583 /* Failed, no effect */
1584 continue;
1585 }
1586
1587 /* Done with saving throw. Now start affecting the monster */
1588
1589 /* aggravation */
1590 if (QUERY_FLAG (spell, FLAG_MONSTER))
1591 {
1592 CLEAR_FLAG (head, FLAG_SLEEP);
1593 remove_friendly_object (head);
1594 done_one = 1;
1595 head->enemy = op;
1596 }
1597
1598 /* calm monsters */
1599 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1600 {
1601 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1602 head->enemy = NULL;
1603 done_one = 1;
1604 }
1605
1606 /* berserk monsters */
1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1608 {
1609 SET_FLAG (head, FLAG_BERSERK);
1610 done_one = 1;
1611 }
1612
1613 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 {
1616 /* Prevent uncontolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head);
1622 add_friendly_object (head);
1623 head->attack_movement = PETMOVE;
1624 done_one = 1;
1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1626 head->stats.exp = 0;
1627 }
1628
1629 /* If a monster was effected, put an effect in */
1630 if (done_one && spell->other_arch)
1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1632 } /* for y */
1633
1634 return 1;
1635 }
1636
1637
1638 /* Move_ball_spell: This handles ball type spells that just sort of wander
1639 * about. was called move_ball_lightning, but since more than the ball
1640 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c
1643 */
1644
1645 void
1646 move_ball_spell (object *op)
1647 {
1648 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy;
1650 object *owner;
1651 maptile *m;
1652
1653 owner = op->owner;
1654
1655 /* the following logic makes sure that the ball doesn't move into a wall,
1656 * and makes sure that it will move along a wall to try and get at it's
1657 * victim. The block immediately below more or less chooses a random
1658 * offset to move the ball, eg, keep it mostly on course, with some
1659 * deviations.
1660 */
1661
1662 dir = 0;
1663 if (!(rndm (0, 3)))
1664 j = rndm (0, 1);
1665 else
1666 j = 0;
1667
1668 for (i = 1; i < 9; i++)
1669 {
1670 /* i bit 0: alters sign of offset
1671 * other bits (i / 2): absolute value of offset
1672 */
1673
1674 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1675 int tmpdir = absdir (op->direction + offset);
1676
1677 nx = op->x + freearr_x[tmpdir];
1678 ny = op->y + freearr_y[tmpdir];
1679 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))))
1680 {
1681 dir = tmpdir;
1682 break;
1683 }
1684 }
1685 if (dir == 0)
1686 {
1687 nx = op->x;
1688 ny = op->y;
1689 m = op->map;
1690 }
1691
1692 m->insert (op, nx, ny, op);
1693
1694 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1695 surrounding squares */
1696
1697 /* loop over current square and neighbors to hit.
1698 * if this has an other_arch field, we insert that in
1699 * the surround spaces.
1700 */
1701 for (j = 0; j < 9; j++)
1702 {
1703 hx = nx + freearr_x[j];
1704 hy = ny + freearr_y[j];
1705
1706 m = op->map;
1707 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1708
1709 if (mflags & P_OUT_OF_MAP)
1710 continue;
1711
1712 /* first, don't ever, ever hit the owner. Don't hit out
1713 * of the map either.
1714 */
1715
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 {
1718 if (j)
1719 op->stats.dam = dam_save / 2;
1720 hit_map (op, j, op->attacktype, 1);
1721
1722 }
1723
1724 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 }
1728
1729 /* restore to the center location and damage */
1730 op->stats.dam = dam_save;
1731
1732 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1733
1734 if (i >= 0)
1735 { /* we have a preferred direction! */
1736 /* pick another direction if the preferred dir is blocked. */
1737 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1738 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1739 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1740
1741 op->direction = i;
1742 }
1743 }
1744
1745
1746 /* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction.
1752 */
1753
1754 void
1755 move_swarm_spell (object *op)
1756 {
1757 #if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir;
1762 maptile *m;
1763 #endif
1764 int basedir;
1765 object *owner;
1766
1767 owner = op->owner;
1768 if (op->duration == 0 || owner == NULL)
1769 {
1770 op->destroy ();
1771 return;
1772 }
1773
1774 op->duration--;
1775
1776 basedir = op->direction;
1777 if (basedir == 0)
1778 {
1779 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8);
1781 }
1782
1783 #if 0
1784 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and
1786 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1787 // space.
1788 // should be fixed later, but correctness before features...
1789 // (schmorp)
1790
1791 /* new offset calculation to make swarm element distribution
1792 * more uniform
1793 */
1794 if (op->duration)
1795 {
1796 if (basedir & 1)
1797 {
1798 adjustdir = cardinal_adjust[rndm (0, 8)];
1799 }
1800 else
1801 {
1802 adjustdir = diagonal_adjust[rndm (0, 9)];
1803 }
1804 }
1805 else
1806 {
1807 adjustdir = 0; /* fire the last one from forward. */
1808 }
1809
1810 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1811 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1812
1813 /* back up one space so we can hit point-blank targets, but this
1814 * necessitates extra out_of_map check below
1815 */
1816 origin_x = target_x - freearr_x[basedir];
1817 origin_y = target_y - freearr_y[basedir];
1818
1819
1820 /* spell pointer is set up for the spell this casts. Since this
1821 * should just be a pointer to the spell in some inventory,
1822 * it is unlikely to disappear by the time we need it. However,
1823 * do some sanity checking anyways.
1824 */
1825
1826 if (op->spell && op->spell->type == SPELL &&
1827 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1828 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1829 {
1830
1831 /* Bullet spells have a bunch more customization that needs to be done */
1832 if (op->spell->subtype == SP_BULLET)
1833 fire_bullet (owner, op, basedir, op->spell);
1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1835 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1836 }
1837 #endif
1838
1839 /* spell pointer is set up for the spell this casts. Since this
1840 * should just be a pointer to the spell in some inventory,
1841 * it is unlikely to disappear by the time we need it. However,
1842 * do some sanity checking anyways.
1843 */
1844
1845 if (op->spell && op->spell->type == SPELL)
1846 {
1847 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1852 }
1853 }
1854
1855
1856
1857
1858 /* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm.
1862 *
1863 * op: the owner
1864 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell.
1867 * n: the number to be fired.
1868 */
1869
1870 int
1871 fire_swarm (object *op, object *caster, object *spell, int dir)
1872 {
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch)
1877 return 0;
1878
1879 tmp = get_archetype (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1881 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch);
1885
1886 tmp->attacktype = tmp->spell->attacktype;
1887
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op))
1890 return 1;
1891
1892 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895
1896 tmp->direction = dir;
1897 tmp->invisible = 1;
1898
1899 tmp->insert_at (op, op);
1900 return 1;
1901 }
1902
1903
1904 /* See the spells documentation file for why this is its own
1905 * function.
1906 */
1907 int
1908 cast_light (object *op, object *caster, object *spell, int dir)
1909 {
1910 object *target = NULL, *tmp = NULL;
1911 sint16 x, y;
1912 int dam, mflags;
1913 maptile *m;
1914
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916
1917 if (!dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 }
1922
1923 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir];
1925 m = op->map;
1926
1927 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928
1929 if (mflags & P_OUT_OF_MAP)
1930 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0;
1933 }
1934
1935 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 {
1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1938 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head)
1942 target = target->head;
1943 (void) hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */
1945 }
1946 }
1947
1948 /* no live target, perhaps a wall is in the way? */
1949 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1950 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1952 return 0;
1953 }
1954
1955 /* ok, looks groovy to just insert a new light on the map */
1956 tmp = arch_to_object (spell->other_arch);
1957 if (!tmp)
1958 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0;
1961 }
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1963 if (tmp->glow_radius)
1964 {
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969
1970 m->insert (tmp, x, y, op);
1971 return 1;
1972 }
1973
1974
1975
1976
1977 /* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c?
1982 */
1983
1984 int
1985 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986 {
1987 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod;
1989 object *walk;
1990 maptile *m;
1991
1992 x = op->x;
1993 y = op->y;
1994
1995 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing.
1997 */
1998 if (!dir)
1999 dir = op->facing;
2000 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */
2002
2003 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell);
2005 dam_mod = SP_level_dam_adjust (caster, spell);
2006 dur_mod = SP_level_duration_adjust (caster, spell);
2007
2008 /* search in a line for a victim */
2009 for (i = 1; i < range; i++)
2010 {
2011 x = op->x + i * freearr_x[dir];
2012 y = op->y + i * freearr_y[dir];
2013 m = op->map;
2014
2015 mflags = get_map_flags (m, &m, x, y, &x, &y);
2016
2017 if (mflags & P_OUT_OF_MAP)
2018 return 0;
2019
2020 /* don't go through walls - presume diseases are airborne */
2021 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2022 return 0;
2023
2024 /* Only bother looking on this space if there is something living here */
2025 if (mflags & P_IS_ALIVE)
2026 {
2027 /* search this square for a victim */
2028 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2029 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2030 { /* found a victim */
2031 object *disease = arch_to_object (spell->other_arch);
2032
2033 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell);
2037
2038 /* do level adjustments */
2039 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2;
2041
2042 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4;
2044
2045 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod;
2047
2048 if (disease->stats.maxgrace > 0)
2049 disease->stats.maxgrace += dur_mod;
2050
2051 if (disease->stats.dam)
2052 {
2053 if (disease->stats.dam > 0)
2054 disease->stats.dam += dam_mod;
2055 else
2056 disease->stats.dam -= dam_mod;
2057 }
2058
2059 if (disease->last_sp)
2060 {
2061 disease->last_sp -= 2 * dam_mod;
2062 if (disease->last_sp < 1)
2063 disease->last_sp = 1;
2064 }
2065
2066 if (disease->stats.maxsp)
2067 {
2068 if (disease->stats.maxsp > 0)
2069 disease->stats.maxsp += dam_mod;
2070 else
2071 disease->stats.maxsp -= dam_mod;
2072 }
2073
2074 if (disease->stats.ac)
2075 disease->stats.ac += dam_mod;
2076
2077 if (disease->last_eat)
2078 disease->last_eat -= dam_mod;
2079
2080 if (disease->stats.hp)
2081 disease->stats.hp -= dam_mod;
2082
2083 if (disease->stats.sp)
2084 disease->stats.sp -= dam_mod;
2085
2086 if (infect_object (walk, disease, 1))
2087 {
2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2089
2090 disease->destroy (); /* don't need this one anymore */
2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2092 return 1;
2093 }
2094
2095 disease->destroy ();
2096 }
2097 } /* if living creature */
2098 } /* for range of spaces */
2099
2100 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2101 return 1;
2102 }