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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.43
Committed: Thu Jul 5 08:10:30 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +2 -13 lines
Log Message:
- unbundle marker code into force_find/force_add
- use completely different (more efficient) speed logic
- make those methods available to perl
- to avoid numerical errors use an exact fp number for MIN_ACTIVE_SPEED.

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 int
1259 make_object_glow (object *op, int radius, int time)
1260 {
1261 /* some things are unaffected... */
1262 if (op->path_denied & PATH_LIGHT)
1263 return 0;
1264
1265 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01;
1267 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius;
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII;
1272
1273 tmp = insert_ob_in_ob (tmp, op);
1274
1275 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius;
1277
1278 return 1;
1279 }
1280
1281 int
1282 cast_destruction (object *op, object *caster, object *spell_ob)
1283 {
1284 int i, j, range, mflags, friendly = 0, dam, dur;
1285 sint16 sx, sy;
1286 maptile *m;
1287 object *tmp;
1288 const char *skill;
1289
1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1295
1296 /* destruction doesn't use another spell object, so we need
1297 * update op's skill pointer so that exp is properly awarded.
1298 * We do some shortcuts here - since this is just temporary
1299 * and we'll reset the values back, we don't need to go through
1300 * the full share string/free_string route.
1301 */
1302 skill = op->skill;
1303 if (caster == op)
1304 op->skill = spell_ob->skill;
1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1308 op->skill = NULL;
1309
1310 op->change_skill (find_skill_by_name (op, op->skill));
1311
1312 for (i = -range; i < range; i++)
1313 {
1314 for (j = -range; j < range; j++)
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319
1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1324 if (mflags & P_IS_ALIVE)
1325 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329
1330 if (tmp)
1331 {
1332 if (tmp->head)
1333 tmp = tmp->head;
1334
1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1341 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1343 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1345 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1348 }
1349 }
1350 }
1351 }
1352 }
1353 }
1354
1355 op->skill = skill;
1356 return 1;
1357 }
1358
1359 /***************************************************************************
1360 *
1361 * CURSE
1362 *
1363 ***************************************************************************/
1364
1365 int
1366 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367 {
1368 object *god = find_god (determine_god (op));
1369 object *tmp, *force;
1370
1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1372 if (!tmp)
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0;
1376 }
1377
1378 /* If we've already got a force of this type, don't add a new one. */
1379 for (force = tmp->inv; force != NULL; force = force->below)
1380 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1383 if (force->name == spell_ob->name)
1384 {
1385 break;
1386 }
1387 else if (spell_ob->race && spell_ob->race == force->name)
1388 {
1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1390 return 0;
1391 }
1392 }
1393 }
1394
1395 if (force == NULL)
1396 {
1397 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY;
1399 if (spell_ob->race)
1400 force->name = spell_ob->race;
1401 else
1402 force->name = spell_ob->name;
1403
1404 force->name_pl = spell_ob->name;
1405
1406 }
1407 else
1408 {
1409 int duration;
1410
1411 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1412 if (duration > force->duration)
1413 {
1414 force->duration = duration;
1415 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1416 }
1417 else
1418 {
1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1420 }
1421 return 1;
1422 }
1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1424 force->speed = 1.f;
1425 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED);
1427
1428 if (god)
1429 {
1430 if (spell_ob->last_grace)
1431 force->path_repelled = god->path_repelled;
1432 if (spell_ob->last_grace)
1433 force->path_denied = god->path_denied;
1434 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1435 }
1436 else
1437 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1438
1439
1440 if (tmp != op && op->type == PLAYER)
1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1442
1443 force->stats.ac = spell_ob->stats.ac;
1444 force->stats.wc = spell_ob->stats.wc;
1445
1446 change_abil (tmp, force); /* Mostly to display any messages */
1447 insert_ob_in_ob (force, tmp);
1448 tmp->update_stats ();
1449 return 1;
1450
1451 }
1452
1453 /**********************************************************************
1454 * mood change
1455 * Arguably, this may or may not be an attack spell. But since it
1456 * effects monsters, it seems best to put it into this file
1457 ***********************************************************************/
1458
1459 /* This covers the various spells that change the moods of monsters -
1460 * makes them angry, peacful, friendly, etc.
1461 */
1462 int
1463 mood_change (object *op, object *caster, object *spell)
1464 {
1465 object *tmp, *god, *head;
1466 int done_one, range, mflags, level, at, best_at;
1467 sint16 x, y, nx, ny;
1468 maptile *m;
1469 const char *race;
1470
1471 /* We precompute some values here so that we don't have to keep
1472 * doing it over and over again.
1473 */
1474 god = find_god (determine_god (op));
1475 level = caster_level (caster, spell);
1476 range = spell->range + SP_level_range_adjust (caster, spell);
1477
1478 /* On the bright side, no monster should ever have a race of GOD_...
1479 * so even if the player doesn't worship a god, if race=GOD_.., it
1480 * won't ever match anything.
1481 */
1482 if (!spell->race)
1483 race = NULL;
1484 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1485 race = god->slaying;
1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1487 race = god->race;
1488 else
1489 race = spell->race;
1490
1491 for (x = op->x - range; x <= op->x + range; x++)
1492 for (y = op->y - range; y <= op->y + range; y++)
1493 {
1494 done_one = 0;
1495 m = op->map;
1496 nx = x;
1497 ny = y;
1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1499 if (mflags & P_OUT_OF_MAP)
1500 continue;
1501
1502 /* If there is nothing living on this space, no need to go further */
1503 if (!(mflags & P_IS_ALIVE))
1504 continue;
1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1513 break;
1514
1515 /* There can be living objects that are not monsters */
1516 if (!tmp || tmp->type == PLAYER)
1517 continue;
1518
1519 /* Only the head has meaningful data, so resolve to that */
1520 if (tmp->head)
1521 head = tmp->head;
1522 else
1523 head = tmp;
1524
1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1526 if (race && head->race && !strstr (race, head->race))
1527 continue;
1528
1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1530 continue;
1531
1532 /* Now do a bunch of stuff related to saving throws */
1533 best_at = -1;
1534 if (spell->attacktype)
1535 {
1536 for (at = 0; at < NROFATTACKS; at++)
1537 if (spell->attacktype & (1 << at))
1538 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1539 best_at = at;
1540
1541 if (best_at == -1)
1542 at = 0;
1543 else
1544 {
1545 if (head->resist[best_at] == 100)
1546 continue;
1547 else
1548 at = head->resist[best_at] / 5;
1549 }
1550 at -= level / 5;
1551 if (did_make_save (head, head->level, at))
1552 continue;
1553 }
1554 else /* spell->attacktype */
1555 {
1556 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560
1561 The chance will then be in the range [20-70] percent, not too bad.
1562
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster...
1565
1566 Ryo, august 14th
1567 */
1568 if (head->level > level)
1569 continue;
1570
1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1572 /* Failed, no effect */
1573 continue;
1574 }
1575
1576 /* Done with saving throw. Now start affecting the monster */
1577
1578 /* aggravation */
1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1580 {
1581 CLEAR_FLAG (head, FLAG_SLEEP);
1582 remove_friendly_object (head);
1583 done_one = 1;
1584 head->enemy = op;
1585 }
1586
1587 /* calm monsters */
1588 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1589 {
1590 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1591 head->enemy = NULL;
1592 done_one = 1;
1593 }
1594
1595 /* berserk monsters */
1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1597 {
1598 SET_FLAG (head, FLAG_BERSERK);
1599 done_one = 1;
1600 }
1601
1602 /* charm */
1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1604 {
1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head);
1612 head->attack_movement = PETMOVE;
1613 done_one = 1;
1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1615 head->stats.exp = 0;
1616 }
1617
1618 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1621 } /* for y */
1622
1623 return 1;
1624 }
1625
1626
1627 /* Move_ball_spell: This handles ball type spells that just sort of wander
1628 * about. was called move_ball_lightning, but since more than the ball
1629 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c
1632 */
1633
1634 void
1635 move_ball_spell (object *op)
1636 {
1637 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy;
1639 object *owner;
1640 maptile *m;
1641
1642 owner = op->owner;
1643
1644 /* the following logic makes sure that the ball doesn't move into a wall,
1645 * and makes sure that it will move along a wall to try and get at it's
1646 * victim. The block immediately below more or less chooses a random
1647 * offset to move the ball, eg, keep it mostly on course, with some
1648 * deviations.
1649 */
1650
1651 dir = 0;
1652 if (!(rndm (0, 3)))
1653 j = rndm (0, 1);
1654 else
1655 j = 0;
1656
1657 for (i = 1; i < 9; i++)
1658 {
1659 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset
1661 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset);
1665
1666 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir];
1668 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))))
1669 {
1670 dir = tmpdir;
1671 break;
1672 }
1673 }
1674 if (dir == 0)
1675 {
1676 nx = op->x;
1677 ny = op->y;
1678 m = op->map;
1679 }
1680
1681 m->insert (op, nx, ny, op);
1682
1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1684 surrounding squares */
1685
1686 /* loop over current square and neighbors to hit.
1687 * if this has an other_arch field, we insert that in
1688 * the surround spaces.
1689 */
1690 for (j = 0; j < 9; j++)
1691 {
1692 hx = nx + freearr_x[j];
1693 hy = ny + freearr_y[j];
1694
1695 m = op->map;
1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1697
1698 if (mflags & P_OUT_OF_MAP)
1699 continue;
1700
1701 /* first, don't ever, ever hit the owner. Don't hit out
1702 * of the map either.
1703 */
1704
1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1706 {
1707 if (j)
1708 op->stats.dam = dam_save / 2;
1709 hit_map (op, j, op->attacktype, 1);
1710
1711 }
1712
1713 /* insert the other arch */
1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1716 }
1717
1718 /* restore to the center location and damage */
1719 op->stats.dam = dam_save;
1720
1721 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1722
1723 if (i >= 0)
1724 { /* we have a preferred direction! */
1725 /* pick another direction if the preferred dir is blocked. */
1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1729
1730 op->direction = i;
1731 }
1732 }
1733
1734
1735 /* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction.
1741 */
1742
1743 void
1744 move_swarm_spell (object *op)
1745 {
1746 #if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir;
1751 maptile *m;
1752 #endif
1753 int basedir;
1754 object *owner;
1755
1756 owner = op->owner;
1757 if (op->duration == 0 || owner == NULL)
1758 {
1759 op->destroy ();
1760 return;
1761 }
1762
1763 op->duration--;
1764
1765 basedir = op->direction;
1766 if (basedir == 0)
1767 {
1768 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8);
1770 }
1771
1772 #if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1809 /* spell pointer is set up for the spell this casts. Since this
1810 * should just be a pointer to the spell in some inventory,
1811 * it is unlikely to disappear by the time we need it. However,
1812 * do some sanity checking anyways.
1813 */
1814
1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1818 {
1819
1820 /* Bullet spells have a bunch more customization that needs to be done */
1821 if (op->spell->subtype == SP_BULLET)
1822 fire_bullet (owner, op, basedir, op->spell);
1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826 #endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1834 if (op->spell && op->spell->type == SPELL)
1835 {
1836 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1841 }
1842 }
1843
1844
1845
1846
1847 /* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm.
1851 *
1852 * op: the owner
1853 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell.
1856 * n: the number to be fired.
1857 */
1858
1859 int
1860 fire_swarm (object *op, object *caster, object *spell, int dir)
1861 {
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch)
1866 return 0;
1867
1868 tmp = get_archetype (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1870 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch);
1874
1875 tmp->attacktype = tmp->spell->attacktype;
1876
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op))
1879 return 1;
1880
1881 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884
1885 tmp->direction = dir;
1886 tmp->invisible = 1;
1887
1888 tmp->insert_at (op, op);
1889 return 1;
1890 }
1891
1892
1893 /* See the spells documentation file for why this is its own
1894 * function.
1895 */
1896 int
1897 cast_light (object *op, object *caster, object *spell, int dir)
1898 {
1899 object *target = NULL, *tmp = NULL;
1900 sint16 x, y;
1901 int dam, mflags;
1902 maptile *m;
1903
1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905
1906 if (!dir)
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1909 return 0;
1910 }
1911
1912 x = op->x + freearr_x[dir];
1913 y = op->y + freearr_y[dir];
1914 m = op->map;
1915
1916 mflags = get_map_flags (m, &m, x, y, &x, &y);
1917
1918 if (mflags & P_OUT_OF_MAP)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1921 return 0;
1922 }
1923
1924 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1927 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head)
1931 target = target->head;
1932 (void) hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */
1934 }
1935 }
1936
1937 /* no live target, perhaps a wall is in the way? */
1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 {
1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1941 return 0;
1942 }
1943
1944 /* ok, looks groovy to just insert a new light on the map */
1945 tmp = arch_to_object (spell->other_arch);
1946 if (!tmp)
1947 {
1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1949 return 0;
1950 }
1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1952 if (tmp->glow_radius)
1953 {
1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1957 }
1958
1959 m->insert (tmp, x, y, op);
1960 return 1;
1961 }
1962
1963
1964
1965
1966 /* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone.
1968 * op is the player/monster, caster is the object, dir is the direction
1969 * to cast, disease_arch is the specific disease, and type is the spell number
1970 * perhaps this should actually be in disease.c?
1971 */
1972
1973 int
1974 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975 {
1976 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod;
1978 object *walk;
1979 maptile *m;
1980
1981 x = op->x;
1982 y = op->y;
1983
1984 /* If casting from a scroll, no direction will be available, so refer to the
1985 * direction the player is pointing.
1986 */
1987 if (!dir)
1988 dir = op->facing;
1989 if (!dir)
1990 return 0; /* won't find anything if casting on ourself, so just return */
1991
1992 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell);
1994 dam_mod = SP_level_dam_adjust (caster, spell);
1995 dur_mod = SP_level_duration_adjust (caster, spell);
1996
1997 /* search in a line for a victim */
1998 for (i = 1; i < range; i++)
1999 {
2000 x = op->x + i * freearr_x[dir];
2001 y = op->y + i * freearr_y[dir];
2002 m = op->map;
2003
2004 mflags = get_map_flags (m, &m, x, y, &x, &y);
2005
2006 if (mflags & P_OUT_OF_MAP)
2007 return 0;
2008
2009 /* don't go through walls - presume diseases are airborne */
2010 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2011 return 0;
2012
2013 /* Only bother looking on this space if there is something living here */
2014 if (mflags & P_IS_ALIVE)
2015 {
2016 /* search this square for a victim */
2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */
2020 object *disease = arch_to_object (spell->other_arch);
2021
2022 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell);
2026
2027 /* do level adjustments */
2028 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2;
2030
2031 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4;
2033
2034 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod;
2036
2037 if (disease->stats.maxgrace > 0)
2038 disease->stats.maxgrace += dur_mod;
2039
2040 if (disease->stats.dam)
2041 {
2042 if (disease->stats.dam > 0)
2043 disease->stats.dam += dam_mod;
2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
2047
2048 if (disease->last_sp)
2049 {
2050 disease->last_sp -= 2 * dam_mod;
2051 if (disease->last_sp < 1)
2052 disease->last_sp = 1;
2053 }
2054
2055 if (disease->stats.maxsp)
2056 {
2057 if (disease->stats.maxsp > 0)
2058 disease->stats.maxsp += dam_mod;
2059 else
2060 disease->stats.maxsp -= dam_mod;
2061 }
2062
2063 if (disease->stats.ac)
2064 disease->stats.ac += dam_mod;
2065
2066 if (disease->last_eat)
2067 disease->last_eat -= dam_mod;
2068
2069 if (disease->stats.hp)
2070 disease->stats.hp -= dam_mod;
2071
2072 if (disease->stats.sp)
2073 disease->stats.sp -= dam_mod;
2074
2075 if (infect_object (walk, disease, 1))
2076 {
2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2078
2079 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2081 return 1;
2082 }
2083
2084 disease->destroy ();
2085 }
2086 } /* if living creature */
2087 } /* for range of spaces */
2088
2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2090 return 1;
2091 }