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Revision: 1.46
Committed: Wed Aug 1 00:52:38 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +1 -2 lines
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# 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 expands 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 tmp->play_sound (tmp->sound);
489
490 /* remove the firebullet */
491 op->destroy ();
492 }
493
494 /* checks to see what op should do, given the space it is on
495 * (eg, explode, damage player, etc)
496 */
497 void
498 check_bullet (object *op)
499 {
500 object *tmp;
501 int dam, mflags;
502 maptile *m;
503 sint16 sx, sy;
504
505 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
506
507 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
508 return;
509
510 if (op->other_arch)
511 {
512 /* explode object will also remove op */
513 explode_bullet (op);
514 return;
515 }
516
517 /* If nothing alive on this space, no reason to do anything further */
518 if (!(mflags & P_IS_ALIVE))
519 return;
520
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 {
530 op->destroy ();
531 return;
532 }
533 }
534 }
535 }
536 }
537
538 /* Basically, we move 'op' one square, and if it hits something,
539 * call check_bullet.
540 * This function is only applicable to bullets, but not to all
541 * fired arches (eg, bolts).
542 */
543 void
544 move_bullet (object *op)
545 {
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550 #if 0
551 /* We need a better general purpose way to do this */
552
553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR)
556 {
557 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ())
559 return;
560 } /* end addition. */
561 #endif
562
563 /* Reached the end of its life - remove it */
564 if (--op->range <= 0)
565 {
566 if (op->other_arch)
567 explode_bullet (op);
568 else
569 op->destroy ();
570
571 return;
572 }
573
574 new_x = op->x + DIRX (op);
575 new_y = op->y + DIRY (op);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578
579 if (mflags & P_OUT_OF_MAP)
580 {
581 op->destroy ();
582 return;
583 }
584
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 {
587 if (op->other_arch)
588 explode_bullet (op);
589 else
590 op->destroy ();
591
592 return;
593 }
594
595 if (!(op = m->insert (op, new_x, new_y, op)))
596 return;
597
598 if (reflwall (op->map, op->x, op->y, op))
599 {
600 op->direction = absdir (op->direction + 4);
601 update_turn_face (op);
602 }
603 else
604 check_bullet (op);
605 }
606
607 /* fire_bullet
608 * object op (cast from caster) files a bolt in dir.
609 * spob is the spell object for the bolt.
610 * we remove the magic flag - that can be derived from
611 * spob->attacktype.
612 * This function sets up the appropriate owner and skill
613 * pointers.
614 */
615 int
616 fire_bullet (object *op, object *caster, int dir, object *spob)
617 {
618 object *tmp = NULL;
619 int mflags;
620
621 if (!spob->other_arch)
622 return 0;
623
624 tmp = arch_to_object (spob->other_arch);
625 if (tmp == NULL)
626 return 0;
627
628 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
633
634 tmp->range = 50;
635
636 /* Need to store duration/range for the ball to use */
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640
641 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
643 SET_ANIMATION (tmp, dir);
644
645 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp);
647
648 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map;
651
652 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP)
655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 {
666 tmp->destroy ();
667 return 0;
668 }
669
670 tmp->x = op->x;
671 tmp->y = op->y;
672 tmp->direction = absdir (tmp->direction + 4);
673 tmp->map = op->map;
674 }
675
676 if ((tmp = tmp->insert_at (tmp, op)))
677 check_bullet (tmp);
678
679 return 1;
680 }
681
682 /*****************************************************************************
683 *
684 * CONE RELATED FUNCTIONS
685 *
686 *****************************************************************************/
687
688 /* drops an object based on what is in the cone's "other_arch" */
689 void
690 cone_drop (object *op)
691 {
692 object *new_ob = arch_to_object (op->other_arch);
693
694 new_ob->level = op->level;
695 new_ob->set_owner (op->owner);
696
697 /* preserve skill ownership */
698 if (op->skill && op->skill != new_ob->skill)
699 new_ob->skill = op->skill;
700
701 new_ob->insert_at (op, op);
702 }
703
704 /* move_cone: causes cone object 'op' to move a space/hit creatures */
705
706 void
707 move_cone (object *op)
708 {
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map)
713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0);
716 return;
717 }
718
719 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
722 hit_map (op, 0, op->attacktype, 0);
723 return;
724 }
725
726 #if 0
727 /* Disable this - enabling it makes monsters easier, as
728 * when their cone dies when they die.
729 */
730 /* If no owner left, the spell dies out. */
731 if (op->owner == NULL)
732 {
733 op->destroy ();
734 return;
735 }
736 #endif
737
738 hit_map (op, 0, op->attacktype, 0);
739
740 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some
742 * degree.
743 */
744 if (op->weight)
745 check_spell_knockback (op);
746
747 if (op->destroyed ())
748 return;
749
750 if ((op->duration--) < 0)
751 {
752 op->destroy ();
753 return;
754 }
755 /* Object has hit maximum range, so don't have it move
756 * any further. When the duration above expires,
757 * then the object will get removed.
758 */
759 if (--op->range < 0)
760 {
761 op->range = 0; /* just so it doesn't wrap */
762 return;
763 }
764
765 for (i = -1; i < 2; i++)
766 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 {
771 object *tmp = op->clone ();
772
773 tmp->duration = op->duration + 1;
774
775 /* Use for spell tracking - see ok_to_put_more() */
776 tmp->stats.maxhp = op->stats.maxhp;
777
778 op->map->insert (tmp, x, y, op);
779
780 if (tmp->other_arch)
781 cone_drop (tmp);
782 }
783 }
784 }
785
786 /* cast_cone: casts a cone spell.
787 * op: person firing the object.
788 * caster: object casting the spell.
789 * dir: direction to fire in.
790 * spell: spell that is being fired. It uses other_arch for the archetype
791 * to fire.
792 * returns 0 on failure, 1 on success.
793 */
794 int
795 cast_cone (object *op, object *caster, int dir, object *spell)
796 {
797 object *tmp;
798 int i, success = 0, range_min = -1, range_max = 1;
799 maptile *m;
800 sint16 sx, sy;
801 MoveType movetype;
802
803 if (!spell->other_arch)
804 return 0;
805
806 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
809 return 0;
810 }
811
812 if (!dir)
813 {
814 range_min = 0;
815 range_max = 8;
816 }
817
818 /* Need to know what the movetype of the object we are about
819 * to create is, so we can know if the space we are about to
820 * insert it into is blocked.
821 */
822 movetype = spell->other_arch->move_type;
823
824 for (i = range_min; i <= range_max; i++)
825 {
826 sint16 x, y, d;
827
828 /* We can't use absdir here, because it never returns
829 * 0. If this is a rune, we want to hit the person on top
830 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person.
832 */
833 d = dir + i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838
839 /* If it's not a rune, we don't want to blast the caster.
840 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage
843 * becase 0 direction will go through 9 directions - necessary
844 * for the rune code.
845 */
846 if (caster->type != RUNE && d == 0)
847 {
848 if (dir != 0)
849 d = 8;
850 else
851 continue;
852 }
853
854 x = op->x + freearr_x[d];
855 y = op->y + freearr_y[d];
856
857 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
858 continue;
859
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue;
862
863 success = 1;
864 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell);
868 tmp->attacktype = spell->attacktype;
869
870 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op))
873 return 0;
874
875 if (dir)
876 tmp->stats.sp = dir;
877 else
878 tmp->stats.sp = i;
879
880 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
881
882 /* If casting it in all directions, it doesn't go as far */
883 if (dir == 0)
884 {
885 tmp->range /= 4;
886 if (tmp->range < 2 && spell->range >= 2)
887 tmp->range = 2;
888 }
889
890 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
891 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
892
893 /* Special bonus for fear attacks */
894 if (tmp->attacktype & AT_FEAR)
895 {
896 if (caster->type == PLAYER)
897 tmp->duration += fear_bonus[caster->stats.Cha];
898 else
899 tmp->duration += caster->level / 3;
900 }
901
902 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
903 {
904 if (caster->type == PLAYER)
905 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
906 else
907 tmp->duration += caster->level / 3;
908 }
909
910 if (!(tmp->move_type & MOVE_FLY_LOW))
911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
912
913 if (!tmp->move_on && tmp->stats.dam)
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
915
916 m->insert (tmp, sx, sy, op);
917
918 /* This is used for tracking spells so that one effect doesn't hit
919 * a single space too many times.
920 */
921 tmp->stats.maxhp = tmp->count;
922
923 if (tmp->other_arch)
924 cone_drop (tmp);
925 }
926
927 return success;
928 }
929
930 /****************************************************************************
931 *
932 * BOMB related code
933 *
934 ****************************************************************************/
935
936 /* This handles an exploding bomb.
937 * op is the original bomb object.
938 */
939 void
940 animate_bomb (object *op)
941 {
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return;
947
948 env = object_get_env_recursive (op);
949
950 if (op->env)
951 {
952 if (env->map == NULL)
953 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957
958 if (!(op = op->insert_at (env, op)))
959 return;
960 }
961
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966 {
967 op->destroy ();
968 return;
969 }
970
971 /* This copies a lot of the code from the fire bullet,
972 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values.
974 */
975 if (archetype *at = archetype::find (SPLINT))
976 {
977 for (i = 1; i < 9; i++)
978 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue;
981
982 tmp = arch_to_object (at);
983 tmp->direction = i;
984 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype;
988 tmp->set_owner (op);
989 if (op->skill && op->skill != tmp->skill)
990 tmp->skill = op->skill;
991
992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
993 SET_ANIMATION (tmp, i);
994
995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
996 move_bullet (tmp);
997 }
998 }
999
1000 explode_bullet (op);
1001 }
1002
1003 int
1004 create_bomb (object *op, object *caster, int dir, object *spell)
1005 {
1006
1007 object *tmp;
1008 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m;
1011
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0;
1017 }
1018 tmp = arch_to_object (spell->other_arch);
1019
1020 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1024 tmp->attacktype = spell->attacktype;
1025
1026 tmp->set_owner (op);
1027 set_spell_skill (op, caster, spell, tmp);
1028
1029 m->insert (tmp, dx, dy, op);
1030 return 1;
1031 }
1032
1033 /****************************************************************************
1034 *
1035 * smite related spell code.
1036 *
1037 ****************************************************************************/
1038
1039 /* get_pointed_target() - this is used by finger of death
1040 * and the 'smite' spells. Returns the pointer to the first
1041 * monster in the direction which is pointed to by op. b.t.
1042 * op is the caster - really only used for the source location.
1043 * dir is the direction to look in.
1044 * range is how far out to look.
1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1046 * this info is used for blocked magic/unholy spaces.
1047 */
1048 object *
1049 get_pointed_target (object *op, int dir, int range, int type)
1050 {
1051 object *target;
1052 sint16 x, y;
1053 int dist, mflags;
1054 maptile *mp;
1055
1056 if (dir == 0)
1057 return NULL;
1058
1059 for (dist = 1; dist < range; dist++)
1060 {
1061 x = op->x + freearr_x[dir] * dist;
1062 y = op->y + freearr_y[dir] * dist;
1063 mp = op->map;
1064 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1065
1066 if (mflags & P_OUT_OF_MAP)
1067 return NULL;
1068 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1069 return NULL;
1070 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1071 return NULL;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL;
1074
1075 if (mflags & P_IS_ALIVE)
1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1078 return target;
1079 }
1080
1081 return NULL;
1082 }
1083
1084 /* cast_smite_arch() - the priest points to a creature and causes
1085 * a 'godly curse' to decend.
1086 * usual params -
1087 * op = player
1088 * caster = object casting the spell.
1089 * dir = direction being cast
1090 * spell = spell object
1091 */
1092 int
1093 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094 {
1095 object *effect, *target;
1096 object *god = find_god (determine_god (op));
1097 int range;
1098
1099 range = spell->range + SP_level_range_adjust (caster, spell);
1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1101
1102 /* Bunch of conditions for casting this spell. Note that only
1103 * require a god if this is a cleric spell (requires grace).
1104 * This makes this spell much more general purpose - it can be used
1105 * by wizards also, which is good, because I think this is a very
1106 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god.
1109 */
1110
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1112 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1114 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0;
1117 }
1118
1119 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch);
1121 else
1122 return 0;
1123
1124 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell);
1126 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 {
1129 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1131 else
1132 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0;
1135 }
1136 }
1137
1138 /* size of the area of destruction */
1139 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1140 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1141
1142 if (effect->attacktype & AT_DEATH)
1143 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145
1146 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1148 {
1149 if (random_roll (0, 2, op, PREFER_LOW))
1150 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x;
1153 effect->y = op->y;
1154 }
1155 else
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy ();
1160 return 0;
1161 }
1162 }
1163 }
1164 else
1165 {
1166 /* how much woe to inflict :) */
1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1168 }
1169
1170 effect->set_owner (op);
1171 set_spell_skill (op, caster, spell, effect);
1172
1173 /* ok, tell it where to be, and insert! */
1174 effect->insert_at (target, op);
1175
1176 return 1;
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 }