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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.48
Committed: Fri Aug 24 01:41:02 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.47: +2 -5 lines
Log Message:
consdierably reduce disease range modifier

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 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 tmp = tmp->head_ ();
1379
1380 /* If we've already got a force of this type, don't add a new one. */
1381 for (force = tmp->inv; force; force = force->below)
1382 {
1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1384 {
1385 if (force->name == spell_ob->name)
1386 {
1387 break;
1388 }
1389 else if (spell_ob->race && spell_ob->race == force->name)
1390 {
1391 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1392 return 0;
1393 }
1394 }
1395 }
1396
1397 if (!force)
1398 {
1399 force = get_archetype (FORCE_NAME);
1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1402 if (spell_ob->race)
1403 force->name = spell_ob->race;
1404 else
1405 force->name = spell_ob->name;
1406
1407 force->name_pl = spell_ob->name;
1408
1409 }
1410 else
1411 {
1412 int duration;
1413
1414 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1415 if (duration > force->duration)
1416 {
1417 force->duration = duration;
1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1419 }
1420 else
1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1422
1423 return 1;
1424 }
1425
1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1427 force->speed = 1.f;
1428 force->speed_left = -1.f;
1429 SET_FLAG (force, FLAG_APPLIED);
1430
1431 if (god)
1432 {
1433 if (spell_ob->last_grace)
1434 force->path_repelled = god->path_repelled;
1435 if (spell_ob->last_grace)
1436 force->path_denied = god->path_denied;
1437 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1438 }
1439 else
1440 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1441
1442
1443 if (tmp != op && op->type == PLAYER)
1444 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1445
1446 force->stats.ac = spell_ob->stats.ac;
1447 force->stats.wc = spell_ob->stats.wc;
1448
1449 change_abil (tmp, force); /* Mostly to display any messages */
1450 insert_ob_in_ob (force, tmp);
1451 tmp->update_stats ();
1452 return 1;
1453
1454 }
1455
1456 /**********************************************************************
1457 * mood change
1458 * Arguably, this may or may not be an attack spell. But since it
1459 * effects monsters, it seems best to put it into this file
1460 ***********************************************************************/
1461
1462 /* This covers the various spells that change the moods of monsters -
1463 * makes them angry, peacful, friendly, etc.
1464 */
1465 int
1466 mood_change (object *op, object *caster, object *spell)
1467 {
1468 object *tmp, *god, *head;
1469 int done_one, range, mflags, level, at, best_at;
1470 sint16 x, y, nx, ny;
1471 maptile *m;
1472 const char *race;
1473
1474 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again.
1476 */
1477 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell);
1480
1481 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything.
1484 */
1485 if (!spell->race)
1486 race = NULL;
1487 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1488 race = god->slaying;
1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1490 race = god->race;
1491 else
1492 race = spell->race;
1493
1494 for (x = op->x - range; x <= op->x + range; x++)
1495 for (y = op->y - range; y <= op->y + range; y++)
1496 {
1497 done_one = 0;
1498 m = op->map;
1499 nx = x;
1500 ny = y;
1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1504
1505 /* If there is nothing living on this space, no need to go further */
1506 if (!(mflags & P_IS_ALIVE))
1507 continue;
1508
1509 // players can only affect spaces that they can actually see
1510 if (caster && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70)
1512 continue;
1513
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1516 break;
1517
1518 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER)
1520 continue;
1521
1522 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head;
1525 else
1526 head = tmp;
1527
1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1529 if (race && head->race && !strstr (race, head->race))
1530 continue;
1531
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1533 continue;
1534
1535 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1;
1537 if (spell->attacktype)
1538 {
1539 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at;
1543
1544 if (best_at == -1)
1545 at = 0;
1546 else
1547 {
1548 if (head->resist[best_at] == 100)
1549 continue;
1550 else
1551 at = head->resist[best_at] / 5;
1552 }
1553 at -= level / 5;
1554 if (did_make_save (head, head->level, at))
1555 continue;
1556 }
1557 else /* spell->attacktype */
1558 {
1559 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563
1564 The chance will then be in the range [20-70] percent, not too bad.
1565
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster...
1568
1569 Ryo, august 14th
1570 */
1571 if (head->level > level)
1572 continue;
1573
1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1575 /* Failed, no effect */
1576 continue;
1577 }
1578
1579 /* Done with saving throw. Now start affecting the monster */
1580
1581 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 {
1584 CLEAR_FLAG (head, FLAG_SLEEP);
1585 remove_friendly_object (head);
1586 done_one = 1;
1587 head->enemy = op;
1588 }
1589
1590 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL;
1595 done_one = 1;
1596 }
1597
1598 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 {
1601 SET_FLAG (head, FLAG_BERSERK);
1602 done_one = 1;
1603 }
1604
1605 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 {
1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile.
1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head);
1615 head->attack_movement = PETMOVE;
1616 done_one = 1;
1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1618 head->stats.exp = 0;
1619 }
1620
1621 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1624 } /* for y */
1625
1626 return 1;
1627 }
1628
1629
1630 /* Move_ball_spell: This handles ball type spells that just sort of wander
1631 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c
1635 */
1636
1637 void
1638 move_ball_spell (object *op)
1639 {
1640 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy;
1642 object *owner;
1643 maptile *m;
1644
1645 owner = op->owner;
1646
1647 /* the following logic makes sure that the ball doesn't move into a wall,
1648 * and makes sure that it will move along a wall to try and get at it's
1649 * victim. The block immediately below more or less chooses a random
1650 * offset to move the ball, eg, keep it mostly on course, with some
1651 * deviations.
1652 */
1653
1654 dir = 0;
1655 if (!(rndm (0, 3)))
1656 j = rndm (0, 1);
1657 else
1658 j = 0;
1659
1660 for (i = 1; i < 9; i++)
1661 {
1662 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset
1664 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset);
1668
1669 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir];
1671 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))))
1672 {
1673 dir = tmpdir;
1674 break;
1675 }
1676 }
1677 if (dir == 0)
1678 {
1679 nx = op->x;
1680 ny = op->y;
1681 m = op->map;
1682 }
1683
1684 m->insert (op, nx, ny, op);
1685
1686 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1687 surrounding squares */
1688
1689 /* loop over current square and neighbors to hit.
1690 * if this has an other_arch field, we insert that in
1691 * the surround spaces.
1692 */
1693 for (j = 0; j < 9; j++)
1694 {
1695 hx = nx + freearr_x[j];
1696 hy = ny + freearr_y[j];
1697
1698 m = op->map;
1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1700
1701 if (mflags & P_OUT_OF_MAP)
1702 continue;
1703
1704 /* first, don't ever, ever hit the owner. Don't hit out
1705 * of the map either.
1706 */
1707
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 {
1710 if (j)
1711 op->stats.dam = dam_save / 2;
1712 hit_map (op, j, op->attacktype, 1);
1713
1714 }
1715
1716 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1719 }
1720
1721 /* restore to the center location and damage */
1722 op->stats.dam = dam_save;
1723
1724 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1725
1726 if (i >= 0)
1727 { /* we have a preferred direction! */
1728 /* pick another direction if the preferred dir is blocked. */
1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1732
1733 op->direction = i;
1734 }
1735 }
1736
1737
1738 /* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for
1740 * meteor swarm, but it could be used for any swarm. A swarm spell
1741 * is a special type of object that casts swarms of other types
1742 * of spells. Which spell it casts is flexible. It fires the spells
1743 * from a set of squares surrounding the caster, in a given direction.
1744 */
1745
1746 void
1747 move_swarm_spell (object *op)
1748 {
1749 #if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1752 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir;
1754 maptile *m;
1755 #endif
1756 int basedir;
1757 object *owner;
1758
1759 owner = op->owner;
1760 if (op->duration == 0 || owner == NULL)
1761 {
1762 op->destroy ();
1763 return;
1764 }
1765
1766 op->duration--;
1767
1768 basedir = op->direction;
1769 if (basedir == 0)
1770 {
1771 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8);
1773 }
1774
1775 #if 0
1776 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and
1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1779 // space.
1780 // should be fixed later, but correctness before features...
1781 // (schmorp)
1782
1783 /* new offset calculation to make swarm element distribution
1784 * more uniform
1785 */
1786 if (op->duration)
1787 {
1788 if (basedir & 1)
1789 {
1790 adjustdir = cardinal_adjust[rndm (0, 8)];
1791 }
1792 else
1793 {
1794 adjustdir = diagonal_adjust[rndm (0, 9)];
1795 }
1796 }
1797 else
1798 {
1799 adjustdir = 0; /* fire the last one from forward. */
1800 }
1801
1802 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1803 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1804
1805 /* back up one space so we can hit point-blank targets, but this
1806 * necessitates extra out_of_map check below
1807 */
1808 origin_x = target_x - freearr_x[basedir];
1809 origin_y = target_y - freearr_y[basedir];
1810
1811
1812 /* spell pointer is set up for the spell this casts. Since this
1813 * should just be a pointer to the spell in some inventory,
1814 * it is unlikely to disappear by the time we need it. However,
1815 * do some sanity checking anyways.
1816 */
1817
1818 if (op->spell && op->spell->type == SPELL &&
1819 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1820 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1821 {
1822
1823 /* Bullet spells have a bunch more customization that needs to be done */
1824 if (op->spell->subtype == SP_BULLET)
1825 fire_bullet (owner, op, basedir, op->spell);
1826 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1827 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1828 }
1829 #endif
1830
1831 /* spell pointer is set up for the spell this casts. Since this
1832 * should just be a pointer to the spell in some inventory,
1833 * it is unlikely to disappear by the time we need it. However,
1834 * do some sanity checking anyways.
1835 */
1836
1837 if (op->spell && op->spell->type == SPELL)
1838 {
1839 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1844 }
1845 }
1846
1847
1848
1849
1850 /* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm.
1854 *
1855 * op: the owner
1856 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell.
1859 * n: the number to be fired.
1860 */
1861
1862 int
1863 fire_swarm (object *op, object *caster, object *spell, int dir)
1864 {
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch)
1869 return 0;
1870
1871 tmp = get_archetype (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1873 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch);
1877
1878 tmp->attacktype = tmp->spell->attacktype;
1879
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op))
1882 return 1;
1883
1884 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887
1888 tmp->direction = dir;
1889 tmp->invisible = 1;
1890
1891 tmp->insert_at (op, op);
1892 return 1;
1893 }
1894
1895
1896 /* See the spells documentation file for why this is its own
1897 * function.
1898 */
1899 int
1900 cast_light (object *op, object *caster, object *spell, int dir)
1901 {
1902 object *target = NULL, *tmp = NULL;
1903 sint16 x, y;
1904 int dam, mflags;
1905 maptile *m;
1906
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908
1909 if (!dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 }
1914
1915 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir];
1917 m = op->map;
1918
1919 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920
1921 if (mflags & P_OUT_OF_MAP)
1922 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1924 return 0;
1925 }
1926
1927 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head)
1934 target = target->head;
1935 (void) hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */
1937 }
1938 }
1939
1940 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1944 return 0;
1945 }
1946
1947 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch);
1949 if (!tmp)
1950 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0;
1953 }
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1955 if (tmp->glow_radius)
1956 {
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961
1962 m->insert (tmp, x, y, op);
1963 return 1;
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 int
1973 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974 {
1975 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod;
1977 object *walk;
1978 maptile *m;
1979
1980 x = op->x;
1981 y = op->y;
1982
1983 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing.
1985 */
1986 if (!dir)
1987 dir = op->facing;
1988
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 / 8;
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 }