ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
Revision: 1.5
Committed: Sat Aug 26 23:36:34 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1 -2 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# Content
1 /*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.4 2006-08-15 17:35:51 elmex Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits
32 * of code
33 */
34
35 #include <global.h>
36 #include <object.h>
37 #include <living.h>
38 #ifndef __CEXTRACT__
39 #include <sproto.h>
40 #endif
41 #include <spells.h>
42 #include <sounds.h>
43
44 /* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too
47 * op is the spell object.
48 */
49
50 void check_spell_knockback(object *op) {
51 object *tmp, *tmp2; /* object on the map */
52 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */
54
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/
57 return;
58 }else{
59 weight_move = op->weight +(op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/
61 }
62
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
64 {
65 int num_sections = 1;
66
67 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ))
69 return;
70
71 /* don't move parts of objects */
72 if(tmp->head) continue;
73
74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue;
76
77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) 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)) { /* move it. */
91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should
93 * also be safe for objects.
94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information
96 * right now.
97 */
98 move_object(tmp, absdir(op->stats.sp));
99 }
100
101 }
102 }
103
104 /***************************************************************************
105 *
106 * BOLT CODE
107 *
108 ***************************************************************************/
109
110 /* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork.
112 */
113
114 void forklightning(object *op, object *tmp) {
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m;
118 sint16 sx,sy;
119 object *new_bolt;
120
121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path
125 */
126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1;
129
130 /* check the new dir for a wall and in the map*/
131 t_dir = absdir(tmp->direction + new_dir);
132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir],
134 &sx, &sy) & P_OUT_OF_MAP)
135 return;
136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy)))
138 return;
139
140 /* OK, we made a fork */
141 new_bolt = get_object();
142 copy_object(tmp,new_bolt);
143
144 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir;
150 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0);
158 update_turn_face(new_bolt);
159 }
160
161 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it.
163 */
164
165 void move_bolt(object *op) {
166 object *tmp;
167 int mflags;
168 sint16 x, y;
169 mapstruct *m;
170
171 if(--(op->duration)<0) {
172 remove_ob(op);
173 free_object(op);
174 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
222 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
225
226 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
227 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
229
230 if(left==right)
231 op->direction=absdir(op->direction+4);
232 else if(left)
233 op->direction=absdir(op->direction+2);
234 else if(right)
235 op->direction=absdir(op->direction-2);
236 }
237 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248
249 /* New forking code. Possibly create forks of this object
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
255 }
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
262 }
263
264 /* fire_bolt
265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from
268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill
270 * pointers.
271 */
272
273 int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) {
274 object *tmp=NULL;
275 int mflags;
276
277 if (!spob->other_arch)
278 return 0;
279
280 tmp=arch_to_object(spob->other_arch);
281 if(tmp==NULL)
282 return 0;
283
284 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
286 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob);
290 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con;
292
293 tmp->direction=dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir);
296
297 set_owner(tmp,op);
298 set_spell_skill(op, caster, spob, tmp);
299
300 tmp->x=op->x + DIRX(tmp);
301 tmp->y=op->y + DIRY(tmp);
302 tmp->map = op->map;
303
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) {
306 free_object(tmp);
307 return 0;
308 }
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
311 free_object(tmp);
312 return 0;
313 }
314 tmp->x=op->x;
315 tmp->y=op->y;
316 tmp->direction=absdir(tmp->direction+4);
317 tmp->map = op->map;
318 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL)
320 move_bolt (tmp);
321 return 1;
322 }
323
324
325
326 /***************************************************************************
327 *
328 * BULLET/BALL CODE
329 *
330 ***************************************************************************/
331
332 /* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions.
334 * At least that is what I think this does.
335 */
336 void explosion(object *op) {
337 object *tmp;
338 mapstruct *m=op->map;
339 int i;
340
341 if(--(op->duration)<0) {
342 remove_ob(op);
343 free_object(op);
344 return;
345 }
346 hit_map(op,0,op->attacktype,0);
347
348 if(op->range>0) {
349 for(i=1;i<9;i++) {
350 sint16 dx,dy;
351
352 dx=op->x+freearr_x[i];
353 dy=op->y+freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc.
356 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) {
358 tmp=get_object();
359 copy_object(op,tmp);
360 tmp->state=0;
361 tmp->speed_left= -0.21;
362 tmp->range--;
363 tmp->value=0;
364 tmp->x=dx;
365 tmp->y=dy;
366 insert_ob_in_map(tmp,m,op,0);
367 }
368 }
369 }
370 }
371
372
373 /* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to
375 * explode.
376 */
377 void explode_bullet(object *op)
378 {
379 tag_t op_tag = op->count;
380 object *tmp, *owner;
381
382 if (op->other_arch == NULL) {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op);
385 free_object (op);
386 return;
387 }
388
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch);
428
429 copy_owner (tmp, op);
430 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill);
431 if (op->skill) tmp->skill = add_refcount(op->skill);
432
433 owner = get_owner(op);
434 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner &&
435 !tailor_god_spell(tmp, owner)) {
436 remove_ob (op);
437 free_object (op);
438 return;
439 }
440 tmp->x = op->x;
441 tmp->y = op->y;
442
443 /* special for bombs - it actually has sane values for these */
444 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) {
445 tmp->attacktype = op->attacktype;
446 tmp->range = op->range;
447 tmp->stats.dam = op->stats.dam;
448 tmp->duration = op->duration;
449 } else {
450 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC;
451 /* Spell doc describes what is going on here */
452 tmp->stats.dam = op->dam_modifier;
453 tmp->range = op->stats.maxhp;
454 tmp->duration = op->stats.hp;
455 /* Used for spell tracking - just need a unique val for this spell -
456 * the count of the parent should work fine.
457 */
458 tmp->stats.maxhp = op->count;
459 }
460
461 /* Set direction of cone explosion */
462 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
463 tmp->stats.sp = op->direction;
464
465 /* Prevent recursion */
466 op->move_on = 0;
467
468 insert_ob_in_map(tmp, op->map, op, 0);
469 /* remove the firebullet */
470 if ( ! was_destroyed (op, op_tag)) {
471 remove_ob (op);
472 free_object (op);
473 }
474 }
475
476
477
478 /* checks to see what op should do, given the space it is on
479 * (eg, explode, damage player, etc)
480 */
481
482 void check_bullet(object *op)
483 {
484 tag_t op_tag = op->count, tmp_tag;
485 object *tmp;
486 int dam, mflags;
487 mapstruct *m;
488 sint16 sx, sy;
489
490 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy);
491
492 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))
493 return;
494
495 if (op->other_arch) {
496 /* explode object will also remove op */
497 explode_bullet (op);
498 return;
499 }
500
501 /* If nothing alive on this space, no reason to do anything further */
502 if (!(mflags & P_IS_ALIVE)) return;
503
504 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above)
505 {
506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
507 tmp_tag = tmp->count;
508 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
509 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag)
510 || (op->stats.dam -= dam) < 0)
511 {
512 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
513 remove_ob (op);
514 free_object(op);
515 return;
516 }
517 }
518 }
519 }
520 }
521
522
523 /* Basically, we move 'op' one square, and if it hits something,
524 * call check_bullet.
525 * This function is only applicable to bullets, but not to all
526 * fired arches (eg, bolts).
527 */
528
529 void move_bullet(object *op)
530 {
531 sint16 new_x, new_y;
532 int mflags;
533 mapstruct *m;
534
535 #if 0
536 /* We need a better general purpose way to do this */
537
538 /* peterm: added to make comet leave a trail of burnouts
539 it's an unadulterated hack, but the effect is cool. */
540 if(op->stats.sp == SP_METEOR) {
541 replace_insert_ob_in_map("fire_trail",op);
542 if (was_destroyed (op, op_tag))
543 return;
544 } /* end addition. */
545 #endif
546
547 /* Reached the end of its life - remove it */
548 if (--op->range <=0) {
549 if (op->other_arch) {
550 explode_bullet (op);
551 } else {
552 remove_ob (op);
553 free_object (op);
554 }
555 return;
556 }
557
558 new_x = op->x + DIRX(op);
559 new_y = op->y + DIRY(op);
560 m = op->map;
561 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
562
563 if (mflags & P_OUT_OF_MAP) {
564 remove_ob (op);
565 free_object (op);
566 return;
567 }
568
569 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
570 if (op->other_arch) {
571 explode_bullet (op);
572 } else {
573 remove_ob (op);
574 free_object (op);
575 }
576 return;
577 }
578
579 remove_ob (op);
580 op->x = new_x;
581 op->y = new_y;
582 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
583 return;
584
585 if (reflwall (op->map, op->x, op->y, op)) {
586 op->direction = absdir (op->direction + 4);
587 update_turn_face (op);
588 } else {
589 check_bullet (op);
590 }
591 }
592
593
594
595
596 /* fire_bullet
597 * object op (cast from caster) files a bolt in dir.
598 * spob is the spell object for the bolt.
599 * we remove the magic flag - that can be derived from
600 * spob->attacktype.
601 * This function sets up the appropriate owner and skill
602 * pointers.
603 */
604
605 int fire_bullet(object *op,object *caster,int dir,object *spob) {
606 object *tmp=NULL;
607 int mflags;
608
609 if (!spob->other_arch)
610 return 0;
611
612 tmp=arch_to_object(spob->other_arch);
613 if(tmp==NULL)
614 return 0;
615
616 /* peterm: level dependency for bolts */
617 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
618 tmp->attacktype = spob->attacktype;
619 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
620
621 tmp->range = 50;
622
623 /* Need to store duration/range for the ball to use */
624 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob);
625 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob);
626 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob);
627
628 tmp->direction=dir;
629 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
630 SET_ANIMATION(tmp, dir);
631
632 set_owner(tmp,op);
633 set_spell_skill(op, caster, spob, tmp);
634
635 tmp->x=op->x + freearr_x[dir];
636 tmp->y=op->y + freearr_y[dir];
637 tmp->map = op->map;
638
639 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
640 if (mflags & P_OUT_OF_MAP) {
641 free_object(tmp);
642 return 0;
643 }
644 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
645 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
646 free_object(tmp);
647 return 0;
648 }
649 tmp->x=op->x;
650 tmp->y=op->y;
651 tmp->direction=absdir(tmp->direction+4);
652 tmp->map = op->map;
653 }
654 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) {
655 check_bullet (tmp);
656 }
657 return 1;
658 }
659
660
661
662
663 /*****************************************************************************
664 *
665 * CONE RELATED FUNCTIONS
666 *
667 *****************************************************************************/
668
669
670 /* drops an object based on what is in the cone's "other_arch" */
671 void cone_drop(object *op) {
672 object *new_ob = arch_to_object(op->other_arch);
673
674 new_ob->x = op->x;
675 new_ob->y = op->y;
676 new_ob->level = op->level;
677 set_owner(new_ob,op->owner);
678
679 /* preserve skill ownership */
680 if(op->skill && op->skill != new_ob->skill) {
681 if (new_ob->skill) free_string(new_ob->skill);
682 new_ob->skill = add_refcount(op->skill);
683 }
684 insert_ob_in_map(new_ob,op->map,op,0);
685
686 }
687
688 /* move_cone: causes cone object 'op' to move a space/hit creatures */
689
690 void move_cone(object *op) {
691 int i;
692 tag_t tag;
693
694 /* if no map then hit_map will crash so just ignore object */
695 if (! op->map) {
696 LOG(llevError,"Tried to move_cone object %s without a map.\n",
697 op->name ? op->name : "unknown");
698 op->speed = 0;
699 update_ob_speed (op);
700 return;
701 }
702
703 /* lava saves it's life, but not yours :) */
704 if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
705 hit_map(op,0,op->attacktype,0);
706 return;
707 }
708
709 #if 0
710 /* Disable this - enabling it makes monsters easier, as
711 * when their cone dies when they die.
712 */
713 /* If no owner left, the spell dies out. */
714 if(get_owner(op)==NULL) {
715 remove_ob(op);
716 free_object(op);
717 return;
718 }
719 #endif
720
721 tag = op->count;
722 hit_map(op,0,op->attacktype,0);
723
724 /* Check to see if we should push anything.
725 * Spell objects with weight push whatever they encounter to some
726 * degree.
727 */
728 if(op->weight) check_spell_knockback(op);
729
730 if (was_destroyed (op, tag))
731 return;
732
733 if((op->duration--)<0) {
734 remove_ob(op);
735 free_object(op);
736 return;
737 }
738 /* Object has hit maximum range, so don't have it move
739 * any further. When the duration above expires,
740 * then the object will get removed.
741 */
742 if (--op->range < 0) {
743 op->range=0; /* just so it doesn't wrap */
744 return;
745 }
746
747 for(i= -1;i<2;i++) {
748 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
749 y=op->y+freearr_y[absdir(op->stats.sp+i)];
750
751 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) {
752 object *tmp=get_object();
753 copy_object(op, tmp);
754 tmp->x=x;
755 tmp->y=y;
756
757 tmp->duration = op->duration + 1;
758
759 /* Use for spell tracking - see ok_to_put_more() */
760 tmp->stats.maxhp = op->stats.maxhp;
761 insert_ob_in_map(tmp,op->map,op,0);
762 if (tmp->other_arch) cone_drop(tmp);
763 }
764 }
765 }
766
767 /* cast_cone: casts a cone spell.
768 * op: person firing the object.
769 * caster: object casting the spell.
770 * dir: direction to fire in.
771 * spell: spell that is being fired. It uses other_arch for the archetype
772 * to fire.
773 * returns 0 on failure, 1 on success.
774 */
775 int cast_cone(object *op, object *caster,int dir, object *spell)
776 {
777 object *tmp;
778 int i,success=0,range_min= -1,range_max=1;
779 mapstruct *m;
780 sint16 sx, sy;
781 MoveType movetype;
782
783 if (!spell->other_arch) return 0;
784
785 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
786 op->attacktype & AT_TURN_UNDEAD) {
787 new_draw_info(NDI_UNIQUE, 0,op,
788 "Your undead nature prevents you from turning undead!");
789 return 0;
790 }
791
792 if(!dir) {
793 range_min= 0;
794 range_max=8;
795 }
796
797 /* Need to know what the movetype of the object we are about
798 * to create is, so we can know if the space we are about to
799 * insert it into is blocked.
800 */
801 movetype = spell->other_arch->clone.move_type;
802
803 for(i=range_min;i<=range_max;i++) {
804 sint16 x,y, d;
805
806 /* We can't use absdir here, because it never returns
807 * 0. If this is a rune, we want to hit the person on top
808 * of the trap (d==0). If it is not a rune, then we don't want
809 * to hit that person.
810 */
811 d = dir + i;
812 while (d < 0) d+=8;
813 while (d > 8) d-=8;
814
815 /* If it's not a rune, we don't want to blast the caster.
816 * In that case, we have to see - if dir is specified,
817 * turn this into direction 8. If dir is not specified (all
818 * direction) skip - otherwise, one line would do more damage
819 * becase 0 direction will go through 9 directions - necessary
820 * for the rune code.
821 */
822 if (caster->type != RUNE && d==0) {
823 if (dir!=0) d=8;
824 else continue;
825 }
826
827 x = op->x+freearr_x[d];
828 y = op->y+freearr_y[d];
829
830 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
831 continue;
832
833 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype)
834 continue;
835
836 success=1;
837 tmp=arch_to_object(spell->other_arch);
838 set_owner(tmp,op);
839 set_spell_skill(op, caster, spell, tmp);
840 tmp->level = caster_level (caster, spell);
841 tmp->x = sx;
842 tmp->y = sy;
843 tmp->attacktype=spell->attacktype;
844
845 /* holy word stuff */
846 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) {
847 if(!tailor_god_spell(tmp,op)) return 0;
848 }
849
850 if(dir)
851 tmp->stats.sp=dir;
852 else
853 tmp->stats.sp=i;
854
855 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
856
857 /* If casting it in all directions, it doesn't go as far */
858 if (dir == 0) {
859 tmp->range /= 4;
860 if (tmp->range < 2 && spell->range >=2) tmp->range = 2;
861 }
862 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
863 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell);
864
865 /* Special bonus for fear attacks */
866 if (tmp->attacktype & AT_FEAR) {
867 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha];
868 else
869 tmp->duration += caster->level/3;
870 }
871 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) {
872 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5;
873 else
874 tmp->duration += caster->level/3;
875 }
876
877
878 if ( !(tmp->move_type & MOVE_FLY_LOW))
879 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n",
880 spell->other_arch->name);
881
882 if (!tmp->move_on && tmp->stats.dam) {
883 LOG (llevDebug,
884 "cast_cone(): arch %s doesn't have move_on set\n",
885 spell->other_arch->name);
886 }
887 insert_ob_in_map(tmp,m,op,0);
888
889 /* This is used for tracking spells so that one effect doesn't hit
890 * a single space too many times.
891 */
892 tmp->stats.maxhp = tmp->count;
893
894 if(tmp->other_arch) cone_drop(tmp);
895 }
896 return success;
897 }
898
899 /****************************************************************************
900 *
901 * BOMB related code
902 *
903 ****************************************************************************/
904
905
906 /* This handles an exploding bomb.
907 * op is the original bomb object.
908 */
909 void animate_bomb(object *op) {
910 int i;
911 object *env, *tmp;
912 archetype *at;
913
914 if(op->state!=NUM_ANIMATIONS(op)-1)
915 return;
916
917
918 env = object_get_env_recursive(op);
919
920 if (op->env) {
921 if (env->map == NULL)
922 return;
923
924 if (env->type == PLAYER)
925 esrv_del_item(env->contr, op->count);
926
927 remove_ob(op);
928 op->x = env->x;
929 op->y = env->y;
930 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
931 return;
932 }
933
934 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
935 // on a safe map. I don't like this special casing, but it seems to be neccessary
936 // as bombs can be carried.
937 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
938 {
939 remove_ob (op);
940 free_object (op);
941 return;
942 }
943
944 /* This copies a lot of the code from the fire bullet,
945 * but using the cast_bullet isn't really feasible,
946 * so just set up the appropriate values.
947 */
948 at = find_archetype(SPLINT);
949 if (at) {
950 for(i=1;i<9;i++) {
951 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
952 continue;
953 tmp = arch_to_object(at);
954 tmp->direction = i;
955 tmp->range = op->range;
956 tmp->stats.dam = op->stats.dam;
957 tmp->duration = op->duration;
958 tmp->attacktype = op->attacktype;
959 copy_owner (tmp, op);
960 if(op->skill && op->skill != tmp->skill) {
961 if (tmp->skill) free_string(tmp->skill);
962 tmp->skill = add_refcount(op->skill);
963 }
964 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
965 SET_ANIMATION(tmp, i);
966 tmp->x = op->x + freearr_x[i];
967 tmp->y = op->y + freearr_x[i];
968 insert_ob_in_map(tmp, op->map, op, 0);
969 move_bullet(tmp);
970 }
971 }
972
973 explode_bullet(op);
974 }
975
976 int create_bomb(object *op,object *caster,int dir, object *spell) {
977
978 object *tmp;
979 int mflags;
980 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir];
981 mapstruct *m;
982
983 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy);
984 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) {
985 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
986 return 0;
987 }
988 tmp=arch_to_object(spell->other_arch);
989
990 /* level dependencies for bomb */
991 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
992 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
993 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell);
994 tmp->attacktype = spell->attacktype;
995
996 set_owner(tmp,op);
997 set_spell_skill(op, caster, spell, tmp);
998 tmp->x=dx;
999 tmp->y=dy;
1000 insert_ob_in_map(tmp,m,op,0);
1001 return 1;
1002 }
1003
1004 /****************************************************************************
1005 *
1006 * smite related spell code.
1007 *
1008 ****************************************************************************/
1009
1010 /* get_pointed_target() - this is used by finger of death
1011 * and the 'smite' spells. Returns the pointer to the first
1012 * monster in the direction which is pointed to by op. b.t.
1013 * op is the caster - really only used for the source location.
1014 * dir is the direction to look in.
1015 * range is how far out to look.
1016 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1017 * this info is used for blocked magic/unholy spaces.
1018 */
1019
1020 object *get_pointed_target(object *op, int dir, int range, int type) {
1021 object *target;
1022 sint16 x,y;
1023 int dist, mflags;
1024 mapstruct *mp;
1025
1026 if (dir==0) return NULL;
1027
1028 for (dist=1; dist<range; dist++) {
1029 x = op->x + freearr_x[dir] * dist;
1030 y = op->y + freearr_y[dir] * dist;
1031 mp = op->map;
1032 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1033
1034 if (mflags & P_OUT_OF_MAP) return NULL;
1035 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1036 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1037 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1038
1039 if (mflags & P_IS_ALIVE) {
1040 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1041 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1042 return target;
1043 }
1044 }
1045 }
1046 }
1047 return NULL;
1048 }
1049
1050
1051 /* cast_smite_arch() - the priest points to a creature and causes
1052 * a 'godly curse' to decend.
1053 * usual params -
1054 * op = player
1055 * caster = object casting the spell.
1056 * dir = direction being cast
1057 * spell = spell object
1058 */
1059
1060 int cast_smite_spell (object *op, object *caster,int dir, object *spell) {
1061 object *effect, *target;
1062 object *god = find_god(determine_god(op));
1063 int range;
1064
1065 range = spell->range + SP_level_range_adjust(caster,spell);
1066 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA);
1067
1068 /* Bunch of conditions for casting this spell. Note that only
1069 * require a god if this is a cleric spell (requires grace).
1070 * This makes this spell much more general purpose - it can be used
1071 * by wizards also, which is good, because I think this is a very
1072 * interesting spell.
1073 * if it is a cleric spell, you need a god, and the creature
1074 * can't be friendly to your god.
1075 */
1076
1077 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL)
1078 ||(!god && spell->stats.grace)
1079 ||(target->title && god && !strcmp(target->title,god->name))
1080 ||(target->race && god && strstr(target->race,god->race))) {
1081 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded.");
1082 return 0;
1083 }
1084
1085 if (spell->other_arch)
1086 effect = arch_to_object(spell->other_arch);
1087 else
1088 return 0;
1089
1090 /* tailor the effect by priest level and worshipped God */
1091 effect->level = caster_level (caster, spell);
1092 effect->attacktype = spell->attacktype;
1093 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) {
1094 if(tailor_god_spell(effect,op))
1095 new_draw_info_format(NDI_UNIQUE,0,op,
1096 "%s answers your call!",determine_god(op));
1097 else {
1098 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored.");
1099 return 0;
1100 }
1101 }
1102
1103 /* size of the area of destruction */
1104 effect->range=spell->range +
1105 SP_level_range_adjust(caster,spell);
1106 effect->duration=spell->duration +
1107 SP_level_range_adjust(caster,spell);
1108
1109 if (effect->attacktype & AT_DEATH) {
1110 effect->level=spell->stats.dam +
1111 SP_level_dam_adjust(caster,spell);
1112
1113 /* casting death spells at undead isn't a good thing */
1114 if QUERY_FLAG(target, FLAG_UNDEAD) {
1115 if(random_roll(0, 2, op, PREFER_LOW)) {
1116 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!");
1117 effect->x=op->x;
1118 effect->y=op->y;
1119 } else {
1120 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1121 query_name(target));
1122 target->stats.hp = target->stats.maxhp*2;
1123 free_object(effect);
1124 return 0;
1125 }
1126 }
1127 } else {
1128 /* how much woe to inflict :) */
1129 effect->stats.dam=spell->stats.dam +
1130 SP_level_dam_adjust(caster,spell);
1131 }
1132
1133 set_owner(effect,op);
1134 set_spell_skill(op, caster, spell, effect);
1135
1136 /* ok, tell it where to be, and insert! */
1137 effect->x=target->x;
1138 effect->y=target->y;
1139 insert_ob_in_map(effect,target->map,op,0);
1140
1141 return 1;
1142 }
1143
1144
1145 /****************************************************************************
1146 *
1147 * MAGIC MISSILE code.
1148 * note that the fire_bullet is used to fire the missile. The
1149 * code here is just to move the missile.
1150 ****************************************************************************/
1151
1152 /* op is a missile that needs to be moved */
1153 void move_missile(object *op) {
1154 int i, mflags;
1155 object *owner;
1156 sint16 new_x, new_y;
1157 mapstruct *m;
1158
1159 if (op->range-- <=0) {
1160 remove_ob(op);
1161 free_object(op);
1162 return;
1163 }
1164
1165 owner = get_owner(op);
1166 #if 0
1167 /* It'd make things nastier if this wasn't here - spells cast by
1168 * monster that are then killed would continue to survive
1169 */
1170 if (owner == NULL) {
1171 remove_ob(op);
1172 free_object(op);
1173 return;
1174 }
1175 #endif
1176
1177 new_x = op->x + DIRX(op);
1178 new_y = op->y + DIRY(op);
1179
1180 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1181
1182 if (!(mflags & P_OUT_OF_MAP) &&
1183 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1184 tag_t tag = op->count;
1185 hit_map (op, op->direction, AT_MAGIC, 1);
1186 /* Basically, missile only hits one thing then goes away.
1187 * we need to remove it if someone hasn't already done so.
1188 */
1189 if ( ! was_destroyed (op, tag)) {
1190 remove_ob (op);
1191 free_object(op);
1192 }
1193 return;
1194 }
1195
1196 remove_ob(op);
1197 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1198 free_object(op);
1199 return;
1200 }
1201 op->x = new_x;
1202 op->y = new_y;
1203 op->map = m;
1204 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1205 if(i > 0 && i != op->direction){
1206 op->direction=i;
1207 SET_ANIMATION(op, op->direction);
1208 }
1209 insert_ob_in_map(op,op->map,op,0);
1210 }
1211
1212 /****************************************************************************
1213 * Destruction
1214 ****************************************************************************/
1215 /* make_object_glow() - currently only makes living objects glow.
1216 * we do this by creating a force and inserting it in the
1217 * object. if time is 0, the object glows permanently. To truely
1218 * make this work for non-living objects, we would have to
1219 * give them the capability to have an inventory. b.t.
1220 */
1221
1222 int make_object_glow(object *op, int radius, int time) {
1223 object *tmp;
1224
1225 /* some things are unaffected... */
1226 if(op->path_denied&PATH_LIGHT)
1227 return 0;
1228
1229 tmp=get_archetype(FORCE_NAME);
1230 tmp->speed = 0.01;
1231 tmp->stats.food = time;
1232 SET_FLAG(tmp, FLAG_IS_USED_UP);
1233 tmp->glow_radius=radius;
1234 if (tmp->glow_radius > MAX_LIGHT_RADII)
1235 tmp->glow_radius = MAX_LIGHT_RADII;
1236
1237 tmp->x=op->x;
1238 tmp->y=op->y;
1239 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1240 tmp=insert_ob_in_ob(tmp,op);
1241 if (tmp->glow_radius > op->glow_radius)
1242 op->glow_radius = tmp->glow_radius;
1243
1244 if(!tmp->env||op!=tmp->env) {
1245 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1246 op->name);
1247 return 0;
1248 }
1249 return 1;
1250 }
1251
1252
1253
1254
1255 int cast_destruction(object *op, object *caster, object *spell_ob) {
1256 int i,j, range, mflags, friendly=0, dam, dur;
1257 sint16 sx,sy;
1258 mapstruct *m;
1259 object *tmp;
1260 const char *skill;
1261
1262 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1263 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1264 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
1265 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1266
1267 /* destruction doesn't use another spell object, so we need
1268 * update op's skill pointer so that exp is properly awarded.
1269 * We do some shortcuts here - since this is just temporary
1270 * and we'll reset the values back, we don't need to go through
1271 * the full share string/free_string route.
1272 */
1273 skill = op->skill;
1274 if (caster == op) op->skill = spell_ob->skill;
1275 else if (caster->skill) op->skill = caster->skill;
1276 else op->skill = NULL;
1277
1278 change_skill(op, find_skill_by_name(op, op->skill), 1);
1279
1280 for(i= -range; i<range; i++) {
1281 for(j=-range; j<range ; j++) {
1282 m = op->map;
1283 sx = op->x + i;
1284 sy = op->y + j;
1285 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1286 if (mflags & P_OUT_OF_MAP) continue;
1287 if (mflags & P_IS_ALIVE) {
1288 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) {
1289 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break;
1290 }
1291 if (tmp) {
1292 if (tmp->head) tmp=tmp->head;
1293
1294 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1295 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1296 if (spell_ob->subtype == SP_DESTRUCTION) {
1297 hit_player(tmp,dam,op,spell_ob->attacktype,0);
1298 if (spell_ob->other_arch) {
1299 tmp = arch_to_object(spell_ob->other_arch);
1300 tmp->x = sx;
1301 tmp->y = sy;
1302 insert_ob_in_map(tmp, m, op, 0);
1303 }
1304 }
1305 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1306 tmp->resist[ATNR_MAGIC]!=100) {
1307 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) {
1308 object *effect = arch_to_object(spell_ob->other_arch);
1309 effect->x = sx;
1310 effect->y = sy;
1311 insert_ob_in_map(effect, m, op, 0);
1312 }
1313 }
1314 }
1315 }
1316 }
1317 }
1318 }
1319 op->skill = skill;
1320 return 1;
1321 }
1322
1323 /***************************************************************************
1324 *
1325 * CURSE
1326 *
1327 ***************************************************************************/
1328
1329 int cast_curse(object *op, object *caster, object *spell_ob, int dir) {
1330 object *god = find_god(determine_god(op));
1331 object *tmp, *force;
1332
1333 tmp = get_pointed_target(op, (dir==0)?op->direction:dir,
1334 spell_ob->range, SPELL_GRACE);
1335 if (!tmp) {
1336 new_draw_info(NDI_UNIQUE, 0, op,
1337 "There is no one in that direction to curse.");
1338 return 0;
1339 }
1340
1341 /* If we've already got a force of this type, don't add a new one. */
1342 for(force=tmp->inv; force!=NULL; force=force->below) {
1343 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) {
1344 if (force->name == spell_ob->name) {
1345 break;
1346 }
1347 else if (spell_ob->race && spell_ob->race == force->name) {
1348 new_draw_info_format(NDI_UNIQUE, 0, op,
1349 "You can not cast %s while %s is in effect",
1350 spell_ob->name, force->name_pl);
1351 return 0;
1352 }
1353 }
1354 }
1355
1356 if(force==NULL) {
1357 force=get_archetype(FORCE_NAME);
1358 force->subtype = FORCE_CHANGE_ABILITY;
1359 free_string(force->name);
1360 if (spell_ob->race)
1361 force->name = add_refcount(spell_ob->race);
1362 else
1363 force->name = add_refcount(spell_ob->name);
1364 free_string(force->name_pl);
1365 force->name_pl = add_refcount(spell_ob->name);
1366
1367 } else {
1368 int duration;
1369
1370 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1371 if (duration > force->duration) {
1372 force->duration = duration;
1373 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1374 } else {
1375 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1376 }
1377 return 1;
1378 }
1379 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1380 force->speed = 1.0;
1381 force->speed_left = -1.0;
1382 SET_FLAG(force, FLAG_APPLIED);
1383
1384 if(god) {
1385 if (spell_ob->last_grace)
1386 force->path_repelled=god->path_repelled;
1387 if (spell_ob->last_grace)
1388 force->path_denied=god->path_denied;
1389 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1390 "You are a victim of %s's curse!",god->name);
1391 } else
1392 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty.");
1393
1394
1395 if(tmp!=op && op->type==PLAYER)
1396 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name);
1397
1398 force->stats.ac = spell_ob->stats.ac;
1399 force->stats.wc = spell_ob->stats.wc;
1400
1401 change_abil(tmp,force); /* Mostly to display any messages */
1402 insert_ob_in_ob(force,tmp);
1403 fix_player(tmp);
1404 return 1;
1405
1406 }
1407
1408
1409 /**********************************************************************
1410 * mood change
1411 * Arguably, this may or may not be an attack spell. But since it
1412 * effects monsters, it seems best to put it into this file
1413 ***********************************************************************/
1414
1415 /* This covers the various spells that change the moods of monsters -
1416 * makes them angry, peacful, friendly, etc.
1417 */
1418 int mood_change(object *op, object *caster, object *spell) {
1419 object *tmp, *god, *head;
1420 int done_one, range, mflags, level, at, best_at;
1421 sint16 x, y, nx, ny;
1422 mapstruct *m;
1423 const char *race;
1424
1425 /* We precompute some values here so that we don't have to keep
1426 * doing it over and over again.
1427 */
1428 god=find_god(determine_god(op));
1429 level=caster_level(caster, spell);
1430 range = spell->range + SP_level_range_adjust(caster, spell);
1431
1432 /* On the bright side, no monster should ever have a race of GOD_...
1433 * so even if the player doesn't worship a god, if race=GOD_.., it
1434 * won't ever match anything.
1435 */
1436 if (!spell->race) race=NULL;
1437 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying;
1438 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race;
1439 else race = spell->race;
1440
1441
1442 for (x = op->x - range; x <= op->x + range; x++)
1443 for (y = op->y - range; y <= op->y + range; y++) {
1444
1445 done_one=0;
1446 m = op->map;
1447 nx = x;
1448 ny = y;
1449 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1450 if (mflags & P_OUT_OF_MAP) continue;
1451
1452 /* If there is nothing living on this space, no need to go further */
1453 if (!(mflags & P_IS_ALIVE)) continue;
1454
1455 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above)
1456 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
1457
1458 /* There can be living objects that are not monsters */
1459 if (!tmp || tmp->type==PLAYER) continue;
1460
1461 /* Only the head has meaningful data, so resolve to that */
1462 if (tmp->head) head=tmp->head;
1463 else head=tmp;
1464
1465 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1466 if (race && head->race && !strstr(race, head->race)) continue;
1467 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue;
1468
1469 /* Now do a bunch of stuff related to saving throws */
1470 best_at = -1;
1471 if (spell->attacktype) {
1472 for (at=0; at < NROFATTACKS; at++)
1473 if (spell->attacktype & (1 << at))
1474 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at;
1475
1476 if (best_at == -1) at=0;
1477 else {
1478 if (head->resist[best_at] == 100) continue;
1479 else at = head->resist[best_at] / 5;
1480 }
1481 at -= level / 5;
1482 if (did_make_save(head, head->level, at)) continue;
1483 }
1484 else /* spell->attacktype */
1485 /*
1486 Spell has no attacktype (charm & such), so we'll have a specific saving:
1487 * if spell level < monster level, no go
1488 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1489
1490 The chance will then be in the range [20-70] percent, not too bad.
1491
1492 This is required to fix the 'charm monster' abuse, where a player level 1 can
1493 charm a level 125 monster...
1494
1495 Ryo, august 14th
1496 */
1497 {
1498 if ( head->level > level ) continue;
1499 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1500 /* Failed, no effect */
1501 continue;
1502 }
1503
1504 /* Done with saving throw. Now start effecting the monster */
1505
1506 /* aggravation */
1507 if (QUERY_FLAG(spell, FLAG_MONSTER)) {
1508 CLEAR_FLAG(head, FLAG_SLEEP);
1509 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1510 remove_friendly_object(head);
1511
1512 done_one = 1;
1513 head->enemy = op;
1514 }
1515
1516 /* calm monsters */
1517 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) {
1518 SET_FLAG(head, FLAG_UNAGGRESSIVE);
1519 head->enemy = NULL;
1520 done_one = 1;
1521 }
1522
1523 /* berserk monsters */
1524 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) {
1525 SET_FLAG(head, FLAG_BERSERK);
1526 done_one = 1;
1527 }
1528 /* charm */
1529 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) {
1530 SET_FLAG(head, FLAG_FRIENDLY);
1531 /* Prevent uncontolled outbreaks of self replicating monsters.
1532 Typical use case is charm, go somwhere, use aggravation to make hostile.
1533 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1534 CLEAR_FLAG(head, FLAG_GENERATOR);
1535 set_owner(head, op);
1536 set_spell_skill(op, caster, spell, head);
1537 add_friendly_object(head);
1538 head->attack_movement = PETMOVE;
1539 done_one = 1;
1540 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1541 head->stats.exp = 0;
1542 }
1543
1544 /* If a monster was effected, put an effect in */
1545 if (done_one && spell->other_arch) {
1546 tmp = arch_to_object(spell->other_arch);
1547 tmp->x = nx;
1548 tmp->y = ny;
1549 insert_ob_in_map(tmp, m, op, 0);
1550 }
1551 } /* for y */
1552
1553 return 1;
1554 }
1555
1556
1557 /* Move_ball_spell: This handles ball type spells that just sort of wander
1558 * about. was called move_ball_lightning, but since more than the ball
1559 * lightning spell used it, that seemed misnamed.
1560 * op is the spell effect.
1561 * note that duration is handled by process_object() in time.c
1562 */
1563
1564 void move_ball_spell(object *op) {
1565 int i,j,dam_save,dir, mflags;
1566 sint16 nx,ny, hx, hy;
1567 object *owner;
1568 mapstruct *m;
1569
1570 owner = get_owner(op);
1571
1572 /* the following logic makes sure that the ball doesn't move into a wall,
1573 * and makes sure that it will move along a wall to try and get at it's
1574 * victim. The block immediately below more or less chooses a random
1575 * offset to move the ball, eg, keep it mostly on course, with some
1576 * deviations.
1577 */
1578
1579 dir = 0;
1580 if(!(rndm(0, 3)))
1581 j = rndm(0, 1);
1582 else j=0;
1583
1584 for(i = 1; i < 9; i++) {
1585 /* i bit 0: alters sign of offset
1586 * other bits (i / 2): absolute value of offset
1587 */
1588
1589 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2);
1590 int tmpdir = absdir (op->direction + offset);
1591
1592 nx = op->x + freearr_x[tmpdir];
1593 ny = op->y + freearr_y[tmpdir];
1594 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) &&
1595 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
1596 dir = tmpdir;
1597 break;
1598 }
1599 }
1600 if (dir == 0) {
1601 nx = op->x;
1602 ny = op->y;
1603 m = op->map;
1604 }
1605
1606 remove_ob(op);
1607 op->y=ny;
1608 op->x=nx;
1609 insert_ob_in_map(op,m,op,0);
1610
1611 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1612 surrounding squares */
1613
1614 /* loop over current square and neighbors to hit.
1615 * if this has an other_arch field, we insert that in
1616 * the surround spaces.
1617 */
1618 for(j=0;j<9;j++) {
1619 object *new_ob;
1620
1621 hx = nx+freearr_x[j];
1622 hy = ny+freearr_y[j];
1623
1624 m = op->map;
1625 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
1626
1627 if (mflags & P_OUT_OF_MAP) continue;
1628
1629 /* first, don't ever, ever hit the owner. Don't hit out
1630 * of the map either.
1631 */
1632
1633 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) {
1634 if(j) op->stats.dam = dam_save/2;
1635 hit_map(op,j,op->attacktype,1);
1636
1637 }
1638
1639 /* insert the other arch */
1640 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
1641 new_ob = arch_to_object(op->other_arch);
1642 new_ob->x = hx;
1643 new_ob->y = hy;
1644 insert_ob_in_map(new_ob,m,op,0);
1645 }
1646 }
1647
1648 /* restore to the center location and damage*/
1649 op->stats.dam = dam_save;
1650
1651 i=spell_find_dir(op->map,op->x,op->y,get_owner(op));
1652
1653 if(i>=0) { /* we have a preferred direction! */
1654 /* pick another direction if the preferred dir is blocked. */
1655 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP ||
1656 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) {
1657 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */
1658 }
1659 op->direction=i;
1660 }
1661 }
1662
1663
1664 /* move_swarm_spell: peterm
1665 * This is an implementation of the swarm spell. It was written for
1666 * meteor swarm, but it could be used for any swarm. A swarm spell
1667 * is a special type of object that casts swarms of other types
1668 * of spells. Which spell it casts is flexible. It fires the spells
1669 * from a set of squares surrounding the caster, in a given direction.
1670 */
1671
1672 void move_swarm_spell(object *op)
1673 {
1674 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1675 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1676 sint16 target_x, target_y, origin_x, origin_y;
1677 int basedir, adjustdir;
1678 mapstruct *m;
1679 object *owner;
1680
1681 owner = get_owner(op);
1682 if(op->duration == 0 || owner == NULL) {
1683 remove_ob(op);
1684 free_object(op);
1685 return;
1686 }
1687 op->duration--;
1688
1689 basedir = op->direction;
1690 if(basedir == 0) {
1691 /* spray in all directions! 8) */
1692 basedir = rndm(1, 8);
1693 }
1694
1695 #if 0
1696 // this is bogus: it causes wrong places to be checked below
1697 // (a wall 2 cells away will block the effect...) and
1698 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1699 // space.
1700 // should be fixed later, but correctness before featurs...
1701 // (schmorp)
1702
1703 /* new offset calculation to make swarm element distribution
1704 * more uniform
1705 */
1706 if(op->duration) {
1707 if(basedir & 1) {
1708 adjustdir = cardinal_adjust[rndm(0, 8)];
1709 } else {
1710 adjustdir = diagonal_adjust[rndm(0, 9)];
1711 }
1712 } else {
1713 adjustdir = 0; /* fire the last one from forward. */
1714 }
1715
1716 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1717 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1718
1719 /* back up one space so we can hit point-blank targets, but this
1720 * necessitates extra out_of_map check below
1721 */
1722 origin_x = target_x - freearr_x[basedir];
1723 origin_y = target_y - freearr_y[basedir];
1724
1725
1726 /* spell pointer is set up for the spell this casts. Since this
1727 * should just be a pointer to the spell in some inventory,
1728 * it is unlikely to disappear by the time we need it. However,
1729 * do some sanity checking anyways.
1730 */
1731
1732 if (op->spell && op->spell->type == SPELL &&
1733 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1734 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1735
1736 /* Bullet spells have a bunch more customization that needs to be done */
1737 if (op->spell->subtype == SP_BULLET)
1738 fire_bullet(owner, op, basedir, op->spell);
1739 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1740 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1741 }
1742 #endif
1743
1744 /* spell pointer is set up for the spell this casts. Since this
1745 * should just be a pointer to the spell in some inventory,
1746 * it is unlikely to disappear by the time we need it. However,
1747 * do some sanity checking anyways.
1748 */
1749
1750 if (op->spell && op->spell->type == SPELL)
1751 {
1752 /* Bullet spells have a bunch more customization that needs to be done */
1753 if (op->spell->subtype == SP_BULLET)
1754 fire_bullet(owner, op, basedir, op->spell);
1755 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1756 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1757 }
1758 }
1759
1760
1761
1762
1763 /* fire_swarm:
1764 * The following routine creates a swarm of objects. It actually
1765 * sets up a specific swarm object, which then fires off all
1766 * the parts of the swarm.
1767 *
1768 * op: the owner
1769 * caster: the caster (owner, wand, rod, scroll)
1770 * dir: the direction everything will be fired in
1771 * spell - the spell that is this spell.
1772 * n: the number to be fired.
1773 */
1774
1775 int fire_swarm (object *op, object *caster, object *spell, int dir)
1776 {
1777 object *tmp;
1778 int i;
1779
1780 if (!spell->other_arch) return 0;
1781
1782 tmp=get_archetype(SWARM_SPELL);
1783 tmp->x=op->x;
1784 tmp->y=op->y;
1785 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1786 set_spell_skill(op, caster, spell, tmp);
1787
1788 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/
1789 tmp->spell = arch_to_object(spell->other_arch);
1790
1791 tmp->attacktype = tmp->spell->attacktype;
1792
1793 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) {
1794 if ( ! tailor_god_spell (tmp, op))
1795 return 1;
1796 }
1797 tmp->duration = SP_level_duration_adjust(caster, spell);
1798 for (i=0; i< spell->duration; i++)
1799 tmp->duration += die_roll(1, 3, op, PREFER_HIGH);
1800
1801 tmp->direction=dir;
1802 tmp->invisible=1;
1803 insert_ob_in_map(tmp,op->map,op,0);
1804 return 1;
1805 }
1806
1807
1808 /* See the spells documentation file for why this is its own
1809 * function.
1810 */
1811 int cast_light(object *op,object *caster,object *spell, int dir) {
1812 object *target=NULL,*tmp=NULL;
1813 sint16 x,y;
1814 int dam, mflags;
1815 mapstruct *m;
1816
1817 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell);
1818
1819 if(!dir) {
1820 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1821 return 0;
1822 }
1823
1824 x=op->x+freearr_x[dir];
1825 y=op->y+freearr_y[dir];
1826 m = op->map;
1827
1828 mflags = get_map_flags(m, &m, x, y, &x, &y);
1829
1830 if (mflags & P_OUT_OF_MAP) {
1831 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there.");
1832 return 0;
1833 }
1834
1835 if (mflags & P_IS_ALIVE && spell->attacktype) {
1836 for(target=get_map_ob(m,x,y);target;target=target->above)
1837 if(QUERY_FLAG(target,FLAG_MONSTER)) {
1838 /* oky doky. got a target monster. Lets make a blinding attack */
1839 if(target->head) target = target->head;
1840 (void) hit_player(target,dam,op,spell->attacktype,1);
1841 return 1; /* one success only! */
1842 }
1843 }
1844
1845 /* no live target, perhaps a wall is in the way? */
1846 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) {
1847 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1848 return 0;
1849 }
1850
1851 /* ok, looks groovy to just insert a new light on the map */
1852 tmp=arch_to_object(spell->other_arch);
1853 if(!tmp) {
1854 LOG(llevError,"Error: spell arch for cast_light() missing.\n");
1855 return 0;
1856 }
1857 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell);
1858 if (tmp->glow_radius) {
1859 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell);
1860 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII;
1861 }
1862 tmp->x=x;
1863 tmp->y=y;
1864 insert_ob_in_map(tmp,m,op,0);
1865 return 1;
1866 }
1867
1868
1869
1870
1871 /* cast_cause_disease: this spell looks along <dir> from the
1872 * player and infects someone.
1873 * op is the player/monster, caster is the object, dir is the direction
1874 * to cast, disease_arch is the specific disease, and type is the spell number
1875 * perhaps this should actually be in disease.c?
1876 */
1877
1878 int cast_cause_disease(object *op, object *caster, object *spell, int dir) {
1879 sint16 x,y;
1880 int i, mflags, range, dam_mod, dur_mod;
1881 object *walk;
1882 mapstruct *m;
1883
1884 x = op->x;
1885 y = op->y;
1886
1887 /* If casting from a scroll, no direction will be available, so refer to the
1888 * direction the player is pointing.
1889 */
1890 if (!dir) dir=op->facing;
1891 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */
1892
1893 /* Calculate these once here */
1894 range = spell->range + SP_level_range_adjust(caster, spell);
1895 dam_mod = SP_level_dam_adjust(caster, spell);
1896 dur_mod = SP_level_duration_adjust(caster, spell);
1897
1898 /* search in a line for a victim */
1899 for(i=1; i<range; i++) {
1900 x = op->x + i * freearr_x[dir];
1901 y = op->y + i * freearr_y[dir];
1902 m = op->map;
1903
1904 mflags = get_map_flags(m, &m, x, y, &x, &y);
1905
1906 if (mflags & P_OUT_OF_MAP) return 0;
1907
1908 /* don't go through walls - presume diseases are airborne */
1909 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0;
1910
1911 /* Only bother looking on this space if there is something living here */
1912 if (mflags & P_IS_ALIVE) {
1913 /* search this square for a victim */
1914 for(walk=get_map_ob(m,x,y);walk;walk=walk->above)
1915 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */
1916 object *disease = arch_to_object(spell->other_arch);
1917
1918 set_owner(disease,op);
1919 set_spell_skill(op, caster, spell, disease);
1920 disease->stats.exp = 0;
1921 disease->level = caster_level(caster, spell);
1922
1923 /* do level adjustments */
1924 if(disease->stats.wc)
1925 disease->stats.wc += dur_mod/2;
1926
1927 if(disease->magic> 0)
1928 disease->magic += dur_mod/4;
1929
1930 if(disease->stats.maxhp>0)
1931 disease->stats.maxhp += dur_mod;
1932
1933 if(disease->stats.maxgrace>0)
1934 disease->stats.maxgrace += dur_mod;
1935
1936 if(disease->stats.dam) {
1937 if(disease->stats.dam > 0)
1938 disease->stats.dam += dam_mod;
1939 else disease->stats.dam -= dam_mod;
1940 }
1941
1942 if(disease->last_sp) {
1943 disease->last_sp -= 2*dam_mod;
1944 if(disease->last_sp <1) disease->last_sp = 1;
1945 }
1946
1947 if(disease->stats.maxsp) {
1948 if(disease->stats.maxsp > 0)
1949 disease->stats.maxsp += dam_mod;
1950 else disease->stats.maxsp -= dam_mod;
1951 }
1952
1953 if(disease->stats.ac)
1954 disease->stats.ac += dam_mod;
1955
1956 if(disease->last_eat)
1957 disease->last_eat -= dam_mod;
1958
1959 if(disease->stats.hp)
1960 disease->stats.hp -= dam_mod;
1961
1962 if(disease->stats.sp)
1963 disease->stats.sp -= dam_mod;
1964
1965 if(infect_object(walk,disease,1)) {
1966 object *flash; /* visual effect for inflicting disease */
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1969
1970 free_object(disease); /* don't need this one anymore */
1971 flash=get_archetype(ARCH_DETECT_MAGIC);
1972 flash->x = x;
1973 flash->y = y;
1974 flash->map = walk->map;
1975 insert_ob_in_map(flash,walk->map,op,0);
1976 return 1;
1977 }
1978 free_object(disease);
1979 }
1980 } /* if living creature */
1981 } /* for range of spaces */
1982 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!");
1983 return 1;
1984 }