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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.56
Committed: Sat May 17 01:05:57 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +3 -1 lines
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File Contents

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