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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.63
Committed: Sun Sep 7 09:22:47 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_71
Changes since 1.62: +1 -1 lines
Log Message:
verified thta we indeed don't do any 'illegal' arch* == arch* comparisons

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 void
42 check_spell_knockback (object *op)
43 {
44 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46
47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
50 return;
51 }
52 else
53 {
54 weight_move = op->weight + (op->weight * op->level) / 3;
55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
56 }
57
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 {
60 int num_sections = 1;
61
62 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ))
64 return;
65
66 /* don't move parts of objects */
67 if (tmp->head)
68 continue;
69
70 /* don't move floors or immobile objects */
71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
73
74 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
77
78 /* I'm not sure if it makes sense to divide by num_sections - bigger
79 * objects should be harder to move, and we are moving the entire
80 * object, not just the head, so the total weight should be relevant.
81 */
82
83 /* surface area? -tm */
84
85 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */
87
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
90 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should
92 * also be safe for objects.
93 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information
95 * right now.
96 */
97 move_object (tmp, absdir (op->stats.sp));
98 }
99
100 }
101 }
102
103 /***************************************************************************
104 *
105 * BOLT CODE
106 *
107 ***************************************************************************/
108
109 /* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork.
111 */
112 void
113 forklightning (object *op, object *tmp)
114 {
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 maptile *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], &sx, &sy) & P_OUT_OF_MAP)
134 return;
135
136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137 return;
138
139 /* OK, we made a fork */
140 new_bolt = tmp->clone ();
141
142 /* reduce chances of subsequent forking */
143 new_bolt->stats.Dex -= 10;
144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
146 new_bolt->speed_left = -0.1f;
147 new_bolt->direction = t_dir;
148 new_bolt->duration++;
149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150 new_bolt->stats.dam++;
151 tmp->stats.dam /= 2; /* reduce father bolt damage */
152 tmp->stats.dam++;
153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt);
156 }
157
158 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it.
160 */
161 void
162 move_bolt (object *op)
163 {
164 int mflags;
165 sint16 x, y;
166 maptile *m;
167
168 if (--op->duration < 0)
169 {
170 op->destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 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)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
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
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
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 int
273 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274 {
275 object *tmp = NULL;
276 int mflags;
277
278 if (!spob->other_arch)
279 return 0;
280
281 tmp = arch_to_object (spob->other_arch);
282 if (tmp == NULL)
283 return 0;
284
285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con;
296
297 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
299 SET_ANIMATION (tmp, dir);
300
301 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp);
303
304 tmp->x = op->x + DIRX (tmp);
305 tmp->y = op->y + DIRY (tmp);
306 tmp->map = op->map;
307
308 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP)
311 {
312 tmp->destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 {
322 tmp->destroy ();
323 return 0;
324 }
325
326 tmp->x = op->x;
327 tmp->y = op->y;
328 tmp->direction = absdir (tmp->direction + 4);
329 tmp->map = op->map;
330 }
331
332 if ((tmp = tmp->insert_at (tmp, op)))
333 move_bolt (tmp);
334
335 return 1;
336 }
337
338 /***************************************************************************
339 *
340 * BULLET/BALL CODE
341 *
342 ***************************************************************************/
343
344 /* expands an explosion. op is a piece of the
345 * explosion - this expands it in the different directions.
346 * At least that is what I think this does.
347 */
348 void
349 explosion (object *op)
350 {
351 maptile *m = op->map;
352 int i;
353
354 if (--op->duration < 0)
355 {
356 op->destroy ();
357 return;
358 }
359
360 hit_map (op, 0, op->attacktype, 0);
361
362 if (op->range > 0)
363 {
364 for (i = 1; i < 9; i++)
365 {
366 sint16 dx, dy;
367
368 dx = op->x + freearr_x[i];
369 dy = op->y + freearr_y[i];
370
371 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc.
373 */
374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375 {
376 object *tmp = op->clone ();
377
378 tmp->state = 0;
379 tmp->speed_left = -0.21f;
380 tmp->range--;
381 tmp->value = 0;
382
383 m->insert (tmp, dx, dy, op);
384 }
385 }
386 }
387 }
388
389 /* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to
391 * explode.
392 */
393 void
394 explode_bullet (object *op)
395 {
396 object *tmp, *owner;
397
398 if (!op->other_arch)
399 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy ();
402 return;
403 }
404
405 if (op->env)
406 {
407 object *env = op->outer_env ();
408
409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy ();
413 return;
414 }
415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 }
418 else if (out_of_map (op->map, op->x, op->y))
419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy ();
422 return;
423 }
424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 {
430 op->destroy ();
431 return;
432 }
433
434 if (op->attacktype)
435 {
436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ())
439 return;
440 }
441
442 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch);
444
445 tmp->set_owner (op);
446 tmp->skill = op->skill;
447
448 owner = op->owner;
449
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
451 {
452 op->destroy ();
453 return;
454 }
455
456 /* special for bombs - it actually has sane values for these */
457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
458 {
459 tmp->attacktype = op->attacktype;
460 tmp->range = op->range;
461 tmp->stats.dam = op->stats.dam;
462 tmp->duration = op->duration;
463 }
464 else
465 {
466 if (op->attacktype & AT_MAGIC)
467 tmp->attacktype |= AT_MAGIC;
468
469 /* Spell doc describes what is going on here */
470 tmp->stats.dam = op->dam_modifier;
471 tmp->range = op->stats.maxhp;
472 tmp->duration = op->stats.hp;
473 /* Used for spell tracking - just need a unique val for this spell -
474 * the count of the parent should work fine.
475 */
476 tmp->stats.maxhp = op->count;
477 }
478
479 /* Set direction of cone explosion */
480 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
481 tmp->stats.sp = op->direction;
482
483 /* Prevent recursion */
484 op->move_on = 0;
485
486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
489 /* remove the firebullet */
490 op->destroy ();
491 }
492
493 /* checks to see what op should do, given the space it is on
494 * (eg, explode, damage player, etc)
495 */
496 void
497 check_bullet (object *op)
498 {
499 object *tmp;
500 int dam, mflags;
501 maptile *m;
502 sint16 sx, sy;
503
504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
505
506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
507 return;
508
509 if (op->other_arch)
510 {
511 /* explode object will also remove op */
512 explode_bullet (op);
513 return;
514 }
515
516 /* If nothing alive on this space, no reason to do anything further */
517 if (!(mflags & P_IS_ALIVE))
518 return;
519
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 {
530 op->destroy ();
531 return;
532 }
533 }
534 }
535 }
536 }
537
538 /* Basically, we move 'op' one square, and if it hits something,
539 * call check_bullet.
540 * This function is only applicable to bullets, but not to all
541 * fired arches (eg, bolts).
542 */
543 void
544 move_bullet (object *op)
545 {
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550 #if 0
551 /* We need a better general purpose way to do this */
552
553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR)
556 {
557 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ())
559 return;
560 } /* end addition. */
561 #endif
562
563 /* Reached the end of its life - remove it */
564 if (--op->range <= 0)
565 {
566 if (op->other_arch)
567 explode_bullet (op);
568 else
569 op->destroy ();
570
571 return;
572 }
573
574 new_x = op->x + DIRX (op);
575 new_y = op->y + DIRY (op);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578
579 if (mflags & P_OUT_OF_MAP)
580 {
581 op->destroy ();
582 return;
583 }
584
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 {
587 if (op->other_arch)
588 explode_bullet (op);
589 else
590 op->destroy ();
591
592 return;
593 }
594
595 if (!(op = m->insert (op, new_x, new_y, op)))
596 return;
597
598 if (reflwall (op->map, op->x, op->y, op))
599 {
600 op->direction = absdir (op->direction + 4);
601 update_turn_face (op);
602 }
603 else
604 check_bullet (op);
605 }
606
607 /* fire_bullet
608 * object op (cast from caster) files a bolt in dir.
609 * spob is the spell object for the bolt.
610 * we remove the magic flag - that can be derived from
611 * spob->attacktype.
612 * This function sets up the appropriate owner and skill
613 * pointers.
614 */
615 int
616 fire_bullet (object *op, object *caster, int dir, object *spob)
617 {
618 object *tmp = NULL;
619 int mflags;
620
621 if (!spob->other_arch)
622 return 0;
623
624 tmp = spob->other_arch->instance ();
625 if (!tmp)
626 return 0;
627
628 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying)
632 tmp->slaying = spob->slaying;
633
634 tmp->range = 50;
635
636 /* Need to store duration/range for the ball to use */
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640
641 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
643 SET_ANIMATION (tmp, dir);
644
645 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp);
647
648 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map;
651
652 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP)
655 {
656 tmp->destroy ();
657 return 0;
658 }
659
660 tmp->map = newmap;
661
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 {
666 tmp->destroy ();
667 return 0;
668 }
669
670 tmp->x = op->x;
671 tmp->y = op->y;
672 tmp->direction = absdir (tmp->direction + 4);
673 tmp->map = op->map;
674 }
675
676 if ((tmp = tmp->insert_at (tmp, op)))
677 check_bullet (tmp);
678
679 return 1;
680 }
681
682 /*****************************************************************************
683 *
684 * CONE RELATED FUNCTIONS
685 *
686 *****************************************************************************/
687
688 /* drops an object based on what is in the cone's "other_arch" */
689 void
690 cone_drop (object *op)
691 {
692 object *new_ob = arch_to_object (op->other_arch);
693
694 new_ob->level = op->level;
695 new_ob->set_owner (op->owner);
696
697 /* preserve skill ownership */
698 if (op->skill && op->skill != new_ob->skill)
699 new_ob->skill = op->skill;
700
701 new_ob->insert_at (op, op);
702 }
703
704 /* move_cone: causes cone object 'op' to move a space/hit creatures */
705
706 void
707 move_cone (object *op)
708 {
709 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map)
711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
716
717 /* lava saves it's life, but not yours :) */
718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
720 hit_map (op, 0, op->attacktype, 0);
721 return;
722 }
723
724 #if 0
725 /* Disable this - enabling it makes monsters easier, as
726 * when their cone dies when they die.
727 */
728 /* If no owner left, the spell dies out. */
729 if (op->owner == NULL)
730 {
731 op->destroy ();
732 return;
733 }
734 #endif
735
736 hit_map (op, 0, op->attacktype, 0);
737
738 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some
740 * degree.
741 */
742 if (op->weight)
743 check_spell_knockback (op);
744
745 if (op->destroyed ())
746 return;
747
748 if (op->duration-- < 0)
749 {
750 op->destroy ();
751 return;
752 }
753 /* Object has hit maximum range, so don't have it move
754 * any further. When the duration above expires,
755 * then the object will get removed.
756 */
757 if (--op->range < 0)
758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
762
763 for (int i = -1; i <= 1; i++)
764 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 {
769 object *tmp = op->clone ();
770
771 tmp->duration = op->duration + 1;
772
773 /* Use for spell tracking - see ok_to_put_more() */
774 tmp->stats.maxhp = op->stats.maxhp;
775
776 op->map->insert (tmp, x, y, op);
777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
781 }
782 }
783
784 /* cast_cone: casts a cone spell.
785 * op: person firing the object.
786 * caster: object casting the spell.
787 * dir: direction to fire in.
788 * spell: spell that is being fired. It uses other_arch for the archetype
789 * to fire.
790 * returns 0 on failure, 1 on success.
791 */
792 int
793 cast_cone (object *op, object *caster, int dir, object *spell)
794 {
795 object *tmp;
796 int i, success = 0, range_min = -1, range_max = 1;
797 maptile *m;
798 sint16 sx, sy;
799 MoveType movetype;
800
801 if (!spell->other_arch)
802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
809
810 if (!dir)
811 {
812 range_min = 0;
813 range_max = 8;
814 }
815
816 /* Need to know what the movetype of the object we are about
817 * to create is, so we can know if the space we are about to
818 * insert it into is blocked.
819 */
820 movetype = spell->other_arch->move_type;
821
822 for (i = range_min; i <= range_max; i++)
823 {
824 sint16 x, y, d;
825
826 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person.
830 */
831 d = dir + i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836
837 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage
841 * becase 0 direction will go through 9 directions - necessary
842 * for the rune code.
843 */
844 if (caster->type != RUNE && d == 0)
845 {
846 if (dir != 0)
847 d = 8;
848 else
849 continue;
850 }
851
852 x = op->x + freearr_x[d];
853 y = op->y + freearr_y[d];
854
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue;
857
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue;
860
861 success = 1;
862 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell);
866 tmp->attacktype = spell->attacktype;
867
868 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op))
871 return 0;
872
873 if (dir)
874 tmp->stats.sp = dir;
875 else
876 tmp->stats.sp = i;
877
878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
879
880 /* If casting it in all directions, it doesn't go as far */
881 if (dir == 0)
882 {
883 tmp->range /= 4;
884 if (tmp->range < 2 && spell->range >= 2)
885 tmp->range = 2;
886 }
887
888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
890
891 /* Special bonus for fear attacks */
892 if (tmp->attacktype & AT_FEAR)
893 {
894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
897 tmp->duration += caster->level / 3;
898 }
899
900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901 {
902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
905 tmp->duration += caster->level / 3;
906 }
907
908 if (!(tmp->move_type & MOVE_FLY_LOW))
909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
910
911 if (!tmp->move_on && tmp->stats.dam)
912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
913
914 m->insert (tmp, sx, sy, op);
915
916 /* This is used for tracking spells so that one effect doesn't hit
917 * a single space too many times.
918 */
919 tmp->stats.maxhp = tmp->count;
920
921 if (tmp->other_arch)
922 cone_drop (tmp);
923 }
924
925 return success;
926 }
927
928 /****************************************************************************
929 *
930 * BOMB related code
931 *
932 ****************************************************************************/
933
934 /* This handles an exploding bomb.
935 * op is the original bomb object.
936 */
937 void
938 animate_bomb (object *op)
939 {
940 if (op->state != NUM_ANIMATIONS (op) - 1)
941 return;
942
943 object *env = op->outer_env ();
944
945 if (op->env)
946 {
947 if (env->map == NULL)
948 return;
949
950 if (!(op = op->insert_at (env, op)))
951 return;
952 }
953
954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
955 // on a safe map. I don't like this special casing, but it seems to be neccessary
956 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
958 {
959 op->destroy ();
960 return;
961 }
962
963 /* This copies a lot of the code from the fire bullet,
964 * but using the cast_bullet isn't really feasible,
965 * so just set up the appropriate values.
966 */
967 if (archetype *at = archetype::find (SPLINT))
968 {
969 for (int i = 1; i < 9; i++)
970 {
971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
972 continue;
973
974 object *tmp = arch_to_object (at);
975 tmp->direction = i;
976 tmp->range = op->range;
977 tmp->stats.dam = op->stats.dam;
978 tmp->duration = op->duration;
979 tmp->attacktype = op->attacktype;
980 tmp->set_owner (op);
981 if (op->skill && op->skill != tmp->skill)
982 tmp->skill = op->skill;
983
984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
985 SET_ANIMATION (tmp, i);
986
987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
988 move_bullet (tmp);
989 }
990 }
991
992 explode_bullet (op);
993 }
994
995 int
996 create_bomb (object *op, object *caster, int dir, object *spell)
997 {
998 object *tmp;
999 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1001 maptile *m;
1002
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1007 return 0;
1008 }
1009
1010 tmp = arch_to_object (spell->other_arch);
1011
1012 /* level dependencies for bomb */
1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1016 tmp->attacktype = spell->attacktype;
1017
1018 tmp->set_owner (op);
1019 set_spell_skill (op, caster, spell, tmp);
1020
1021 m->insert (tmp, dx, dy, op);
1022 return 1;
1023 }
1024
1025 /****************************************************************************
1026 *
1027 * smite related spell code.
1028 *
1029 ****************************************************************************/
1030
1031 /* get_pointed_target() - this is used by finger of death
1032 * and the 'smite' spells. Returns the pointer to the first
1033 * monster in the direction which is pointed to by op. b.t.
1034 * op is the caster - really only used for the source location.
1035 * dir is the direction to look in.
1036 * range is how far out to look.
1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1038 * this info is used for blocked magic/unholy spaces.
1039 */
1040 object *
1041 get_pointed_target (object *op, int dir, int range, int type)
1042 {
1043 object *target;
1044 sint16 x, y;
1045 int dist, mflags;
1046 maptile *mp;
1047
1048 if (dir == 0)
1049 return NULL;
1050
1051 for (dist = 1; dist < range; dist++)
1052 {
1053 x = op->x + freearr_x[dir] * dist;
1054 y = op->y + freearr_y[dir] * dist;
1055 mp = op->map;
1056 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1057
1058 if (mflags & P_OUT_OF_MAP)
1059 return NULL;
1060 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1061 return NULL;
1062 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1063 return NULL;
1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1065 return NULL;
1066
1067 if (mflags & P_IS_ALIVE)
1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1070 return target;
1071 }
1072
1073 return NULL;
1074 }
1075
1076 /* cast_smite_arch() - the priest points to a creature and causes
1077 * a 'godly curse' to decend.
1078 * usual params -
1079 * op = player
1080 * caster = object casting the spell.
1081 * dir = direction being cast
1082 * spell = spell object
1083 */
1084 int
1085 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086 {
1087 object *effect, *target;
1088 object *god = find_god (determine_god (op));
1089 int range;
1090
1091 range = spell->range + SP_level_range_adjust (caster, spell);
1092 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1093
1094 /* Bunch of conditions for casting this spell. Note that only
1095 * require a god if this is a cleric spell (requires grace).
1096 * This makes this spell much more general purpose - it can be used
1097 * by wizards also, which is good, because I think this is a very
1098 * interesting spell.
1099 * if it is a cleric spell, you need a god, and the creature
1100 * can't be friendly to your god.
1101 */
1102
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1104 || (!god && spell->stats.grace)
1105 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1106 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0;
1109 }
1110
1111 if (spell->other_arch)
1112 effect = arch_to_object (spell->other_arch);
1113 else
1114 return 0;
1115
1116 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell);
1118 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 {
1121 if (tailor_god_spell (effect, op))
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1123 else
1124 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0;
1127 }
1128 }
1129
1130 /* size of the area of destruction */
1131 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1132 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1133
1134 if (effect->attacktype & AT_DEATH)
1135 {
1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1137
1138 /* casting death spells at undead isn't a good thing */
1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1140 {
1141 if (random_roll (0, 2, op, PREFER_LOW))
1142 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1144 effect->x = op->x;
1145 effect->y = op->y;
1146 }
1147 else
1148 {
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1150 target->stats.hp = target->stats.maxhp * 2;
1151 effect->destroy ();
1152 return 0;
1153 }
1154 }
1155 }
1156 else
1157 {
1158 /* how much woe to inflict :) */
1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1160 }
1161
1162 effect->set_owner (op);
1163 set_spell_skill (op, caster, spell, effect);
1164
1165 /* ok, tell it where to be, and insert! */
1166 effect->insert_at (target, op);
1167
1168 return 1;
1169 }
1170
1171 /****************************************************************************
1172 *
1173 * MAGIC MISSILE code.
1174 * note that the fire_bullet is used to fire the missile. The
1175 * code here is just to move the missile.
1176 ****************************************************************************/
1177
1178 /* op is a missile that needs to be moved */
1179 void
1180 move_missile (object *op)
1181 {
1182 if (op->range-- <= 0)
1183 {
1184 op->destroy ();
1185 return;
1186 }
1187
1188 mapxy pos (op);
1189 pos.move (op->direction);
1190
1191 if (!pos.normalise ())
1192 {
1193 op->destroy ();
1194 return;
1195 }
1196
1197 mapspace &ms = pos.ms ();
1198
1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1200 {
1201 hit_map (op, op->direction, AT_MAGIC, 1);
1202 /* Basically, missile only hits one thing then goes away.
1203 * we need to remove it if someone hasn't already done so.
1204 */
1205 op->destroy ();
1206 return;
1207 }
1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1216 if (i > 0 && i != op->direction)
1217 {
1218 op->direction = i;
1219 SET_ANIMATION (op, op->direction);
1220 }
1221
1222 pos.insert (op, op);
1223 }
1224
1225 /****************************************************************************
1226 * Destruction
1227 ****************************************************************************/
1228
1229 /* make_object_glow() - currently only makes living objects glow.
1230 * we do this by creating a force and inserting it in the
1231 * object. if time is 0, the object glows permanently. To truely
1232 * make this work for non-living objects, we would have to
1233 * give them the capability to have an inventory. b.t.
1234 */
1235 int
1236 make_object_glow (object *op, int radius, int time)
1237 {
1238 /* some things are unaffected... */
1239 if (op->path_denied & PATH_LIGHT)
1240 return 0;
1241
1242 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01;
1244 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius;
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op);
1251
1252 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius;
1254
1255 return 1;
1256 }
1257
1258 int
1259 cast_destruction (object *op, object *caster, object *spell_ob)
1260 {
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1272
1273 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */
1279 skill = op->skill;
1280 if (caster == op)
1281 op->skill = spell_ob->skill;
1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1285 op->skill = NULL;
1286
1287 op->change_skill (find_skill_by_name (op, op->skill));
1288
1289 for (i = -range; i <= range; i++)
1290 {
1291 for (j = -range; j <= range; j++)
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE)
1302 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306
1307 if (tmp)
1308 {
1309 if (tmp->head)
1310 tmp = tmp->head;
1311
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1319 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1321 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1323 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332
1333 op->skill = skill;
1334 return 1;
1335 }
1336
1337 /***************************************************************************
1338 *
1339 * CURSE
1340 *
1341 ***************************************************************************/
1342
1343 int
1344 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345 {
1346 object *god = find_god (determine_god (op));
1347 object *tmp, *force;
1348
1349 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1350 if (!tmp)
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1353 return 0;
1354 }
1355
1356 tmp = tmp->head_ ();
1357
1358 /* If we've already got a force of this type, don't add a new one. */
1359 for (force = tmp->inv; force; force = force->below)
1360 {
1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1362 {
1363 if (force->name == spell_ob->name)
1364 {
1365 break;
1366 }
1367 else if (spell_ob->race && spell_ob->race == force->name)
1368 {
1369 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1370 return 0;
1371 }
1372 }
1373 }
1374
1375 if (!force)
1376 {
1377 force = get_archetype (FORCE_NAME);
1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1380 if (spell_ob->race)
1381 force->name = spell_ob->race;
1382 else
1383 force->name = spell_ob->name;
1384
1385 force->name_pl = spell_ob->name;
1386
1387 }
1388 else
1389 {
1390 int duration;
1391
1392 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1393 if (duration > force->duration)
1394 {
1395 force->duration = duration;
1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1397 }
1398 else
1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1400
1401 return 1;
1402 }
1403
1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1405 force->speed = 1.f;
1406 force->speed_left = -1.f;
1407 SET_FLAG (force, FLAG_APPLIED);
1408
1409 if (god)
1410 {
1411 if (spell_ob->last_grace)
1412 force->path_repelled = god->path_repelled;
1413 if (spell_ob->last_grace)
1414 force->path_denied = god->path_denied;
1415 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1416 }
1417 else
1418 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1419
1420
1421 if (tmp != op && op->type == PLAYER)
1422 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1423
1424 force->stats.ac = spell_ob->stats.ac;
1425 force->stats.wc = spell_ob->stats.wc;
1426
1427 change_abil (tmp, force); /* Mostly to display any messages */
1428 insert_ob_in_ob (force, tmp);
1429 tmp->update_stats ();
1430 return 1;
1431
1432 }
1433
1434 /**********************************************************************
1435 * mood change
1436 * Arguably, this may or may not be an attack spell. But since it
1437 * effects monsters, it seems best to put it into this file
1438 ***********************************************************************/
1439
1440 /* This covers the various spells that change the moods of monsters -
1441 * makes them angry, peacful, friendly, etc.
1442 */
1443 int
1444 mood_change (object *op, object *caster, object *spell)
1445 {
1446 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race;
1451
1452 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again.
1454 */
1455 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell);
1458
1459 /* On the bright side, no monster should ever have a race of GOD_...
1460 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything.
1462 */
1463 if (!spell->race)
1464 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1466 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1468 race = god->race;
1469 else
1470 race = spell->race;
1471
1472 for (x = op->x - range; x <= op->x + range; x++)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 {
1475 done_one = 0;
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482
1483 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE))
1485 continue;
1486
1487 // players can only affect spaces that they can actually see
1488 if (caster && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70)
1490 continue;
1491
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break;
1495
1496 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER)
1498 continue;
1499
1500 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head;
1503 else
1504 head = tmp;
1505
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race))
1508 continue;
1509
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue;
1512
1513 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1;
1515 if (spell->attacktype)
1516 {
1517 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at;
1521
1522 if (best_at == -1)
1523 at = 0;
1524 else
1525 {
1526 if (head->resist[best_at] == 100)
1527 continue;
1528 else
1529 at = head->resist[best_at] / 5;
1530 }
1531 at -= level / 5;
1532 if (did_make_save (head, head->level, at))
1533 continue;
1534 }
1535 else /* spell->attacktype */
1536 {
1537 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541
1542 The chance will then be in the range [20-70] percent, not too bad.
1543
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster...
1546
1547 Ryo, august 14th
1548 */
1549 if (head->level > level)
1550 continue;
1551
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1553 /* Failed, no effect */
1554 continue;
1555 }
1556
1557 /* Done with saving throw. Now start affecting the monster */
1558
1559 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 {
1562 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head);
1564 done_one = 1;
1565 head->enemy = op;
1566 }
1567
1568 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL;
1573 done_one = 1;
1574 }
1575
1576 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 {
1579 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1;
1581 }
1582
1583 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile.
1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head);
1595 head->attack_movement = PETMOVE;
1596 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0;
1599 }
1600
1601 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1604 } /* for y */
1605
1606 return 1;
1607 }
1608
1609
1610 /* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect.
1614 * note that duration is handled by process_object() in time.c
1615 */
1616 void
1617 move_ball_spell (object *op)
1618 {
1619 int i, j, dam_save, dir, mflags;
1620 sint16 nx, ny, hx, hy;
1621 object *owner;
1622 maptile *m;
1623
1624 owner = op->owner;
1625
1626 /* the following logic makes sure that the ball doesn't move into a wall,
1627 * and makes sure that it will move along a wall to try and get at it's
1628 * victim. The block immediately below more or less chooses a random
1629 * offset to move the ball, eg, keep it mostly on course, with some
1630 * deviations.
1631 */
1632
1633 dir = 0;
1634 if (!(rndm (0, 3)))
1635 j = rndm (0, 1);
1636 else
1637 j = 0;
1638
1639 for (i = 1; i < 9; i++)
1640 {
1641 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset
1643 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset);
1647
1648 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir];
1650 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))))
1651 {
1652 dir = tmpdir;
1653 break;
1654 }
1655 }
1656 if (dir == 0)
1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1662
1663 m->insert (op, nx, ny, op);
1664
1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1666 surrounding squares */
1667
1668 /* loop over current square and neighbors to hit.
1669 * if this has an other_arch field, we insert that in
1670 * the surround spaces.
1671 */
1672 for (j = 0; j < 9; j++)
1673 {
1674 hx = nx + freearr_x[j];
1675 hy = ny + freearr_y[j];
1676
1677 m = op->map;
1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1679
1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1682
1683 /* first, don't ever, ever hit the owner. Don't hit out
1684 * of the map either.
1685 */
1686
1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1692 hit_map (op, j, op->attacktype, 1);
1693 }
1694
1695 /* insert the other arch */
1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1698 }
1699
1700 /* restore to the center location and damage */
1701 op->stats.dam = dam_save;
1702
1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1704
1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1707 /* pick another direction if the preferred dir is blocked. */
1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1711
1712 op->direction = i;
1713 }
1714 }
1715
1716 /* move_swarm_spell: peterm
1717 * This is an implementation of the swarm spell. It was written for
1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1719 * is a special type of object that casts swarms of other types
1720 * of spells. Which spell it casts is flexible. It fires the spells
1721 * from a set of squares surrounding the caster, in a given direction.
1722 */
1723 void
1724 move_swarm_spell (object *op)
1725 {
1726 #if 0
1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1729 sint16 target_x, target_y, origin_x, origin_y;
1730 int adjustdir;
1731 maptile *m;
1732 #endif
1733 object *owner = op->env;
1734
1735 if (!owner) // MUST not happen, remove when true TODO
1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1738 op->destroy ();
1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1748 op->duration--;
1749
1750 int basedir = op->direction;
1751 if (!basedir)
1752 {
1753 /* spray in all directions! 8) */
1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1756 }
1757
1758 #if 0
1759 // this is bogus: it causes wrong places to be checked below
1760 // (a wall 2 cells away will block the effect...) and
1761 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1762 // space.
1763 // should be fixed later, but correctness before features...
1764 // (schmorp)
1765
1766 /* new offset calculation to make swarm element distribution
1767 * more uniform
1768 */
1769 if (op->duration)
1770 {
1771 if (basedir & 1)
1772 {
1773 adjustdir = cardinal_adjust[rndm (0, 8)];
1774 }
1775 else
1776 {
1777 adjustdir = diagonal_adjust[rndm (0, 9)];
1778 }
1779 }
1780 else
1781 {
1782 adjustdir = 0; /* fire the last one from forward. */
1783 }
1784
1785 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1786 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1787
1788 /* back up one space so we can hit point-blank targets, but this
1789 * necessitates extra out_of_map check below
1790 */
1791 origin_x = target_x - freearr_x[basedir];
1792 origin_y = target_y - freearr_y[basedir];
1793
1794
1795 /* spell pointer is set up for the spell this casts. Since this
1796 * should just be a pointer to the spell in some inventory,
1797 * it is unlikely to disappear by the time we need it. However,
1798 * do some sanity checking anyways.
1799 */
1800
1801 if (op->spell && op->spell->type == SPELL &&
1802 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1803 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1804 {
1805
1806 /* Bullet spells have a bunch more customization that needs to be done */
1807 if (op->spell->subtype == SP_BULLET)
1808 fire_bullet (owner, op, basedir, op->spell);
1809 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1810 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1811 }
1812 #endif
1813
1814 /* spell pointer is set up for the spell this casts. Since this
1815 * should just be a pointer to the spell in some inventory,
1816 * it is unlikely to disappear by the time we need it. However,
1817 * do some sanity checking anyways.
1818 */
1819
1820 if (op->spell && op->spell->type == SPELL)
1821 {
1822 /* Bullet spells have a bunch more customization that needs to be done */
1823 if (op->spell->subtype == SP_BULLET)
1824 fire_bullet (owner, op, basedir, op->spell);
1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1827 }
1828 }
1829
1830 /* fire_swarm:
1831 * The following routine creates a swarm of objects. It actually
1832 * sets up a specific swarm object, which then fires off all
1833 * the parts of the swarm.
1834 *
1835 * op: the owner
1836 * caster: the caster (owner, wand, rod, scroll)
1837 * dir: the direction everything will be fired in
1838 * spell - the spell that is this spell.
1839 * n: the number to be fired.
1840 */
1841 int
1842 fire_swarm (object *op, object *caster, object *spell, int dir)
1843 {
1844 if (!spell->other_arch)
1845 return 0;
1846
1847 object *tmp = archetype::get (SWARM_SPELL);
1848
1849 set_spell_skill (op, caster, spell, tmp);
1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1851 tmp->spell = spell->other_arch->instance ();
1852 tmp->attacktype = tmp->spell->attacktype;
1853
1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1855 if (!tailor_god_spell (tmp, op))
1856 return 1;
1857
1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1859 for (int i = 0; i < spell->duration; i++)
1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1864 tmp->direction = dir;
1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
1870 return 1;
1871 }
1872
1873 /* See the spells documentation file for why this is its own
1874 * function.
1875 */
1876 int
1877 cast_light (object *op, object *caster, object *spell, int dir)
1878 {
1879 object *target = NULL, *tmp = NULL;
1880 sint16 x, y;
1881 int dam, mflags;
1882 maptile *m;
1883
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885
1886 if (!dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 }
1891
1892 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir];
1894 m = op->map;
1895
1896 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897
1898 if (mflags & P_OUT_OF_MAP)
1899 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0;
1902 }
1903
1904 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head)
1911 target = target->head;
1912
1913 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */
1915 }
1916 }
1917
1918 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0;
1923 }
1924
1925 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch);
1927 if (!tmp)
1928 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0;
1931 }
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1933 if (tmp->glow_radius)
1934 {
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939
1940 m->insert (tmp, x, y, op);
1941 return 1;
1942 }
1943
1944 /* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone.
1946 * op is the player/monster, caster is the object, dir is the direction
1947 * to cast, disease_arch is the specific disease, and type is the spell number
1948 * perhaps this should actually be in disease.c?
1949 */
1950 int
1951 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1952 {
1953 sint16 x, y;
1954 int i, mflags, range, dam_mod, dur_mod;
1955 object *walk;
1956 maptile *m;
1957
1958 x = op->x;
1959 y = op->y;
1960
1961 /* If casting from a scroll, no direction will be available, so refer to the
1962 * direction the player is pointing.
1963 */
1964 if (!dir)
1965 dir = op->facing;
1966
1967 if (!dir)
1968 return 0; /* won't find anything if casting on ourself, so just return */
1969
1970 /* Calculate these once here */
1971 range = spell->range + SP_level_range_adjust (caster, spell);
1972 dam_mod = SP_level_dam_adjust (caster, spell);
1973 dur_mod = SP_level_duration_adjust (caster, spell);
1974
1975 /* search in a line for a victim */
1976 for (i = 1; i < range; i++)
1977 {
1978 x = op->x + i * freearr_x[dir];
1979 y = op->y + i * freearr_y[dir];
1980 m = op->map;
1981
1982 mflags = get_map_flags (m, &m, x, y, &x, &y);
1983
1984 if (mflags & P_OUT_OF_MAP)
1985 return 0;
1986
1987 /* don't go through walls - presume diseases are airborne */
1988 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1989 return 0;
1990
1991 /* Only bother looking on this space if there is something living here */
1992 if (mflags & P_IS_ALIVE)
1993 {
1994 /* search this square for a victim */
1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1997 { /* found a victim */
1998 object *disease = arch_to_object (spell->other_arch);
1999
2000 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0;
2003 disease->level = caster_level (caster, spell);
2004
2005 /* do level adjustments */
2006 if (disease->stats.wc)
2007 disease->stats.wc += dur_mod / 2;
2008
2009 if (disease->magic > 0)
2010 disease->magic += dur_mod / 8;
2011
2012 if (disease->stats.maxhp > 0)
2013 disease->stats.maxhp += dur_mod;
2014
2015 if (disease->stats.maxgrace > 0)
2016 disease->stats.maxgrace += dur_mod;
2017
2018 if (disease->stats.dam)
2019 {
2020 if (disease->stats.dam > 0)
2021 disease->stats.dam += dam_mod;
2022 else
2023 disease->stats.dam -= dam_mod;
2024 }
2025
2026 if (disease->last_sp)
2027 {
2028 disease->last_sp -= 2 * dam_mod;
2029 if (disease->last_sp < 1)
2030 disease->last_sp = 1;
2031 }
2032
2033 if (disease->stats.maxsp)
2034 {
2035 if (disease->stats.maxsp > 0)
2036 disease->stats.maxsp += dam_mod;
2037 else
2038 disease->stats.maxsp -= dam_mod;
2039 }
2040
2041 if (disease->stats.ac)
2042 disease->stats.ac += dam_mod;
2043
2044 if (disease->last_eat)
2045 disease->last_eat -= dam_mod;
2046
2047 if (disease->stats.hp)
2048 disease->stats.hp -= dam_mod;
2049
2050 if (disease->stats.sp)
2051 disease->stats.sp -= dam_mod;
2052
2053 if (infect_object (walk, disease, 1))
2054 {
2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2056
2057 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2059 return 1;
2060 }
2061
2062 disease->destroy ();
2063 }
2064 } /* if living creature */
2065 } /* for range of spaces */
2066
2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2068 return 1;
2069 }