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Revision: 1.66
Committed: Mon Sep 29 10:31:32 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +5 -10 lines
Log Message:
introduce drop_and_destroy and use it

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