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Revision: 1.68
Committed: Mon Oct 6 08:46:33 2008 UTC (15 years, 7 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.67: +8 -3 lines
Log Message:
added some checks in move_cone.

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 ();
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
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
454 {
455 op->destroy ();
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 ();
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 ();
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 ();
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 ();
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 ();
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 ();
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 ();
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 ();
736 return;
737 }
738 #endif
739
740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
744
745 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some
747 * degree.
748 */
749 if (op->weight)
750 {
751 check_spell_knockback (op);
752
753 if (!op->is_on_map ())
754 return;
755 }
756
757 if (op->duration-- < 0)
758 {
759 op->destroy ();
760 return;
761 }
762 /* Object has hit maximum range, so don't have it move
763 * any further. When the duration above expires,
764 * then the object will get removed.
765 */
766 if (--op->range < 0)
767 {
768 op->range = 0; /* just so it doesn't wrap */
769 return;
770 }
771
772 for (int i = -1; i <= 1; i++)
773 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
775
776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
777 {
778 object *tmp = op->clone ();
779
780 tmp->duration = op->duration + 1;
781
782 /* Use for spell tracking - see ok_to_put_more() */
783 tmp->stats.maxhp = op->stats.maxhp;
784
785 op->map->insert (tmp, x, y, op);
786
787 if (tmp->other_arch)
788 cone_drop (tmp);
789 }
790 }
791 }
792
793 /* cast_cone: casts a cone spell.
794 * op: person firing the object.
795 * caster: object casting the spell.
796 * dir: direction to fire in.
797 * spell: spell that is being fired. It uses other_arch for the archetype
798 * to fire.
799 * returns 0 on failure, 1 on success.
800 */
801 int
802 cast_cone (object *op, object *caster, int dir, object *spell)
803 {
804 object *tmp;
805 int i, success = 0, range_min = -1, range_max = 1;
806 maptile *m;
807 sint16 sx, sy;
808 MoveType movetype;
809
810 if (!spell->other_arch)
811 return 0;
812
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
816 return 0;
817 }
818
819 if (!dir)
820 {
821 range_min = 0;
822 range_max = 8;
823 }
824
825 /* Need to know what the movetype of the object we are about
826 * to create is, so we can know if the space we are about to
827 * insert it into is blocked.
828 */
829 movetype = spell->other_arch->move_type;
830
831 for (i = range_min; i <= range_max; i++)
832 {
833 sint16 x, y, d;
834
835 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person.
839 */
840 d = dir + i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845
846 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage
850 * becase 0 direction will go through 9 directions - necessary
851 * for the rune code.
852 */
853 if (caster->type != RUNE && d == 0)
854 {
855 if (dir != 0)
856 d = 8;
857 else
858 continue;
859 }
860
861 x = op->x + freearr_x[d];
862 y = op->y + freearr_y[d];
863
864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
865 continue;
866
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue;
869
870 success = 1;
871 tmp = arch_to_object (spell->other_arch);
872 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype;
876
877 /* holy word stuff */
878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
879 if (!tailor_god_spell (tmp, op))
880 return 0;
881
882 if (dir)
883 tmp->stats.sp = dir;
884 else
885 tmp->stats.sp = i;
886
887 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
888
889 /* If casting it in all directions, it doesn't go as far */
890 if (dir == 0)
891 {
892 tmp->range /= 4;
893 if (tmp->range < 2 && spell->range >= 2)
894 tmp->range = 2;
895 }
896
897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
899
900 /* Special bonus for fear attacks */
901 if (tmp->attacktype & AT_FEAR)
902 {
903 if (caster->type == PLAYER)
904 tmp->duration += fear_bonus[caster->stats.Cha];
905 else
906 tmp->duration += caster->level / 3;
907 }
908
909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
910 {
911 if (caster->type == PLAYER)
912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
913 else
914 tmp->duration += caster->level / 3;
915 }
916
917 if (!(tmp->move_type & MOVE_FLY_LOW))
918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
919
920 if (!tmp->move_on && tmp->stats.dam)
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
922
923 m->insert (tmp, sx, sy, op);
924
925 /* This is used for tracking spells so that one effect doesn't hit
926 * a single space too many times.
927 */
928 tmp->stats.maxhp = tmp->count;
929
930 if (tmp->other_arch)
931 cone_drop (tmp);
932 }
933
934 return success;
935 }
936
937 /****************************************************************************
938 *
939 * BOMB related code
940 *
941 ****************************************************************************/
942
943 /* This handles an exploding bomb.
944 * op is the original bomb object.
945 */
946 void
947 animate_bomb (object *op)
948 {
949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return;
951
952 object *env = op->outer_env ();
953
954 if (op->env)
955 {
956 if (env->map == NULL)
957 return;
958
959 if (!(op = op->insert_at (env, op)))
960 return;
961 }
962
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
967 {
968 op->destroy ();
969 return;
970 }
971
972 /* This copies a lot of the code from the fire bullet,
973 * but using the cast_bullet isn't really feasible,
974 * so just set up the appropriate values.
975 */
976 if (archetype *at = archetype::find (SPLINT))
977 {
978 for (int i = 1; i < 9; i++)
979 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981 continue;
982
983 object *tmp = arch_to_object (at);
984 tmp->direction = i;
985 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype;
989 tmp->set_owner (op);
990 if (op->skill && op->skill != tmp->skill)
991 tmp->skill = op->skill;
992
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
994 SET_ANIMATION (tmp, i);
995
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp);
998 }
999 }
1000
1001 explode_bullet (op);
1002 }
1003
1004 int
1005 create_bomb (object *op, object *caster, int dir, object *spell)
1006 {
1007 object *tmp;
1008 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m;
1011
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0;
1017 }
1018
1019 tmp = arch_to_object (spell->other_arch);
1020
1021 /* level dependencies for bomb */
1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1025 tmp->attacktype = spell->attacktype;
1026
1027 tmp->set_owner (op);
1028 set_spell_skill (op, caster, spell, tmp);
1029
1030 m->insert (tmp, dx, dy, op);
1031 return 1;
1032 }
1033
1034 /****************************************************************************
1035 *
1036 * smite related spell code.
1037 *
1038 ****************************************************************************/
1039
1040 /* get_pointed_target() - this is used by finger of death
1041 * and the 'smite' spells. Returns the pointer to the first
1042 * monster in the direction which is pointed to by op. b.t.
1043 * op is the caster - really only used for the source location.
1044 * dir is the direction to look in.
1045 * range is how far out to look.
1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1047 * this info is used for blocked magic/unholy spaces.
1048 */
1049 object *
1050 get_pointed_target (object *op, int dir, int range, int type)
1051 {
1052 object *target;
1053 sint16 x, y;
1054 int dist, mflags;
1055 maptile *mp;
1056
1057 if (dir == 0)
1058 return NULL;
1059
1060 for (dist = 1; dist < range; dist++)
1061 {
1062 x = op->x + freearr_x[dir] * dist;
1063 y = op->y + freearr_y[dir] * dist;
1064 mp = op->map;
1065 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1066
1067 if (mflags & P_OUT_OF_MAP)
1068 return NULL;
1069 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1070 return NULL;
1071 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1072 return NULL;
1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074 return NULL;
1075
1076 if (mflags & P_IS_ALIVE)
1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1079 return target;
1080 }
1081
1082 return NULL;
1083 }
1084
1085 /* cast_smite_arch() - the priest points to a creature and causes
1086 * a 'godly curse' to decend.
1087 * usual params -
1088 * op = player
1089 * caster = object casting the spell.
1090 * dir = direction being cast
1091 * spell = spell object
1092 */
1093 int
1094 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1095 {
1096 object *effect, *target;
1097 object *god = find_god (determine_god (op));
1098 int range;
1099
1100 range = spell->range + SP_level_range_adjust (caster, spell);
1101 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1102
1103 /* Bunch of conditions for casting this spell. Note that only
1104 * require a god if this is a cleric spell (requires grace).
1105 * This makes this spell much more general purpose - it can be used
1106 * by wizards also, which is good, because I think this is a very
1107 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god.
1110 */
1111
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1113 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1115 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0;
1118 }
1119
1120 if (spell->other_arch)
1121 effect = arch_to_object (spell->other_arch);
1122 else
1123 return 0;
1124
1125 /* tailor the effect by priest level and worshipped God */
1126 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 {
1130 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1132 else
1133 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0;
1136 }
1137 }
1138
1139 /* size of the area of destruction */
1140 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1141 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1142
1143 if (effect->attacktype & AT_DEATH)
1144 {
1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1146
1147 /* casting death spells at undead isn't a good thing */
1148 if (QUERY_FLAG (target, FLAG_UNDEAD))
1149 {
1150 if (random_roll (0, 2, op, PREFER_LOW))
1151 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1153 effect->x = op->x;
1154 effect->y = op->y;
1155 }
1156 else
1157 {
1158 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1159 target->stats.hp = target->stats.maxhp * 2;
1160 effect->destroy ();
1161 return 0;
1162 }
1163 }
1164 }
1165 else
1166 {
1167 /* how much woe to inflict :) */
1168 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1169 }
1170
1171 effect->set_owner (op);
1172 set_spell_skill (op, caster, spell, effect);
1173
1174 /* ok, tell it where to be, and insert! */
1175 effect->insert_at (target, op);
1176
1177 return 1;
1178 }
1179
1180 /****************************************************************************
1181 *
1182 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile.
1185 ****************************************************************************/
1186
1187 /* op is a missile that needs to be moved */
1188 void
1189 move_missile (object *op)
1190 {
1191 if (op->range-- <= 0)
1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1202 op->destroy ();
1203 return;
1204 }
1205
1206 mapspace &ms = pos.ms ();
1207
1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 {
1210 hit_map (op, op->direction, AT_MAGIC, 1);
1211 /* Basically, missile only hits one thing then goes away.
1212 * we need to remove it if someone hasn't already done so.
1213 */
1214 op->destroy ();
1215 return;
1216 }
1217
1218 if (!op->direction)
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1225 if (i > 0 && i != op->direction)
1226 {
1227 op->direction = i;
1228 SET_ANIMATION (op, op->direction);
1229 }
1230
1231 pos.insert (op, op);
1232 }
1233
1234 /****************************************************************************
1235 * Destruction
1236 ****************************************************************************/
1237
1238 /* make_object_glow() - currently only makes living objects glow.
1239 * we do this by creating a force and inserting it in the
1240 * object. if time is 0, the object glows permanently. To truely
1241 * make this work for non-living objects, we would have to
1242 * give them the capability to have an inventory. b.t.
1243 */
1244 int
1245 make_object_glow (object *op, int radius, int time)
1246 {
1247 /* some things are unaffected... */
1248 if (op->path_denied & PATH_LIGHT)
1249 return 0;
1250
1251 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01;
1253 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = radius;
1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1257 tmp->glow_radius = MAX_LIGHT_RADII;
1258
1259 tmp = insert_ob_in_ob (tmp, op);
1260
1261 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius;
1263
1264 return 1;
1265 }
1266
1267 int
1268 cast_destruction (object *op, object *caster, object *spell_ob)
1269 {
1270 int i, j, range, mflags, friendly = 0, dam, dur;
1271 sint16 sx, sy;
1272 maptile *m;
1273 object *tmp;
1274 const char *skill;
1275
1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1277 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1280 friendly = 1;
1281
1282 /* destruction doesn't use another spell object, so we need
1283 * update op's skill pointer so that exp is properly awarded.
1284 * We do some shortcuts here - since this is just temporary
1285 * and we'll reset the values back, we don't need to go through
1286 * the full share string/free_string route.
1287 */
1288 skill = op->skill;
1289 if (caster == op)
1290 op->skill = spell_ob->skill;
1291 else if (caster->skill)
1292 op->skill = caster->skill;
1293 else
1294 op->skill = NULL;
1295
1296 op->change_skill (find_skill_by_name (op, op->skill));
1297
1298 for (i = -range; i <= range; i++)
1299 {
1300 for (j = -range; j <= range; j++)
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305
1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1310 if (mflags & P_IS_ALIVE)
1311 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315
1316 if (tmp)
1317 {
1318 if (tmp->head)
1319 tmp = tmp->head;
1320
1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1323 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1328 if (spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1330 }
1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1332 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1335 }
1336 }
1337 }
1338 }
1339 }
1340 }
1341
1342 op->skill = skill;
1343 return 1;
1344 }
1345
1346 /***************************************************************************
1347 *
1348 * CURSE
1349 *
1350 ***************************************************************************/
1351
1352 int
1353 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1354 {
1355 object *god = find_god (determine_god (op));
1356 object *tmp, *force;
1357
1358 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1359 if (!tmp)
1360 {
1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1362 return 0;
1363 }
1364
1365 tmp = tmp->head_ ();
1366
1367 /* If we've already got a force of this type, don't add a new one. */
1368 for (force = tmp->inv; force; force = force->below)
1369 {
1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1371 {
1372 if (force->name == spell_ob->name)
1373 {
1374 break;
1375 }
1376 else if (spell_ob->race && spell_ob->race == force->name)
1377 {
1378 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1379 return 0;
1380 }
1381 }
1382 }
1383
1384 if (!force)
1385 {
1386 force = get_archetype (FORCE_NAME);
1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1389 if (spell_ob->race)
1390 force->name = spell_ob->race;
1391 else
1392 force->name = spell_ob->name;
1393
1394 force->name_pl = spell_ob->name;
1395
1396 }
1397 else
1398 {
1399 int duration;
1400
1401 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1402 if (duration > force->duration)
1403 {
1404 force->duration = duration;
1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1406 }
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1409
1410 return 1;
1411 }
1412
1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1414 force->speed = 1.f;
1415 force->speed_left = -1.f;
1416 SET_FLAG (force, FLAG_APPLIED);
1417
1418 if (god)
1419 {
1420 if (spell_ob->last_grace)
1421 force->path_repelled = god->path_repelled;
1422 if (spell_ob->last_grace)
1423 force->path_denied = god->path_denied;
1424 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1425 }
1426 else
1427 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1428
1429
1430 if (tmp != op && op->type == PLAYER)
1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1432
1433 force->stats.ac = spell_ob->stats.ac;
1434 force->stats.wc = spell_ob->stats.wc;
1435
1436 change_abil (tmp, force); /* Mostly to display any messages */
1437 insert_ob_in_ob (force, tmp);
1438 tmp->update_stats ();
1439 return 1;
1440
1441 }
1442
1443 /**********************************************************************
1444 * mood change
1445 * Arguably, this may or may not be an attack spell. But since it
1446 * effects monsters, it seems best to put it into this file
1447 ***********************************************************************/
1448
1449 /* This covers the various spells that change the moods of monsters -
1450 * makes them angry, peacful, friendly, etc.
1451 */
1452 int
1453 mood_change (object *op, object *caster, object *spell)
1454 {
1455 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race;
1460
1461 /* We precompute some values here so that we don't have to keep
1462 * doing it over and over again.
1463 */
1464 god = find_god (determine_god (op));
1465 level = casting_level (caster, spell);
1466 range = spell->range + SP_level_range_adjust (caster, spell);
1467
1468 /* On the bright side, no monster should ever have a race of GOD_...
1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1470 * won't ever match anything.
1471 */
1472 if (!spell->race)
1473 race = NULL;
1474 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1475 race = god->slaying;
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1477 race = god->race;
1478 else
1479 race = spell->race;
1480
1481 for (x = op->x - range; x <= op->x + range; x++)
1482 for (y = op->y - range; y <= op->y + range; y++)
1483 {
1484 done_one = 0;
1485 m = op->map;
1486 nx = x;
1487 ny = y;
1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1491
1492 /* If there is nothing living on this space, no need to go further */
1493 if (!(mflags & P_IS_ALIVE))
1494 continue;
1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1503 break;
1504
1505 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER)
1507 continue;
1508
1509 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head;
1512 else
1513 head = tmp;
1514
1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1516 if (race && head->race && !strstr (race, head->race))
1517 continue;
1518
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue;
1521
1522 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1;
1524 if (spell->attacktype)
1525 {
1526 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at;
1530
1531 if (best_at == -1)
1532 at = 0;
1533 else
1534 {
1535 if (head->resist[best_at] == 100)
1536 continue;
1537 else
1538 at = head->resist[best_at] / 5;
1539 }
1540 at -= level / 5;
1541 if (did_make_save (head, head->level, at))
1542 continue;
1543 }
1544 else /* spell->attacktype */
1545 {
1546 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550
1551 The chance will then be in the range [20-70] percent, not too bad.
1552
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster...
1555
1556 Ryo, august 14th
1557 */
1558 if (head->level > level)
1559 continue;
1560
1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1562 /* Failed, no effect */
1563 continue;
1564 }
1565
1566 /* Done with saving throw. Now start affecting the monster */
1567
1568 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 {
1571 CLEAR_FLAG (head, FLAG_SLEEP);
1572 remove_friendly_object (head);
1573 done_one = 1;
1574 head->enemy = op;
1575 }
1576
1577 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL;
1582 done_one = 1;
1583 }
1584
1585 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 {
1588 SET_FLAG (head, FLAG_BERSERK);
1589 done_one = 1;
1590 }
1591
1592 /* charm */
1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1601 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head);
1604 head->attack_movement = PETMOVE;
1605 done_one = 1;
1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1607 head->stats.exp = 0;
1608 }
1609
1610 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1613 } /* for y */
1614
1615 return 1;
1616 }
1617
1618
1619 /* Move_ball_spell: This handles ball type spells that just sort of wander
1620 * about. was called move_ball_lightning, but since more than the ball
1621 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect.
1623 * note that duration is handled by process_object() in time.c
1624 */
1625 void
1626 move_ball_spell (object *op)
1627 {
1628 int i, j, dam_save, dir, mflags;
1629 sint16 nx, ny, hx, hy;
1630 object *owner;
1631 maptile *m;
1632
1633 owner = op->owner;
1634
1635 /* the following logic makes sure that the ball doesn't move into a wall,
1636 * and makes sure that it will move along a wall to try and get at it's
1637 * victim. The block immediately below more or less chooses a random
1638 * offset to move the ball, eg, keep it mostly on course, with some
1639 * deviations.
1640 */
1641
1642 dir = 0;
1643 if (!(rndm (0, 3)))
1644 j = rndm (0, 1);
1645 else
1646 j = 0;
1647
1648 for (i = 1; i < 9; i++)
1649 {
1650 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset
1652 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset);
1656
1657 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir];
1659 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))))
1660 {
1661 dir = tmpdir;
1662 break;
1663 }
1664 }
1665 if (dir == 0)
1666 {
1667 nx = op->x;
1668 ny = op->y;
1669 m = op->map;
1670 }
1671
1672 m->insert (op, nx, ny, op);
1673
1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1675 surrounding squares */
1676
1677 /* loop over current square and neighbors to hit.
1678 * if this has an other_arch field, we insert that in
1679 * the surround spaces.
1680 */
1681 for (j = 0; j < 9; j++)
1682 {
1683 hx = nx + freearr_x[j];
1684 hy = ny + freearr_y[j];
1685
1686 m = op->map;
1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1688
1689 if (mflags & P_OUT_OF_MAP)
1690 continue;
1691
1692 /* first, don't ever, ever hit the owner. Don't hit out
1693 * of the map either.
1694 */
1695
1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1697 {
1698 if (j)
1699 op->stats.dam = dam_save / 2;
1700
1701 hit_map (op, j, op->attacktype, 1);
1702 }
1703
1704 /* insert the other arch */
1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1707 }
1708
1709 /* restore to the center location and damage */
1710 op->stats.dam = dam_save;
1711
1712 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1713
1714 if (i >= 0)
1715 { /* we have a preferred direction! */
1716 /* pick another direction if the preferred dir is blocked. */
1717 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1720
1721 op->direction = i;
1722 }
1723 }
1724
1725 /* move_swarm_spell: peterm
1726 * This is an implementation of the swarm spell. It was written for
1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1728 * is a special type of object that casts swarms of other types
1729 * of spells. Which spell it casts is flexible. It fires the spells
1730 * from a set of squares surrounding the caster, in a given direction.
1731 */
1732 void
1733 move_swarm_spell (object *op)
1734 {
1735 #if 0
1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1738 sint16 target_x, target_y, origin_x, origin_y;
1739 int adjustdir;
1740 maptile *m;
1741 #endif
1742 object *owner = op->env;
1743
1744 if (!owner) // MUST not happen, remove when true TODO
1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1747 op->destroy ();
1748 return;
1749 }
1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1757 op->duration--;
1758
1759 int basedir = op->direction;
1760 if (!basedir)
1761 {
1762 /* spray in all directions! 8) */
1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1765 }
1766
1767 #if 0
1768 // this is bogus: it causes wrong places to be checked below
1769 // (a wall 2 cells away will block the effect...) and
1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1771 // space.
1772 // should be fixed later, but correctness before features...
1773 // (schmorp)
1774
1775 /* new offset calculation to make swarm element distribution
1776 * more uniform
1777 */
1778 if (op->duration)
1779 {
1780 if (basedir & 1)
1781 {
1782 adjustdir = cardinal_adjust[rndm (0, 8)];
1783 }
1784 else
1785 {
1786 adjustdir = diagonal_adjust[rndm (0, 9)];
1787 }
1788 }
1789 else
1790 {
1791 adjustdir = 0; /* fire the last one from forward. */
1792 }
1793
1794 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1795 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1796
1797 /* back up one space so we can hit point-blank targets, but this
1798 * necessitates extra out_of_map check below
1799 */
1800 origin_x = target_x - freearr_x[basedir];
1801 origin_y = target_y - freearr_y[basedir];
1802
1803
1804 /* spell pointer is set up for the spell this casts. Since this
1805 * should just be a pointer to the spell in some inventory,
1806 * it is unlikely to disappear by the time we need it. However,
1807 * do some sanity checking anyways.
1808 */
1809
1810 if (op->spell && op->spell->type == SPELL &&
1811 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1812 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1813 {
1814
1815 /* Bullet spells have a bunch more customization that needs to be done */
1816 if (op->spell->subtype == SP_BULLET)
1817 fire_bullet (owner, op, basedir, op->spell);
1818 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1819 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1820 }
1821 #endif
1822
1823 /* spell pointer is set up for the spell this casts. Since this
1824 * should just be a pointer to the spell in some inventory,
1825 * it is unlikely to disappear by the time we need it. However,
1826 * do some sanity checking anyways.
1827 */
1828
1829 if (op->spell && op->spell->type == SPELL)
1830 {
1831 /* Bullet spells have a bunch more customization that needs to be done */
1832 if (op->spell->subtype == SP_BULLET)
1833 fire_bullet (owner, op, basedir, op->spell);
1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1836 }
1837 }
1838
1839 /* fire_swarm:
1840 * The following routine creates a swarm of objects. It actually
1841 * sets up a specific swarm object, which then fires off all
1842 * the parts of the swarm.
1843 *
1844 * op: the owner
1845 * caster: the caster (owner, wand, rod, scroll)
1846 * dir: the direction everything will be fired in
1847 * spell - the spell that is this spell.
1848 * n: the number to be fired.
1849 */
1850 int
1851 fire_swarm (object *op, object *caster, object *spell, int dir)
1852 {
1853 if (!spell->other_arch)
1854 return 0;
1855
1856 object *tmp = archetype::get (SWARM_SPELL);
1857
1858 set_spell_skill (op, caster, spell, tmp);
1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1860 tmp->spell = spell->other_arch->instance ();
1861 tmp->attacktype = tmp->spell->attacktype;
1862
1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1864 if (!tailor_god_spell (tmp, op))
1865 return 1;
1866
1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1868 for (int i = 0; i < spell->duration; i++)
1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1873 tmp->direction = dir;
1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1879 return 1;
1880 }
1881
1882 /* See the spells documentation file for why this is its own
1883 * function.
1884 */
1885 int
1886 cast_light (object *op, object *caster, object *spell, int dir)
1887 {
1888 object *target = NULL, *tmp = NULL;
1889 sint16 x, y;
1890 int dam, mflags;
1891 maptile *m;
1892
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894
1895 if (!dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 }
1900
1901 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir];
1903 m = op->map;
1904
1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906
1907 if (mflags & P_OUT_OF_MAP)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0;
1911 }
1912
1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head)
1920 target = target->head;
1921
1922 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */
1924 }
1925 }
1926
1927 /* no live target, perhaps a wall is in the way? */
1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 {
1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1931 return 0;
1932 }
1933
1934 /* ok, looks groovy to just insert a new light on the map */
1935 tmp = arch_to_object (spell->other_arch);
1936 if (!tmp)
1937 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0;
1940 }
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1942 if (tmp->glow_radius)
1943 {
1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948
1949 m->insert (tmp, x, y, op);
1950 return 1;
1951 }
1952
1953 /* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone.
1955 * op is the player/monster, caster is the object, dir is the direction
1956 * to cast, disease_arch is the specific disease, and type is the spell number
1957 * perhaps this should actually be in disease.c?
1958 */
1959 int
1960 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1961 {
1962 sint16 x, y;
1963 int i, mflags, range, dam_mod, dur_mod;
1964 object *walk;
1965 maptile *m;
1966
1967 x = op->x;
1968 y = op->y;
1969
1970 /* If casting from a scroll, no direction will be available, so refer to the
1971 * direction the player is pointing.
1972 */
1973 if (!dir)
1974 dir = op->facing;
1975
1976 if (!dir)
1977 return 0; /* won't find anything if casting on ourself, so just return */
1978
1979 /* Calculate these once here */
1980 range = spell->range + SP_level_range_adjust (caster, spell);
1981 dam_mod = SP_level_dam_adjust (caster, spell);
1982 dur_mod = SP_level_duration_adjust (caster, spell);
1983
1984 /* search in a line for a victim */
1985 for (i = 1; i < range; i++)
1986 {
1987 x = op->x + i * freearr_x[dir];
1988 y = op->y + i * freearr_y[dir];
1989 m = op->map;
1990
1991 mflags = get_map_flags (m, &m, x, y, &x, &y);
1992
1993 if (mflags & P_OUT_OF_MAP)
1994 return 0;
1995
1996 /* don't go through walls - presume diseases are airborne */
1997 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1998 return 0;
1999
2000 /* Only bother looking on this space if there is something living here */
2001 if (mflags & P_IS_ALIVE)
2002 {
2003 /* search this square for a victim */
2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */
2007 object *disease = arch_to_object (spell->other_arch);
2008
2009 disease->set_owner (op);
2010 set_spell_skill (op, caster, spell, disease);
2011 disease->stats.exp = 0;
2012 disease->level = casting_level (caster, spell);
2013
2014 /* do level adjustments */
2015 if (disease->stats.wc)
2016 disease->stats.wc += dur_mod / 2;
2017
2018 if (disease->magic > 0)
2019 disease->magic += dur_mod / 8;
2020
2021 if (disease->stats.maxhp > 0)
2022 disease->stats.maxhp += dur_mod;
2023
2024 if (disease->stats.maxgrace > 0)
2025 disease->stats.maxgrace += dur_mod;
2026
2027 if (disease->stats.dam)
2028 {
2029 if (disease->stats.dam > 0)
2030 disease->stats.dam += dam_mod;
2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
2034
2035 if (disease->last_sp)
2036 {
2037 disease->last_sp -= 2 * dam_mod;
2038 if (disease->last_sp < 1)
2039 disease->last_sp = 1;
2040 }
2041
2042 if (disease->stats.maxsp)
2043 {
2044 if (disease->stats.maxsp > 0)
2045 disease->stats.maxsp += dam_mod;
2046 else
2047 disease->stats.maxsp -= dam_mod;
2048 }
2049
2050 if (disease->stats.ac)
2051 disease->stats.ac += dam_mod;
2052
2053 if (disease->last_eat)
2054 disease->last_eat -= dam_mod;
2055
2056 if (disease->stats.hp)
2057 disease->stats.hp -= dam_mod;
2058
2059 if (disease->stats.sp)
2060 disease->stats.sp -= dam_mod;
2061
2062 if (infect_object (walk, disease, 1))
2063 {
2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2065
2066 disease->destroy (); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2068 return 1;
2069 }
2070
2071 disease->destroy ();
2072 }
2073 } /* if living creature */
2074 } /* for range of spaces */
2075
2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2077 return 1;
2078 }