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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.69
Committed: Thu Dec 4 01:07:35 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.68: +37 -41 lines
Log Message:
enotunderstood

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 = min (MAX_LIGHT_RADIUS, radius);
1256 tmp = insert_ob_in_ob (tmp, op);
1257
1258 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius;
1260
1261 return 1;
1262 }
1263
1264 int
1265 cast_destruction (object *op, object *caster, object *spell_ob)
1266 {
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1277 friendly = 1;
1278
1279 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */
1285 skill = op->skill;
1286 if (caster == op)
1287 op->skill = spell_ob->skill;
1288 else if (caster->skill)
1289 op->skill = caster->skill;
1290 else
1291 op->skill = NULL;
1292
1293 op->change_skill (find_skill_by_name (op, op->skill));
1294
1295 for (i = -range; i <= range; i++)
1296 {
1297 for (j = -range; j <= range; j++)
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE)
1308 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312
1313 if (tmp)
1314 {
1315 if (tmp->head)
1316 tmp = tmp->head;
1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1325 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1327 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1329 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1332 }
1333 }
1334 }
1335 }
1336 }
1337 }
1338
1339 op->skill = skill;
1340 return 1;
1341 }
1342
1343 /***************************************************************************
1344 *
1345 * CURSE
1346 *
1347 ***************************************************************************/
1348
1349 int
1350 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1351 {
1352 object *god = find_god (determine_god (op));
1353 object *tmp, *force;
1354
1355 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1356 if (!tmp)
1357 {
1358 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1359 return 0;
1360 }
1361
1362 tmp = tmp->head_ ();
1363
1364 /* If we've already got a force of this type, don't add a new one. */
1365 for (force = tmp->inv; force; force = force->below)
1366 {
1367 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1368 {
1369 if (force->name == spell_ob->name)
1370 {
1371 break;
1372 }
1373 else if (spell_ob->race && spell_ob->race == force->name)
1374 {
1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1376 return 0;
1377 }
1378 }
1379 }
1380
1381 if (!force)
1382 {
1383 force = get_archetype (FORCE_NAME);
1384 force->subtype = FORCE_CHANGE_ABILITY;
1385
1386 if (spell_ob->race)
1387 force->name = spell_ob->race;
1388 else
1389 force->name = spell_ob->name;
1390
1391 force->name_pl = spell_ob->name;
1392
1393 }
1394 else
1395 {
1396 int duration;
1397
1398 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1399 if (duration > force->duration)
1400 {
1401 force->duration = duration;
1402 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1403 }
1404 else
1405 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1406
1407 return 1;
1408 }
1409
1410 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1411 force->speed = 1.f;
1412 force->speed_left = -1.f;
1413 SET_FLAG (force, FLAG_APPLIED);
1414
1415 if (god)
1416 {
1417 if (spell_ob->last_grace)
1418 force->path_repelled = god->path_repelled;
1419 if (spell_ob->last_grace)
1420 force->path_denied = god->path_denied;
1421 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1422 }
1423 else
1424 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1425
1426
1427 if (tmp != op && op->type == PLAYER)
1428 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1429
1430 force->stats.ac = spell_ob->stats.ac;
1431 force->stats.wc = spell_ob->stats.wc;
1432
1433 change_abil (tmp, force); /* Mostly to display any messages */
1434 insert_ob_in_ob (force, tmp);
1435 tmp->update_stats ();
1436 return 1;
1437
1438 }
1439
1440 /**********************************************************************
1441 * mood change
1442 * Arguably, this may or may not be an attack spell. But since it
1443 * effects monsters, it seems best to put it into this file
1444 ***********************************************************************/
1445
1446 /* This covers the various spells that change the moods of monsters -
1447 * makes them angry, peacful, friendly, etc.
1448 */
1449 int
1450 mood_change (object *op, object *caster, object *spell)
1451 {
1452 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race;
1457
1458 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again.
1460 */
1461 god = find_god (determine_god (op));
1462 level = casting_level (caster, spell);
1463 range = spell->range + SP_level_range_adjust (caster, spell);
1464
1465 /* On the bright side, no monster should ever have a race of GOD_...
1466 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything.
1468 */
1469 if (!spell->race)
1470 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1472 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1474 race = god->race;
1475 else
1476 race = spell->race;
1477
1478 for (x = op->x - range; x <= op->x + range; x++)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 {
1481 done_one = 0;
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488
1489 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE))
1491 continue;
1492
1493 // players can only affect spaces that they can actually see
1494 if (caster && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70)
1496 continue;
1497
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1500 break;
1501
1502 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER)
1504 continue;
1505
1506 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head;
1509 else
1510 head = tmp;
1511
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race))
1514 continue;
1515
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue;
1518
1519 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1;
1521 if (spell->attacktype)
1522 {
1523 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at;
1527
1528 if (best_at == -1)
1529 at = 0;
1530 else
1531 {
1532 if (head->resist[best_at] == 100)
1533 continue;
1534 else
1535 at = head->resist[best_at] / 5;
1536 }
1537 at -= level / 5;
1538 if (did_make_save (head, head->level, at))
1539 continue;
1540 }
1541 else /* spell->attacktype */
1542 {
1543 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547
1548 The chance will then be in the range [20-70] percent, not too bad.
1549
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster...
1552
1553 Ryo, august 14th
1554 */
1555 if (head->level > level)
1556 continue;
1557
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1559 /* Failed, no effect */
1560 continue;
1561 }
1562
1563 /* Done with saving throw. Now start affecting the monster */
1564
1565 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 {
1568 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head);
1570 done_one = 1;
1571 head->enemy = op;
1572 }
1573
1574 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL;
1579 done_one = 1;
1580 }
1581
1582 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 {
1585 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1;
1587 }
1588
1589 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593
1594 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head);
1601 head->attack_movement = PETMOVE;
1602 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0;
1605 }
1606
1607 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 } /* for y */
1611
1612 return 1;
1613 }
1614
1615
1616 /* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect.
1620 * note that duration is handled by process_object() in time.c
1621 */
1622 void
1623 move_ball_spell (object *op)
1624 {
1625 int i, j, dam_save, dir, mflags;
1626 sint16 nx, ny, hx, hy;
1627 object *owner;
1628 maptile *m;
1629
1630 owner = op->owner;
1631
1632 /* the following logic makes sure that the ball doesn't move into a wall,
1633 * and makes sure that it will move along a wall to try and get at it's
1634 * victim. The block immediately below more or less chooses a random
1635 * offset to move the ball, eg, keep it mostly on course, with some
1636 * deviations.
1637 */
1638
1639 dir = 0;
1640 if (!(rndm (0, 3)))
1641 j = rndm (0, 1);
1642 else
1643 j = 0;
1644
1645 for (i = 1; i < 9; i++)
1646 {
1647 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset
1649 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset);
1653
1654 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir];
1656 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))))
1657 {
1658 dir = tmpdir;
1659 break;
1660 }
1661 }
1662 if (dir == 0)
1663 {
1664 nx = op->x;
1665 ny = op->y;
1666 m = op->map;
1667 }
1668
1669 m->insert (op, nx, ny, op);
1670
1671 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1672 surrounding squares */
1673
1674 /* loop over current square and neighbors to hit.
1675 * if this has an other_arch field, we insert that in
1676 * the surround spaces.
1677 */
1678 for (j = 0; j < 9; j++)
1679 {
1680 hx = nx + freearr_x[j];
1681 hy = ny + freearr_y[j];
1682
1683 m = op->map;
1684 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1685
1686 if (mflags & P_OUT_OF_MAP)
1687 continue;
1688
1689 /* first, don't ever, ever hit the owner. Don't hit out
1690 * of the map either.
1691 */
1692
1693 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1694 {
1695 if (j)
1696 op->stats.dam = dam_save / 2;
1697
1698 hit_map (op, j, op->attacktype, 1);
1699 }
1700
1701 /* insert the other arch */
1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1703 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1704 }
1705
1706 /* restore to the center location and damage */
1707 op->stats.dam = dam_save;
1708
1709 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1710
1711 if (i >= 0)
1712 { /* we have a preferred direction! */
1713 /* pick another direction if the preferred dir is blocked. */
1714 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1715 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1716 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1717
1718 op->direction = i;
1719 }
1720 }
1721
1722 /* move_swarm_spell: peterm
1723 * This is an implementation of the swarm spell. It was written for
1724 * meteor swarm, but it could be used for any swarm. A swarm spell
1725 * is a special type of object that casts swarms of other types
1726 * of spells. Which spell it casts is flexible. It fires the spells
1727 * from a set of squares surrounding the caster, in a given direction.
1728 */
1729 void
1730 move_swarm_spell (object *op)
1731 {
1732 #if 0
1733 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1734 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1735 sint16 target_x, target_y, origin_x, origin_y;
1736 int adjustdir;
1737 maptile *m;
1738 #endif
1739 object *owner = op->env;
1740
1741 if (!owner) // MUST not happen, remove when true TODO
1742 {
1743 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1744 op->destroy ();
1745 return;
1746 }
1747
1748 if (!op->duration || !owner->is_on_map ())
1749 {
1750 op->drop_and_destroy ();
1751 return;
1752 }
1753
1754 op->duration--;
1755
1756 int basedir = op->direction;
1757 if (!basedir)
1758 {
1759 /* spray in all directions! 8) */
1760 op->facing = (op->facing + op->state) & 7;
1761 basedir = op->facing + 1;
1762 }
1763
1764 #if 0
1765 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768 // space.
1769 // should be fixed later, but correctness before features...
1770 // (schmorp)
1771
1772 /* new offset calculation to make swarm element distribution
1773 * more uniform
1774 */
1775 if (op->duration)
1776 {
1777 if (basedir & 1)
1778 {
1779 adjustdir = cardinal_adjust[rndm (0, 8)];
1780 }
1781 else
1782 {
1783 adjustdir = diagonal_adjust[rndm (0, 9)];
1784 }
1785 }
1786 else
1787 {
1788 adjustdir = 0; /* fire the last one from forward. */
1789 }
1790
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1793
1794 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below
1796 */
1797 origin_x = target_x - freearr_x[basedir];
1798 origin_y = target_y - freearr_y[basedir];
1799
1800
1801 /* spell pointer is set up for the spell this casts. Since this
1802 * should just be a pointer to the spell in some inventory,
1803 * it is unlikely to disappear by the time we need it. However,
1804 * do some sanity checking anyways.
1805 */
1806
1807 if (op->spell && op->spell->type == SPELL &&
1808 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1809 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1810 {
1811
1812 /* Bullet spells have a bunch more customization that needs to be done */
1813 if (op->spell->subtype == SP_BULLET)
1814 fire_bullet (owner, op, basedir, op->spell);
1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1816 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1817 }
1818 #endif
1819
1820 /* spell pointer is set up for the spell this casts. Since this
1821 * should just be a pointer to the spell in some inventory,
1822 * it is unlikely to disappear by the time we need it. However,
1823 * do some sanity checking anyways.
1824 */
1825
1826 if (op->spell && op->spell->type == SPELL)
1827 {
1828 /* Bullet spells have a bunch more customization that needs to be done */
1829 if (op->spell->subtype == SP_BULLET)
1830 fire_bullet (owner, op, basedir, op->spell);
1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1833 }
1834 }
1835
1836 /* fire_swarm:
1837 * The following routine creates a swarm of objects. It actually
1838 * sets up a specific swarm object, which then fires off all
1839 * the parts of the swarm.
1840 *
1841 * op: the owner
1842 * caster: the caster (owner, wand, rod, scroll)
1843 * dir: the direction everything will be fired in
1844 * spell - the spell that is this spell.
1845 * n: the number to be fired.
1846 */
1847 int
1848 fire_swarm (object *op, object *caster, object *spell, int dir)
1849 {
1850 if (!spell->other_arch)
1851 return 0;
1852
1853 object *tmp = archetype::get (SWARM_SPELL);
1854
1855 set_spell_skill (op, caster, spell, tmp);
1856 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1857 tmp->spell = spell->other_arch->instance ();
1858 tmp->attacktype = tmp->spell->attacktype;
1859
1860 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1861 if (!tailor_god_spell (tmp, op))
1862 return 1;
1863
1864 tmp->duration = SP_level_duration_adjust (caster, spell);
1865 for (int i = 0; i < spell->duration; i++)
1866 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1867
1868 tmp->invisible = 1;
1869 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1870 tmp->direction = dir;
1871 tmp->facing = rndm (1, 8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1873
1874 op->insert (tmp);
1875
1876 return 1;
1877 }
1878
1879 /* See the spells documentation file for why this is its own
1880 * function.
1881 */
1882 int
1883 cast_light (object *op, object *caster, object *spell, int dir)
1884 {
1885 object *target = NULL, *tmp = NULL;
1886 sint16 x, y;
1887 int dam, mflags;
1888 maptile *m;
1889
1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1891
1892 if (dir)
1893 {
1894 x = op->x + freearr_x[dir];
1895 y = op->y + freearr_y[dir];
1896 m = op->map;
1897
1898 mflags = get_map_flags (m, &m, x, y, &x, &y);
1899
1900 if (mflags & P_OUT_OF_MAP)
1901 {
1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1903 return 0;
1904 }
1905
1906 if (mflags & P_IS_ALIVE && spell->attacktype)
1907 {
1908 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1909 if (QUERY_FLAG (target, FLAG_MONSTER))
1910 {
1911 /* oky doky. got a target monster. Lets make a blinding attack */
1912 if (target->head)
1913 target = target->head;
1914
1915 hit_player (target, dam, op, spell->attacktype, 1);
1916 return 1; /* one success only! */
1917 }
1918 }
1919
1920 /* no live target, perhaps a wall is in the way? */
1921 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1922 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1924 return 0;
1925 }
1926 }
1927
1928 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp)
1931 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0;
1934 }
1935
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937
1938 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1940
1941 if (dir)
1942 m->insert (tmp, x, y, op);
1943 else
1944 caster->outer_env ()->insert (tmp);
1945
1946 return 1;
1947 }
1948
1949 /* cast_cause_disease: this spell looks along <dir> from the
1950 * player and infects someone.
1951 * op is the player/monster, caster is the object, dir is the direction
1952 * to cast, disease_arch is the specific disease, and type is the spell number
1953 * perhaps this should actually be in disease.c?
1954 */
1955 int
1956 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1957 {
1958 sint16 x, y;
1959 int i, mflags, range, dam_mod, dur_mod;
1960 object *walk;
1961 maptile *m;
1962
1963 x = op->x;
1964 y = op->y;
1965
1966 /* If casting from a scroll, no direction will be available, so refer to the
1967 * direction the player is pointing.
1968 */
1969 if (!dir)
1970 dir = op->facing;
1971
1972 if (!dir)
1973 return 0; /* won't find anything if casting on ourself, so just return */
1974
1975 /* Calculate these once here */
1976 range = spell->range + SP_level_range_adjust (caster, spell);
1977 dam_mod = SP_level_dam_adjust (caster, spell);
1978 dur_mod = SP_level_duration_adjust (caster, spell);
1979
1980 /* search in a line for a victim */
1981 for (i = 1; i < range; i++)
1982 {
1983 x = op->x + i * freearr_x[dir];
1984 y = op->y + i * freearr_y[dir];
1985 m = op->map;
1986
1987 mflags = get_map_flags (m, &m, x, y, &x, &y);
1988
1989 if (mflags & P_OUT_OF_MAP)
1990 return 0;
1991
1992 /* don't go through walls - presume diseases are airborne */
1993 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1994 return 0;
1995
1996 /* Only bother looking on this space if there is something living here */
1997 if (mflags & P_IS_ALIVE)
1998 {
1999 /* search this square for a victim */
2000 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2001 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2002 { /* found a victim */
2003 object *disease = arch_to_object (spell->other_arch);
2004
2005 disease->set_owner (op);
2006 set_spell_skill (op, caster, spell, disease);
2007 disease->stats.exp = 0;
2008 disease->level = casting_level (caster, spell);
2009
2010 /* do level adjustments */
2011 if (disease->stats.wc)
2012 disease->stats.wc += dur_mod / 2;
2013
2014 if (disease->magic > 0)
2015 disease->magic += dur_mod / 8;
2016
2017 if (disease->stats.maxhp > 0)
2018 disease->stats.maxhp += dur_mod;
2019
2020 if (disease->stats.maxgrace > 0)
2021 disease->stats.maxgrace += dur_mod;
2022
2023 if (disease->stats.dam)
2024 {
2025 if (disease->stats.dam > 0)
2026 disease->stats.dam += dam_mod;
2027 else
2028 disease->stats.dam -= dam_mod;
2029 }
2030
2031 if (disease->last_sp)
2032 {
2033 disease->last_sp -= 2 * dam_mod;
2034 if (disease->last_sp < 1)
2035 disease->last_sp = 1;
2036 }
2037
2038 if (disease->stats.maxsp)
2039 {
2040 if (disease->stats.maxsp > 0)
2041 disease->stats.maxsp += dam_mod;
2042 else
2043 disease->stats.maxsp -= dam_mod;
2044 }
2045
2046 if (disease->stats.ac)
2047 disease->stats.ac += dam_mod;
2048
2049 if (disease->last_eat)
2050 disease->last_eat -= dam_mod;
2051
2052 if (disease->stats.hp)
2053 disease->stats.hp -= dam_mod;
2054
2055 if (disease->stats.sp)
2056 disease->stats.sp -= dam_mod;
2057
2058 if (infect_object (walk, disease, 1))
2059 {
2060 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2061
2062 disease->destroy (); /* don't need this one anymore */
2063 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2064 return 1;
2065 }
2066
2067 disease->destroy ();
2068 }
2069 } /* if living creature */
2070 } /* for range of spaces */
2071
2072 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2073 return 1;
2074 }