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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.70
Committed: Sun Dec 21 20:35:37 2008 UTC (15 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.69: +11 -3 lines
Log Message:
fixed create bomb below doors (and other objects that cast it).

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits
26 * of code
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <living.h>
32 #include <sproto.h>
33 #include <spells.h>
34 #include <sounds.h>
35
36 /* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too
39 * op is the spell object.
40 */
41 void
42 check_spell_knockback (object *op)
43 {
44 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46
47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
50 return;
51 }
52 else
53 {
54 weight_move = op->weight + (op->weight * op->level) / 3;
55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
56 }
57
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 {
60 int num_sections = 1;
61
62 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ))
64 return;
65
66 /* don't move parts of objects */
67 if (tmp->head)
68 continue;
69
70 /* don't move floors or immobile objects */
71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
73
74 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
77
78 /* I'm not sure if it makes sense to divide by num_sections - bigger
79 * objects should be harder to move, and we are moving the entire
80 * object, not just the head, so the total weight should be relevant.
81 */
82
83 /* surface area? -tm */
84
85 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */
87
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
90 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should
92 * also be safe for objects.
93 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information
95 * right now.
96 */
97 move_object (tmp, absdir (op->stats.sp));
98 }
99
100 }
101 }
102
103 /***************************************************************************
104 *
105 * BOLT CODE
106 *
107 ***************************************************************************/
108
109 /* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork.
111 */
112 void
113 forklightning (object *op, object *tmp)
114 {
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */
117 maptile *m;
118 sint16 sx, sy;
119 object *new_bolt;
120
121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path
125 */
126
127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1;
129
130 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir);
132
133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 return;
135
136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137 return;
138
139 /* OK, we made a fork */
140 new_bolt = tmp->clone ();
141
142 /* reduce chances of subsequent forking */
143 new_bolt->stats.Dex -= 10;
144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
146 new_bolt->speed_left = -0.1f;
147 new_bolt->direction = t_dir;
148 new_bolt->duration++;
149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150 new_bolt->stats.dam++;
151 tmp->stats.dam /= 2; /* reduce father bolt damage */
152 tmp->stats.dam++;
153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt);
156 }
157
158 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it.
160 */
161 void
162 move_bolt (object *op)
163 {
164 int mflags;
165 sint16 x, y;
166 maptile *m;
167
168 if (--op->duration < 0)
169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
174 hit_map (op, 0, op->attacktype, 1);
175
176 if (!op->direction)
177 return;
178
179 if (--op->range < 0)
180 op->range = 0;
181 else
182 {
183 x = op->x + DIRX (op);
184 y = op->y + DIRY (op);
185 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y);
187
188 if (mflags & P_OUT_OF_MAP)
189 return;
190
191 /* We are about to run into something - we may bounce */
192 /* Calling reflwall is pretty costly, as it has to look at all the objects
193 * on the space. So only call reflwall if we think the data it returns
194 * will be useful.
195 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
199 return;
200
201 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling
204 * on the diagonal, it is trickier - eg, a bolt travelling
205 * northwest bounces different if it hits a north/south
206 * wall (bounces to northeast) vs an east/west (bounces
207 * to the southwest.
208 */
209 if (op->direction & 1)
210 op->direction = absdir (op->direction + 4);
211 else
212 {
213 int left, right;
214 int mflags;
215
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist.
220 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
223
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229
230 if (left == right)
231 op->direction = absdir (op->direction + 4);
232 else if (left)
233 op->direction = absdir (op->direction + 2);
234 else if (right)
235 op->direction = absdir (op->direction - 2);
236 }
237
238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else
242 { /* Create a copy of this object and put it ahead */
243 object *tmp = op->clone ();
244
245 m->insert (tmp, x, y, op);
246 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */
255
256 /* In this way, the object left behind sticks on the space, but
257 * doesn't create any bolts that continue to move onward.
258 */
259 op->range = 0;
260 } /* copy object and move it along */
261 } /* if move bolt along */
262 }
263
264 /* fire_bolt
265 * object op (cast from caster) files a bolt in dir.
266 * spob is the spell object for the bolt.
267 * we remove the magic flag - that can be derived from
268 * spob->attacktype.
269 * This function sets up the appropriate owner and skill
270 * pointers.
271 */
272 int
273 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
274 {
275 object *tmp = NULL;
276 int mflags;
277
278 if (!spob->other_arch)
279 return 0;
280
281 tmp = arch_to_object (spob->other_arch);
282 if (tmp == NULL)
283 return 0;
284
285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype;
288
289 if (spob->slaying)
290 tmp->slaying = spob->slaying;
291
292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con;
296
297 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
299 SET_ANIMATION (tmp, dir);
300
301 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp);
303
304 tmp->x = op->x + DIRX (tmp);
305 tmp->y = op->y + DIRY (tmp);
306 tmp->map = op->map;
307
308 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP)
311 {
312 tmp->drop_and_destroy ();
313 return 0;
314 }
315
316 tmp->map = newmap;
317
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 {
322 tmp->drop_and_destroy ();
323 return 0;
324 }
325
326 tmp->x = op->x;
327 tmp->y = op->y;
328 tmp->direction = absdir (tmp->direction + 4);
329 tmp->map = op->map;
330 }
331
332 if ((tmp = tmp->insert_at (tmp, op)))
333 move_bolt (tmp);
334
335 return 1;
336 }
337
338 /***************************************************************************
339 *
340 * BULLET/BALL CODE
341 *
342 ***************************************************************************/
343
344 /* expands an explosion. op is a piece of the
345 * explosion - this expands it in the different directions.
346 * At least that is what I think this does.
347 */
348 void
349 explosion (object *op)
350 {
351 maptile *m = op->map;
352 int i;
353
354 if (--op->duration < 0)
355 {
356 op->destroy ();
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
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1021 {
1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1023 return 0;
1024 }
1025 }
1026
1027 tmp = arch_to_object (spell->other_arch);
1028
1029 /* level dependencies for bomb */
1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1033 tmp->attacktype = spell->attacktype;
1034
1035 tmp->set_owner (op);
1036 set_spell_skill (op, caster, spell, tmp);
1037
1038 m->insert (tmp, dx, dy, op);
1039 return 1;
1040 }
1041
1042 /****************************************************************************
1043 *
1044 * smite related spell code.
1045 *
1046 ****************************************************************************/
1047
1048 /* get_pointed_target() - this is used by finger of death
1049 * and the 'smite' spells. Returns the pointer to the first
1050 * monster in the direction which is pointed to by op. b.t.
1051 * op is the caster - really only used for the source location.
1052 * dir is the direction to look in.
1053 * range is how far out to look.
1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1055 * this info is used for blocked magic/unholy spaces.
1056 */
1057 object *
1058 get_pointed_target (object *op, int dir, int range, int type)
1059 {
1060 object *target;
1061 sint16 x, y;
1062 int dist, mflags;
1063 maptile *mp;
1064
1065 if (dir == 0)
1066 return NULL;
1067
1068 for (dist = 1; dist < range; dist++)
1069 {
1070 x = op->x + freearr_x[dir] * dist;
1071 y = op->y + freearr_y[dir] * dist;
1072 mp = op->map;
1073 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1074
1075 if (mflags & P_OUT_OF_MAP)
1076 return NULL;
1077 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1078 return NULL;
1079 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1080 return NULL;
1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1082 return NULL;
1083
1084 if (mflags & P_IS_ALIVE)
1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1087 return target;
1088 }
1089
1090 return NULL;
1091 }
1092
1093 /* cast_smite_arch() - the priest points to a creature and causes
1094 * a 'godly curse' to decend.
1095 * usual params -
1096 * op = player
1097 * caster = object casting the spell.
1098 * dir = direction being cast
1099 * spell = spell object
1100 */
1101 int
1102 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1103 {
1104 object *effect, *target;
1105 object *god = find_god (determine_god (op));
1106 int range;
1107
1108 range = spell->range + SP_level_range_adjust (caster, spell);
1109 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1110
1111 /* Bunch of conditions for casting this spell. Note that only
1112 * require a god if this is a cleric spell (requires grace).
1113 * This makes this spell much more general purpose - it can be used
1114 * by wizards also, which is good, because I think this is a very
1115 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god.
1118 */
1119
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1121 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1123 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0;
1126 }
1127
1128 if (spell->other_arch)
1129 effect = arch_to_object (spell->other_arch);
1130 else
1131 return 0;
1132
1133 /* tailor the effect by priest level and worshipped God */
1134 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 {
1138 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1140 else
1141 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0;
1144 }
1145 }
1146
1147 /* size of the area of destruction */
1148 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1149 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1150
1151 if (effect->attacktype & AT_DEATH)
1152 {
1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1154
1155 /* casting death spells at undead isn't a good thing */
1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1157 {
1158 if (random_roll (0, 2, op, PREFER_LOW))
1159 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1161 effect->x = op->x;
1162 effect->y = op->y;
1163 }
1164 else
1165 {
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1167 target->stats.hp = target->stats.maxhp * 2;
1168 effect->destroy ();
1169 return 0;
1170 }
1171 }
1172 }
1173 else
1174 {
1175 /* how much woe to inflict :) */
1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1177 }
1178
1179 effect->set_owner (op);
1180 set_spell_skill (op, caster, spell, effect);
1181
1182 /* ok, tell it where to be, and insert! */
1183 effect->insert_at (target, op);
1184
1185 return 1;
1186 }
1187
1188 /****************************************************************************
1189 *
1190 * MAGIC MISSILE code.
1191 * note that the fire_bullet is used to fire the missile. The
1192 * code here is just to move the missile.
1193 ****************************************************************************/
1194
1195 /* op is a missile that needs to be moved */
1196 void
1197 move_missile (object *op)
1198 {
1199 if (op->range-- <= 0)
1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1214 mapspace &ms = pos.ms ();
1215
1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1217 {
1218 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away.
1220 * we need to remove it if someone hasn't already done so.
1221 */
1222 op->destroy ();
1223 return;
1224 }
1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1233 if (i > 0 && i != op->direction)
1234 {
1235 op->direction = i;
1236 SET_ANIMATION (op, op->direction);
1237 }
1238
1239 pos.insert (op, op);
1240 }
1241
1242 /****************************************************************************
1243 * Destruction
1244 ****************************************************************************/
1245
1246 /* make_object_glow() - currently only makes living objects glow.
1247 * we do this by creating a force and inserting it in the
1248 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t.
1251 */
1252 int
1253 make_object_glow (object *op, int radius, int time)
1254 {
1255 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT)
1257 return 0;
1258
1259 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01;
1261 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1264 tmp = insert_ob_in_ob (tmp, op);
1265
1266 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius;
1268
1269 return 1;
1270 }
1271
1272 int
1273 cast_destruction (object *op, object *caster, object *spell_ob)
1274 {
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1285 friendly = 1;
1286
1287 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */
1293 skill = op->skill;
1294 if (caster == op)
1295 op->skill = spell_ob->skill;
1296 else if (caster->skill)
1297 op->skill = caster->skill;
1298 else
1299 op->skill = NULL;
1300
1301 op->change_skill (find_skill_by_name (op, op->skill));
1302
1303 for (i = -range; i <= range; i++)
1304 {
1305 for (j = -range; j <= range; j++)
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 if (mflags & P_IS_ALIVE)
1316 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320
1321 if (tmp)
1322 {
1323 if (tmp->head)
1324 tmp = tmp->head;
1325
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1328 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1333 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1335 }
1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1337 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1340 }
1341 }
1342 }
1343 }
1344 }
1345 }
1346
1347 op->skill = skill;
1348 return 1;
1349 }
1350
1351 /***************************************************************************
1352 *
1353 * CURSE
1354 *
1355 ***************************************************************************/
1356
1357 int
1358 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1359 {
1360 object *god = find_god (determine_god (op));
1361 object *tmp, *force;
1362
1363 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1364 if (!tmp)
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1367 return 0;
1368 }
1369
1370 tmp = tmp->head_ ();
1371
1372 /* If we've already got a force of this type, don't add a new one. */
1373 for (force = tmp->inv; force; force = force->below)
1374 {
1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1376 {
1377 if (force->name == spell_ob->name)
1378 {
1379 break;
1380 }
1381 else if (spell_ob->race && spell_ob->race == force->name)
1382 {
1383 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1384 return 0;
1385 }
1386 }
1387 }
1388
1389 if (!force)
1390 {
1391 force = get_archetype (FORCE_NAME);
1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1394 if (spell_ob->race)
1395 force->name = spell_ob->race;
1396 else
1397 force->name = spell_ob->name;
1398
1399 force->name_pl = spell_ob->name;
1400
1401 }
1402 else
1403 {
1404 int duration;
1405
1406 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1407 if (duration > force->duration)
1408 {
1409 force->duration = duration;
1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1411 }
1412 else
1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1414
1415 return 1;
1416 }
1417
1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1419 force->speed = 1.f;
1420 force->speed_left = -1.f;
1421 SET_FLAG (force, FLAG_APPLIED);
1422
1423 if (god)
1424 {
1425 if (spell_ob->last_grace)
1426 force->path_repelled = god->path_repelled;
1427 if (spell_ob->last_grace)
1428 force->path_denied = god->path_denied;
1429 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1430 }
1431 else
1432 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1433
1434
1435 if (tmp != op && op->type == PLAYER)
1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1437
1438 force->stats.ac = spell_ob->stats.ac;
1439 force->stats.wc = spell_ob->stats.wc;
1440
1441 change_abil (tmp, force); /* Mostly to display any messages */
1442 insert_ob_in_ob (force, tmp);
1443 tmp->update_stats ();
1444 return 1;
1445
1446 }
1447
1448 /**********************************************************************
1449 * mood change
1450 * Arguably, this may or may not be an attack spell. But since it
1451 * effects monsters, it seems best to put it into this file
1452 ***********************************************************************/
1453
1454 /* This covers the various spells that change the moods of monsters -
1455 * makes them angry, peacful, friendly, etc.
1456 */
1457 int
1458 mood_change (object *op, object *caster, object *spell)
1459 {
1460 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race;
1465
1466 /* We precompute some values here so that we don't have to keep
1467 * doing it over and over again.
1468 */
1469 god = find_god (determine_god (op));
1470 level = casting_level (caster, spell);
1471 range = spell->range + SP_level_range_adjust (caster, spell);
1472
1473 /* On the bright side, no monster should ever have a race of GOD_...
1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1475 * won't ever match anything.
1476 */
1477 if (!spell->race)
1478 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1480 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1482 race = god->race;
1483 else
1484 race = spell->race;
1485
1486 for (x = op->x - range; x <= op->x + range; x++)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 {
1489 done_one = 0;
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496
1497 /* If there is nothing living on this space, no need to go further */
1498 if (!(mflags & P_IS_ALIVE))
1499 continue;
1500
1501 // players can only affect spaces that they can actually see
1502 if (caster && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70)
1504 continue;
1505
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1508 break;
1509
1510 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER)
1512 continue;
1513
1514 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head;
1517 else
1518 head = tmp;
1519
1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1521 if (race && head->race && !strstr (race, head->race))
1522 continue;
1523
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue;
1526
1527 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1;
1529 if (spell->attacktype)
1530 {
1531 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at;
1535
1536 if (best_at == -1)
1537 at = 0;
1538 else
1539 {
1540 if (head->resist[best_at] == 100)
1541 continue;
1542 else
1543 at = head->resist[best_at] / 5;
1544 }
1545 at -= level / 5;
1546 if (did_make_save (head, head->level, at))
1547 continue;
1548 }
1549 else /* spell->attacktype */
1550 {
1551 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555
1556 The chance will then be in the range [20-70] percent, not too bad.
1557
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster...
1560
1561 Ryo, august 14th
1562 */
1563 if (head->level > level)
1564 continue;
1565
1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1567 /* Failed, no effect */
1568 continue;
1569 }
1570
1571 /* Done with saving throw. Now start affecting the monster */
1572
1573 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 {
1576 CLEAR_FLAG (head, FLAG_SLEEP);
1577 remove_friendly_object (head);
1578 done_one = 1;
1579 head->enemy = op;
1580 }
1581
1582 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL;
1587 done_one = 1;
1588 }
1589
1590 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 {
1593 SET_FLAG (head, FLAG_BERSERK);
1594 done_one = 1;
1595 }
1596
1597 /* charm */
1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1606 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head);
1609 head->attack_movement = PETMOVE;
1610 done_one = 1;
1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1612 head->stats.exp = 0;
1613 }
1614
1615 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1618 } /* for y */
1619
1620 return 1;
1621 }
1622
1623
1624 /* Move_ball_spell: This handles ball type spells that just sort of wander
1625 * about. was called move_ball_lightning, but since more than the ball
1626 * lightning spell used it, that seemed misnamed.
1627 * op is the spell effect.
1628 * note that duration is handled by process_object() in time.c
1629 */
1630 void
1631 move_ball_spell (object *op)
1632 {
1633 int i, j, dam_save, dir, mflags;
1634 sint16 nx, ny, hx, hy;
1635 object *owner;
1636 maptile *m;
1637
1638 owner = op->owner;
1639
1640 /* the following logic makes sure that the ball doesn't move into a wall,
1641 * and makes sure that it will move along a wall to try and get at it's
1642 * victim. The block immediately below more or less chooses a random
1643 * offset to move the ball, eg, keep it mostly on course, with some
1644 * deviations.
1645 */
1646
1647 dir = 0;
1648 if (!(rndm (0, 3)))
1649 j = rndm (0, 1);
1650 else
1651 j = 0;
1652
1653 for (i = 1; i < 9; i++)
1654 {
1655 /* i bit 0: alters sign of offset
1656 * other bits (i / 2): absolute value of offset
1657 */
1658
1659 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1660 int tmpdir = absdir (op->direction + offset);
1661
1662 nx = op->x + freearr_x[tmpdir];
1663 ny = op->y + freearr_y[tmpdir];
1664 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))))
1665 {
1666 dir = tmpdir;
1667 break;
1668 }
1669 }
1670 if (dir == 0)
1671 {
1672 nx = op->x;
1673 ny = op->y;
1674 m = op->map;
1675 }
1676
1677 m->insert (op, nx, ny, op);
1678
1679 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1680 surrounding squares */
1681
1682 /* loop over current square and neighbors to hit.
1683 * if this has an other_arch field, we insert that in
1684 * the surround spaces.
1685 */
1686 for (j = 0; j < 9; j++)
1687 {
1688 hx = nx + freearr_x[j];
1689 hy = ny + freearr_y[j];
1690
1691 m = op->map;
1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1693
1694 if (mflags & P_OUT_OF_MAP)
1695 continue;
1696
1697 /* first, don't ever, ever hit the owner. Don't hit out
1698 * of the map either.
1699 */
1700
1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1702 {
1703 if (j)
1704 op->stats.dam = dam_save / 2;
1705
1706 hit_map (op, j, op->attacktype, 1);
1707 }
1708
1709 /* insert the other arch */
1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1712 }
1713
1714 /* restore to the center location and damage */
1715 op->stats.dam = dam_save;
1716
1717 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1718
1719 if (i >= 0)
1720 { /* we have a preferred direction! */
1721 /* pick another direction if the preferred dir is blocked. */
1722 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1723 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1724 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1725
1726 op->direction = i;
1727 }
1728 }
1729
1730 /* move_swarm_spell: peterm
1731 * This is an implementation of the swarm spell. It was written for
1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1733 * is a special type of object that casts swarms of other types
1734 * of spells. Which spell it casts is flexible. It fires the spells
1735 * from a set of squares surrounding the caster, in a given direction.
1736 */
1737 void
1738 move_swarm_spell (object *op)
1739 {
1740 #if 0
1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1743 sint16 target_x, target_y, origin_x, origin_y;
1744 int adjustdir;
1745 maptile *m;
1746 #endif
1747 object *owner = op->env;
1748
1749 if (!owner) // MUST not happen, remove when true TODO
1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1752 op->destroy ();
1753 return;
1754 }
1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1762 op->duration--;
1763
1764 int basedir = op->direction;
1765 if (!basedir)
1766 {
1767 /* spray in all directions! 8) */
1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1770 }
1771
1772 #if 0
1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1776 // space.
1777 // should be fixed later, but correctness before features...
1778 // (schmorp)
1779
1780 /* new offset calculation to make swarm element distribution
1781 * more uniform
1782 */
1783 if (op->duration)
1784 {
1785 if (basedir & 1)
1786 {
1787 adjustdir = cardinal_adjust[rndm (0, 8)];
1788 }
1789 else
1790 {
1791 adjustdir = diagonal_adjust[rndm (0, 9)];
1792 }
1793 }
1794 else
1795 {
1796 adjustdir = 0; /* fire the last one from forward. */
1797 }
1798
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1801
1802 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below
1804 */
1805 origin_x = target_x - freearr_x[basedir];
1806 origin_y = target_y - freearr_y[basedir];
1807
1808
1809 /* spell pointer is set up for the spell this casts. Since this
1810 * should just be a pointer to the spell in some inventory,
1811 * it is unlikely to disappear by the time we need it. However,
1812 * do some sanity checking anyways.
1813 */
1814
1815 if (op->spell && op->spell->type == SPELL &&
1816 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1817 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1818 {
1819
1820 /* Bullet spells have a bunch more customization that needs to be done */
1821 if (op->spell->subtype == SP_BULLET)
1822 fire_bullet (owner, op, basedir, op->spell);
1823 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1824 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1825 }
1826 #endif
1827
1828 /* spell pointer is set up for the spell this casts. Since this
1829 * should just be a pointer to the spell in some inventory,
1830 * it is unlikely to disappear by the time we need it. However,
1831 * do some sanity checking anyways.
1832 */
1833
1834 if (op->spell && op->spell->type == SPELL)
1835 {
1836 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 }
1842 }
1843
1844 /* fire_swarm:
1845 * The following routine creates a swarm of objects. It actually
1846 * sets up a specific swarm object, which then fires off all
1847 * the parts of the swarm.
1848 *
1849 * op: the owner
1850 * caster: the caster (owner, wand, rod, scroll)
1851 * dir: the direction everything will be fired in
1852 * spell - the spell that is this spell.
1853 * n: the number to be fired.
1854 */
1855 int
1856 fire_swarm (object *op, object *caster, object *spell, int dir)
1857 {
1858 if (!spell->other_arch)
1859 return 0;
1860
1861 object *tmp = archetype::get (SWARM_SPELL);
1862
1863 set_spell_skill (op, caster, spell, tmp);
1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1865 tmp->spell = spell->other_arch->instance ();
1866 tmp->attacktype = tmp->spell->attacktype;
1867
1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1869 if (!tailor_god_spell (tmp, op))
1870 return 1;
1871
1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1873 for (int i = 0; i < spell->duration; i++)
1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1878 tmp->direction = dir;
1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1881
1882 op->insert (tmp);
1883
1884 return 1;
1885 }
1886
1887 /* See the spells documentation file for why this is its own
1888 * function.
1889 */
1890 int
1891 cast_light (object *op, object *caster, object *spell, int dir)
1892 {
1893 object *target = NULL, *tmp = NULL;
1894 sint16 x, y;
1895 int dam, mflags;
1896 maptile *m;
1897
1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1899
1900 if (dir)
1901 {
1902 x = op->x + freearr_x[dir];
1903 y = op->y + freearr_y[dir];
1904 m = op->map;
1905
1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1907
1908 if (mflags & P_OUT_OF_MAP)
1909 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1911 return 0;
1912 }
1913
1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1915 {
1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1918 {
1919 /* oky doky. got a target monster. Lets make a blinding attack */
1920 if (target->head)
1921 target = target->head;
1922
1923 hit_player (target, dam, op, spell->attacktype, 1);
1924 return 1; /* one success only! */
1925 }
1926 }
1927
1928 /* no live target, perhaps a wall is in the way? */
1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1930 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1932 return 0;
1933 }
1934 }
1935
1936 /* ok, looks groovy to just insert a new light on the map */
1937 tmp = arch_to_object (spell->other_arch);
1938 if (!tmp)
1939 {
1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1941 return 0;
1942 }
1943
1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1946 if (tmp->glow_radius)
1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1948
1949 if (dir)
1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1954 return 1;
1955 }
1956
1957 /* cast_cause_disease: this spell looks along <dir> from the
1958 * player and infects someone.
1959 * op is the player/monster, caster is the object, dir is the direction
1960 * to cast, disease_arch is the specific disease, and type is the spell number
1961 * perhaps this should actually be in disease.c?
1962 */
1963 int
1964 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1965 {
1966 sint16 x, y;
1967 int i, mflags, range, dam_mod, dur_mod;
1968 object *walk;
1969 maptile *m;
1970
1971 x = op->x;
1972 y = op->y;
1973
1974 /* If casting from a scroll, no direction will be available, so refer to the
1975 * direction the player is pointing.
1976 */
1977 if (!dir)
1978 dir = op->facing;
1979
1980 if (!dir)
1981 return 0; /* won't find anything if casting on ourself, so just return */
1982
1983 /* Calculate these once here */
1984 range = spell->range + SP_level_range_adjust (caster, spell);
1985 dam_mod = SP_level_dam_adjust (caster, spell);
1986 dur_mod = SP_level_duration_adjust (caster, spell);
1987
1988 /* search in a line for a victim */
1989 for (i = 1; i < range; i++)
1990 {
1991 x = op->x + i * freearr_x[dir];
1992 y = op->y + i * freearr_y[dir];
1993 m = op->map;
1994
1995 mflags = get_map_flags (m, &m, x, y, &x, &y);
1996
1997 if (mflags & P_OUT_OF_MAP)
1998 return 0;
1999
2000 /* don't go through walls - presume diseases are airborne */
2001 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2002 return 0;
2003
2004 /* Only bother looking on this space if there is something living here */
2005 if (mflags & P_IS_ALIVE)
2006 {
2007 /* search this square for a victim */
2008 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2009 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2010 { /* found a victim */
2011 object *disease = arch_to_object (spell->other_arch);
2012
2013 disease->set_owner (op);
2014 set_spell_skill (op, caster, spell, disease);
2015 disease->stats.exp = 0;
2016 disease->level = casting_level (caster, spell);
2017
2018 /* do level adjustments */
2019 if (disease->stats.wc)
2020 disease->stats.wc += dur_mod / 2;
2021
2022 if (disease->magic > 0)
2023 disease->magic += dur_mod / 8;
2024
2025 if (disease->stats.maxhp > 0)
2026 disease->stats.maxhp += dur_mod;
2027
2028 if (disease->stats.maxgrace > 0)
2029 disease->stats.maxgrace += dur_mod;
2030
2031 if (disease->stats.dam)
2032 {
2033 if (disease->stats.dam > 0)
2034 disease->stats.dam += dam_mod;
2035 else
2036 disease->stats.dam -= dam_mod;
2037 }
2038
2039 if (disease->last_sp)
2040 {
2041 disease->last_sp -= 2 * dam_mod;
2042 if (disease->last_sp < 1)
2043 disease->last_sp = 1;
2044 }
2045
2046 if (disease->stats.maxsp)
2047 {
2048 if (disease->stats.maxsp > 0)
2049 disease->stats.maxsp += dam_mod;
2050 else
2051 disease->stats.maxsp -= dam_mod;
2052 }
2053
2054 if (disease->stats.ac)
2055 disease->stats.ac += dam_mod;
2056
2057 if (disease->last_eat)
2058 disease->last_eat -= dam_mod;
2059
2060 if (disease->stats.hp)
2061 disease->stats.hp -= dam_mod;
2062
2063 if (disease->stats.sp)
2064 disease->stats.sp -= dam_mod;
2065
2066 if (infect_object (walk, disease, 1))
2067 {
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2069
2070 disease->destroy (); /* don't need this one anymore */
2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2072 return 1;
2073 }
2074
2075 disease->destroy ();
2076 }
2077 } /* if living creature */
2078 } /* for range of spaces */
2079
2080 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2081 return 1;
2082 }