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Revision: 1.75
Committed: Sun Dec 28 08:08:25 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +127 -137 lines
Log Message:
speed up charm/mood change

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