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Revision: 1.76
Committed: Sun Dec 28 08:09:49 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_74
Changes since 1.75: +2 -6 lines
Log Message:
near-indent

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