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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.8
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 8 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -2 lines
Log Message:
Some cleanups.

File Contents

# Content
1 /*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.7 2006-09-03 00:18:42 root Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits
32 * of code
33 */
34
35 #include <global.h>
36 #include <object.h>
37 #include <living.h>
38 #ifndef __CEXTRACT__
39 #include <sproto.h>
40 #endif
41 #include <spells.h>
42 #include <sounds.h>
43
44 /* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too
47 * op is the spell object.
48 */
49
50 void check_spell_knockback(object *op) {
51 object *tmp, *tmp2; /* object on the map */
52 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */
54
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/
57 return;
58 }else{
59 weight_move = op->weight +(op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/
61 }
62
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
64 {
65 int num_sections = 1;
66
67 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ))
69 return;
70
71 /* don't move parts of objects */
72 if(tmp->head) continue;
73
74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue;
76
77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++;
79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant.
83 */
84
85 /* surface area? -tm */
86
87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */
89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */
91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should
93 * also be safe for objects.
94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information
96 * right now.
97 */
98 move_object(tmp, absdir(op->stats.sp));
99 }
100
101 }
102 }
103
104 /***************************************************************************
105 *
106 * BOLT CODE
107 *
108 ***************************************************************************/
109
110 /* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork.
112 */
113
114 void forklightning(object *op, object *tmp) {
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 mapstruct *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],
134 &sx, &sy) & P_OUT_OF_MAP)
135 return;
136
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy)))
138 return;
139
140 /* OK, we made a fork */
141 new_bolt = get_object();
142 copy_object(tmp,new_bolt);
143
144 /* reduce chances of subsequent forking */
145 new_bolt->stats.Dex -= 10;
146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
148 new_bolt->speed_left = -0.1;
149 new_bolt->direction = t_dir;
150 new_bolt->duration++;
151 new_bolt->x=sx;
152 new_bolt->y=sy;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++;
157 new_bolt = insert_ob_in_map(new_bolt,m,op,0);
158 update_turn_face(new_bolt);
159 }
160
161 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it.
163 */
164
165 void move_bolt(object *op) {
166 object *tmp;
167 int mflags;
168 sint16 x, y;
169 mapstruct *m;
170
171 if(--(op->duration)<0) {
172 remove_ob(op);
173 free_object(op);
174 return;
175 }
176 hit_map(op,0,op->attacktype,1);
177
178 if(!op->direction)
179 return;
180
181 if (--op->range<0) {
182 op->range=0;
183 } else {
184 x = op->x+DIRX(op);
185 y = op->y+DIRY(op);
186 m = op->map;
187 mflags = get_map_flags(m, &m, x, y, &x, &y);
188
189 if (mflags & P_OUT_OF_MAP) 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)) ||
197 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
198
199 if(!QUERY_FLAG(op, FLAG_REFLECTING))
200 return;
201
202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling
205 * on the diagonal, it is trickier - eg, a bolt travelling
206 * northwest bounces different if it hits a north/south
207 * wall (bounces to northeast) vs an east/west (bounces
208 * to the southwest.
209 */
210 if(op->direction&1)
211 op->direction=absdir(op->direction+4);
212 else {
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 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
238 return;
239 }
240 else { /* Create a copy of this object and put it ahead */
241 tmp=get_object();
242 copy_object(op,tmp);
243 tmp->speed_left= -0.1;
244 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
245 tmp = insert_ob_in_map(tmp,op->map,op,0);
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248
249 /* New forking code. Possibly create forks of this object
250 * going off in other directions.
251 */
252
253 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
254 forklightning(op,tmp);
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
273 int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) {
274 object *tmp=NULL;
275 int mflags;
276
277 if (!spob->other_arch)
278 return 0;
279
280 tmp=arch_to_object(spob->other_arch);
281 if(tmp==NULL)
282 return 0;
283
284 /* peterm: level dependency for bolts */
285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
286 tmp->attacktype = spob->attacktype;
287 if (spob->slaying) tmp->slaying = spob->slaying;
288 tmp->range = spob->range + SP_level_range_adjust(caster,spob);
289 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob);
290 tmp->stats.Dex = spob->stats.Dex;
291 tmp->stats.Con = spob->stats.Con;
292
293 tmp->direction=dir;
294 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
295 SET_ANIMATION(tmp, dir);
296
297 set_owner(tmp,op);
298 set_spell_skill(op, caster, spob, tmp);
299
300 tmp->x=op->x + DIRX(tmp);
301 tmp->y=op->y + DIRY(tmp);
302 tmp->map = op->map;
303
304 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
305 if (mflags & P_OUT_OF_MAP) {
306 free_object(tmp);
307 return 0;
308 }
309 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
310 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
311 free_object(tmp);
312 return 0;
313 }
314 tmp->x=op->x;
315 tmp->y=op->y;
316 tmp->direction=absdir(tmp->direction+4);
317 tmp->map = op->map;
318 }
319 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL)
320 move_bolt (tmp);
321 return 1;
322 }
323
324
325
326 /***************************************************************************
327 *
328 * BULLET/BALL CODE
329 *
330 ***************************************************************************/
331
332 /* expands an explosion. op is a piece of the
333 * explosion - this expans it in the different directions.
334 * At least that is what I think this does.
335 */
336 void explosion(object *op) {
337 object *tmp;
338 mapstruct *m=op->map;
339 int i;
340
341 if(--(op->duration)<0) {
342 remove_ob(op);
343 free_object(op);
344 return;
345 }
346 hit_map(op,0,op->attacktype,0);
347
348 if(op->range>0) {
349 for(i=1;i<9;i++) {
350 sint16 dx,dy;
351
352 dx=op->x+freearr_x[i];
353 dy=op->y+freearr_y[i];
354 /* ok_to_put_more already does things like checks for walls,
355 * out of map, etc.
356 */
357 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) {
358 tmp=get_object();
359 copy_object(op,tmp);
360 tmp->state=0;
361 tmp->speed_left= -0.21;
362 tmp->range--;
363 tmp->value=0;
364 tmp->x=dx;
365 tmp->y=dy;
366 insert_ob_in_map(tmp,m,op,0);
367 }
368 }
369 }
370 }
371
372
373 /* Causes an object to explode, eg, a firebullet,
374 * poison cloud ball, etc. op is the object to
375 * explode.
376 */
377 void explode_bullet(object *op)
378 {
379 tag_t op_tag = op->count;
380 object *tmp, *owner;
381
382 if (op->other_arch == NULL) {
383 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
384 remove_ob (op);
385 free_object (op);
386 return;
387 }
388
389 if (op->env) {
390 object *env;
391
392 env = object_get_env_recursive(op);
393 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
394 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
395 remove_ob (op);
396 free_object (op);
397 return;
398 }
399 remove_ob (op);
400 op->x = env->x;
401 op->y = env->y;
402 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
403 } else if (out_of_map (op->map, op->x, op->y)) {
404 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
405 remove_ob (op);
406 free_object (op);
407 return;
408 }
409
410 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
411 // NOTE: If this breaks something important: remove this. I can't think of anything
412 // bad at the moment that might happen from this.
413 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
414 {
415 remove_ob (op);
416 free_object (op);
417 return;
418 }
419
420 if (op->attacktype) {
421 hit_map (op, 0, op->attacktype, 1);
422 if (was_destroyed (op, op_tag))
423 return;
424 }
425
426 /* other_arch contains what this explodes into */
427 tmp = arch_to_object (op->other_arch);
428
429 copy_owner (tmp, op);
430 tmp->skill = op->skill;
431
432 owner = get_owner(op);
433 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner &&
434 !tailor_god_spell(tmp, owner)) {
435 remove_ob (op);
436 free_object (op);
437 return;
438 }
439 tmp->x = op->x;
440 tmp->y = op->y;
441
442 /* special for bombs - it actually has sane values for these */
443 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) {
444 tmp->attacktype = op->attacktype;
445 tmp->range = op->range;
446 tmp->stats.dam = op->stats.dam;
447 tmp->duration = op->duration;
448 } else {
449 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC;
450 /* Spell doc describes what is going on here */
451 tmp->stats.dam = op->dam_modifier;
452 tmp->range = op->stats.maxhp;
453 tmp->duration = op->stats.hp;
454 /* Used for spell tracking - just need a unique val for this spell -
455 * the count of the parent should work fine.
456 */
457 tmp->stats.maxhp = op->count;
458 }
459
460 /* Set direction of cone explosion */
461 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
462 tmp->stats.sp = op->direction;
463
464 /* Prevent recursion */
465 op->move_on = 0;
466
467 insert_ob_in_map(tmp, op->map, op, 0);
468 /* remove the firebullet */
469 if ( ! was_destroyed (op, op_tag)) {
470 remove_ob (op);
471 free_object (op);
472 }
473 }
474
475
476
477 /* checks to see what op should do, given the space it is on
478 * (eg, explode, damage player, etc)
479 */
480
481 void check_bullet(object *op)
482 {
483 tag_t op_tag = op->count, tmp_tag;
484 object *tmp;
485 int dam, mflags;
486 mapstruct *m;
487 sint16 sx, sy;
488
489 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy);
490
491 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))
492 return;
493
494 if (op->other_arch) {
495 /* explode object will also remove op */
496 explode_bullet (op);
497 return;
498 }
499
500 /* If nothing alive on this space, no reason to do anything further */
501 if (!(mflags & P_IS_ALIVE)) return;
502
503 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above)
504 {
505 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
506 tmp_tag = tmp->count;
507 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
508 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag)
509 || (op->stats.dam -= dam) < 0)
510 {
511 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
512 remove_ob (op);
513 free_object(op);
514 return;
515 }
516 }
517 }
518 }
519 }
520
521
522 /* Basically, we move 'op' one square, and if it hits something,
523 * call check_bullet.
524 * This function is only applicable to bullets, but not to all
525 * fired arches (eg, bolts).
526 */
527
528 void move_bullet(object *op)
529 {
530 sint16 new_x, new_y;
531 int mflags;
532 mapstruct *m;
533
534 #if 0
535 /* We need a better general purpose way to do this */
536
537 /* peterm: added to make comet leave a trail of burnouts
538 it's an unadulterated hack, but the effect is cool. */
539 if(op->stats.sp == SP_METEOR) {
540 replace_insert_ob_in_map("fire_trail",op);
541 if (was_destroyed (op, op_tag))
542 return;
543 } /* end addition. */
544 #endif
545
546 /* Reached the end of its life - remove it */
547 if (--op->range <=0) {
548 if (op->other_arch) {
549 explode_bullet (op);
550 } else {
551 remove_ob (op);
552 free_object (op);
553 }
554 return;
555 }
556
557 new_x = op->x + DIRX(op);
558 new_y = op->y + DIRY(op);
559 m = op->map;
560 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
561
562 if (mflags & P_OUT_OF_MAP) {
563 remove_ob (op);
564 free_object (op);
565 return;
566 }
567
568 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
569 if (op->other_arch) {
570 explode_bullet (op);
571 } else {
572 remove_ob (op);
573 free_object (op);
574 }
575 return;
576 }
577
578 remove_ob (op);
579 op->x = new_x;
580 op->y = new_y;
581 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
582 return;
583
584 if (reflwall (op->map, op->x, op->y, op)) {
585 op->direction = absdir (op->direction + 4);
586 update_turn_face (op);
587 } else {
588 check_bullet (op);
589 }
590 }
591
592
593
594
595 /* fire_bullet
596 * object op (cast from caster) files a bolt in dir.
597 * spob is the spell object for the bolt.
598 * we remove the magic flag - that can be derived from
599 * spob->attacktype.
600 * This function sets up the appropriate owner and skill
601 * pointers.
602 */
603
604 int fire_bullet(object *op,object *caster,int dir,object *spob) {
605 object *tmp=NULL;
606 int mflags;
607
608 if (!spob->other_arch)
609 return 0;
610
611 tmp=arch_to_object(spob->other_arch);
612 if(tmp==NULL)
613 return 0;
614
615 /* peterm: level dependency for bolts */
616 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
617 tmp->attacktype = spob->attacktype;
618 if (spob->slaying) tmp->slaying = spob->slaying;
619
620 tmp->range = 50;
621
622 /* Need to store duration/range for the ball to use */
623 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob);
624 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob);
625 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob);
626
627 tmp->direction=dir;
628 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
629 SET_ANIMATION(tmp, dir);
630
631 set_owner(tmp,op);
632 set_spell_skill(op, caster, spob, tmp);
633
634 tmp->x=op->x + freearr_x[dir];
635 tmp->y=op->y + freearr_y[dir];
636 tmp->map = op->map;
637
638 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
639 if (mflags & P_OUT_OF_MAP) {
640 free_object(tmp);
641 return 0;
642 }
643 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
644 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
645 free_object(tmp);
646 return 0;
647 }
648 tmp->x=op->x;
649 tmp->y=op->y;
650 tmp->direction=absdir(tmp->direction+4);
651 tmp->map = op->map;
652 }
653 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) {
654 check_bullet (tmp);
655 }
656 return 1;
657 }
658
659
660
661
662 /*****************************************************************************
663 *
664 * CONE RELATED FUNCTIONS
665 *
666 *****************************************************************************/
667
668
669 /* drops an object based on what is in the cone's "other_arch" */
670 void cone_drop(object *op) {
671 object *new_ob = arch_to_object(op->other_arch);
672
673 new_ob->x = op->x;
674 new_ob->y = op->y;
675 new_ob->level = op->level;
676 set_owner(new_ob,op->owner);
677
678 /* preserve skill ownership */
679 if(op->skill && op->skill != new_ob->skill) {
680 new_ob->skill = op->skill;
681 }
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684 }
685
686 /* move_cone: causes cone object 'op' to move a space/hit creatures */
687
688 void move_cone(object *op) {
689 int i;
690 tag_t tag;
691
692 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) {
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? &op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 }
700
701 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
703 hit_map(op,0,op->attacktype,0);
704 return;
705 }
706
707 #if 0
708 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die.
710 */
711 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) {
713 remove_ob(op);
714 free_object(op);
715 return;
716 }
717 #endif
718
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0);
721
722 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some
724 * degree.
725 */
726 if(op->weight) check_spell_knockback(op);
727
728 if (was_destroyed (op, tag))
729 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 }
736 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires,
738 * then the object will get removed.
739 */
740 if (--op->range < 0) {
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 }
744
745 for(i= -1;i<2;i++) {
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
747 y=op->y+freearr_y[absdir(op->stats.sp+i)];
748
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) {
750 object *tmp=get_object();
751 copy_object(op, tmp);
752 tmp->x=x;
753 tmp->y=y;
754
755 tmp->duration = op->duration + 1;
756
757 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0);
760 if (tmp->other_arch) cone_drop(tmp);
761 }
762 }
763 }
764
765 /* cast_cone: casts a cone spell.
766 * op: person firing the object.
767 * caster: object casting the spell.
768 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire.
771 * returns 0 on failure, 1 on success.
772 */
773 int cast_cone(object *op, object *caster,int dir, object *spell)
774 {
775 object *tmp;
776 int i,success=0,range_min= -1,range_max=1;
777 mapstruct *m;
778 sint16 sx, sy;
779 MoveType movetype;
780
781 if (!spell->other_arch) return 0;
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0;
788 }
789
790 if(!dir) {
791 range_min= 0;
792 range_max=8;
793 }
794
795 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to
797 * insert it into is blocked.
798 */
799 movetype = spell->other_arch->clone.move_type;
800
801 for(i=range_min;i<=range_max;i++) {
802 sint16 x,y, d;
803
804 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person.
808 */
809 d = dir + i;
810 while (d < 0) d+=8;
811 while (d > 8) d-=8;
812
813 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code.
819 */
820 if (caster->type != RUNE && d==0) {
821 if (dir!=0) d=8;
822 else continue;
823 }
824
825 x = op->x+freearr_x[d];
826 y = op->y+freearr_y[d];
827
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
829 continue;
830
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype)
832 continue;
833
834 success=1;
835 tmp=arch_to_object(spell->other_arch);
836 set_owner(tmp,op);
837 set_spell_skill(op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype;
842
843 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) {
845 if(!tailor_god_spell(tmp,op)) return 0;
846 }
847
848 if(dir)
849 tmp->stats.sp=dir;
850 else
851 tmp->stats.sp=i;
852
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
854
855 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) {
857 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2;
859 }
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell);
862
863 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) {
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha];
866 else
867 tmp->duration += caster->level/3;
868 }
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) {
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5;
871 else
872 tmp->duration += caster->level/3;
873 }
874
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n",
878 &spell->other_arch->name);
879
880 if (!tmp->move_on && tmp->stats.dam) {
881 LOG (llevDebug,
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 &spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886
887 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times.
889 */
890 tmp->stats.maxhp = tmp->count;
891
892 if(tmp->other_arch) cone_drop(tmp);
893 }
894 return success;
895 }
896
897 /****************************************************************************
898 *
899 * BOMB related code
900 *
901 ****************************************************************************/
902
903
904 /* This handles an exploding bomb.
905 * op is the original bomb object.
906 */
907 void animate_bomb(object *op) {
908 int i;
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1)
913 return;
914
915
916 env = object_get_env_recursive(op);
917
918 if (op->env) {
919 if (env->map == NULL)
920 return;
921
922 if (env->type == PLAYER)
923 esrv_del_item(env->contr, op->count);
924
925 remove_ob(op);
926 op->x = env->x;
927 op->y = env->y;
928 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
929 return;
930 }
931
932 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
933 // on a safe map. I don't like this special casing, but it seems to be neccessary
934 // as bombs can be carried.
935 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
936 {
937 remove_ob (op);
938 free_object (op);
939 return;
940 }
941
942 /* This copies a lot of the code from the fire bullet,
943 * but using the cast_bullet isn't really feasible,
944 * so just set up the appropriate values.
945 */
946 at = find_archetype(SPLINT);
947 if (at) {
948 for(i=1;i<9;i++) {
949 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
950 continue;
951 tmp = arch_to_object(at);
952 tmp->direction = i;
953 tmp->range = op->range;
954 tmp->stats.dam = op->stats.dam;
955 tmp->duration = op->duration;
956 tmp->attacktype = op->attacktype;
957 copy_owner (tmp, op);
958 if(op->skill && op->skill != tmp->skill) {
959 tmp->skill = op->skill;
960 }
961 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
962 SET_ANIMATION(tmp, i);
963 tmp->x = op->x + freearr_x[i];
964 tmp->y = op->y + freearr_x[i];
965 insert_ob_in_map(tmp, op->map, op, 0);
966 move_bullet(tmp);
967 }
968 }
969
970 explode_bullet(op);
971 }
972
973 int create_bomb(object *op,object *caster,int dir, object *spell) {
974
975 object *tmp;
976 int mflags;
977 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir];
978 mapstruct *m;
979
980 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy);
981 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) {
982 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
983 return 0;
984 }
985 tmp=arch_to_object(spell->other_arch);
986
987 /* level dependencies for bomb */
988 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
989 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
990 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell);
991 tmp->attacktype = spell->attacktype;
992
993 set_owner(tmp,op);
994 set_spell_skill(op, caster, spell, tmp);
995 tmp->x=dx;
996 tmp->y=dy;
997 insert_ob_in_map(tmp,m,op,0);
998 return 1;
999 }
1000
1001 /****************************************************************************
1002 *
1003 * smite related spell code.
1004 *
1005 ****************************************************************************/
1006
1007 /* get_pointed_target() - this is used by finger of death
1008 * and the 'smite' spells. Returns the pointer to the first
1009 * monster in the direction which is pointed to by op. b.t.
1010 * op is the caster - really only used for the source location.
1011 * dir is the direction to look in.
1012 * range is how far out to look.
1013 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1014 * this info is used for blocked magic/unholy spaces.
1015 */
1016
1017 object *get_pointed_target(object *op, int dir, int range, int type) {
1018 object *target;
1019 sint16 x,y;
1020 int dist, mflags;
1021 mapstruct *mp;
1022
1023 if (dir==0) return NULL;
1024
1025 for (dist=1; dist<range; dist++) {
1026 x = op->x + freearr_x[dir] * dist;
1027 y = op->y + freearr_y[dir] * dist;
1028 mp = op->map;
1029 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1030
1031 if (mflags & P_OUT_OF_MAP) return NULL;
1032 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1033 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1034 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1035
1036 if (mflags & P_IS_ALIVE) {
1037 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1038 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1039 return target;
1040 }
1041 }
1042 }
1043 }
1044 return NULL;
1045 }
1046
1047
1048 /* cast_smite_arch() - the priest points to a creature and causes
1049 * a 'godly curse' to decend.
1050 * usual params -
1051 * op = player
1052 * caster = object casting the spell.
1053 * dir = direction being cast
1054 * spell = spell object
1055 */
1056
1057 int cast_smite_spell (object *op, object *caster,int dir, object *spell) {
1058 object *effect, *target;
1059 object *god = find_god(determine_god(op));
1060 int range;
1061
1062 range = spell->range + SP_level_range_adjust(caster,spell);
1063 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA);
1064
1065 /* Bunch of conditions for casting this spell. Note that only
1066 * require a god if this is a cleric spell (requires grace).
1067 * This makes this spell much more general purpose - it can be used
1068 * by wizards also, which is good, because I think this is a very
1069 * interesting spell.
1070 * if it is a cleric spell, you need a god, and the creature
1071 * can't be friendly to your god.
1072 */
1073
1074 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL)
1075 ||(!god && spell->stats.grace)
1076 ||(target->title && god && !strcmp(target->title,god->name))
1077 ||(target->race && god && strstr(target->race,god->race))) {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded.");
1079 return 0;
1080 }
1081
1082 if (spell->other_arch)
1083 effect = arch_to_object(spell->other_arch);
1084 else
1085 return 0;
1086
1087 /* tailor the effect by priest level and worshipped God */
1088 effect->level = caster_level (caster, spell);
1089 effect->attacktype = spell->attacktype;
1090 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) {
1091 if(tailor_god_spell(effect,op))
1092 new_draw_info_format(NDI_UNIQUE,0,op,
1093 "%s answers your call!",determine_god(op));
1094 else {
1095 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored.");
1096 return 0;
1097 }
1098 }
1099
1100 /* size of the area of destruction */
1101 effect->range=spell->range +
1102 SP_level_range_adjust(caster,spell);
1103 effect->duration=spell->duration +
1104 SP_level_range_adjust(caster,spell);
1105
1106 if (effect->attacktype & AT_DEATH) {
1107 effect->level=spell->stats.dam +
1108 SP_level_dam_adjust(caster,spell);
1109
1110 /* casting death spells at undead isn't a good thing */
1111 if QUERY_FLAG(target, FLAG_UNDEAD) {
1112 if(random_roll(0, 2, op, PREFER_LOW)) {
1113 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!");
1114 effect->x=op->x;
1115 effect->y=op->y;
1116 } else {
1117 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1118 query_name(target));
1119 target->stats.hp = target->stats.maxhp*2;
1120 free_object(effect);
1121 return 0;
1122 }
1123 }
1124 } else {
1125 /* how much woe to inflict :) */
1126 effect->stats.dam=spell->stats.dam +
1127 SP_level_dam_adjust(caster,spell);
1128 }
1129
1130 set_owner(effect,op);
1131 set_spell_skill(op, caster, spell, effect);
1132
1133 /* ok, tell it where to be, and insert! */
1134 effect->x=target->x;
1135 effect->y=target->y;
1136 insert_ob_in_map(effect,target->map,op,0);
1137
1138 return 1;
1139 }
1140
1141
1142 /****************************************************************************
1143 *
1144 * MAGIC MISSILE code.
1145 * note that the fire_bullet is used to fire the missile. The
1146 * code here is just to move the missile.
1147 ****************************************************************************/
1148
1149 /* op is a missile that needs to be moved */
1150 void move_missile(object *op) {
1151 int i, mflags;
1152 object *owner;
1153 sint16 new_x, new_y;
1154 mapstruct *m;
1155
1156 if (op->range-- <=0) {
1157 remove_ob(op);
1158 free_object(op);
1159 return;
1160 }
1161
1162 owner = get_owner(op);
1163 #if 0
1164 /* It'd make things nastier if this wasn't here - spells cast by
1165 * monster that are then killed would continue to survive
1166 */
1167 if (owner == NULL) {
1168 remove_ob(op);
1169 free_object(op);
1170 return;
1171 }
1172 #endif
1173
1174 new_x = op->x + DIRX(op);
1175 new_y = op->y + DIRY(op);
1176
1177 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1178
1179 if (!(mflags & P_OUT_OF_MAP) &&
1180 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1181 tag_t tag = op->count;
1182 hit_map (op, op->direction, AT_MAGIC, 1);
1183 /* Basically, missile only hits one thing then goes away.
1184 * we need to remove it if someone hasn't already done so.
1185 */
1186 if ( ! was_destroyed (op, tag)) {
1187 remove_ob (op);
1188 free_object(op);
1189 }
1190 return;
1191 }
1192
1193 remove_ob(op);
1194 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1195 free_object(op);
1196 return;
1197 }
1198 op->x = new_x;
1199 op->y = new_y;
1200 op->map = m;
1201 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1202 if(i > 0 && i != op->direction){
1203 op->direction=i;
1204 SET_ANIMATION(op, op->direction);
1205 }
1206 insert_ob_in_map(op,op->map,op,0);
1207 }
1208
1209 /****************************************************************************
1210 * Destruction
1211 ****************************************************************************/
1212 /* make_object_glow() - currently only makes living objects glow.
1213 * we do this by creating a force and inserting it in the
1214 * object. if time is 0, the object glows permanently. To truely
1215 * make this work for non-living objects, we would have to
1216 * give them the capability to have an inventory. b.t.
1217 */
1218
1219 int make_object_glow(object *op, int radius, int time) {
1220 object *tmp;
1221
1222 /* some things are unaffected... */
1223 if(op->path_denied&PATH_LIGHT)
1224 return 0;
1225
1226 tmp=get_archetype(FORCE_NAME);
1227 tmp->speed = 0.01;
1228 tmp->stats.food = time;
1229 SET_FLAG(tmp, FLAG_IS_USED_UP);
1230 tmp->glow_radius=radius;
1231 if (tmp->glow_radius > MAX_LIGHT_RADII)
1232 tmp->glow_radius = MAX_LIGHT_RADII;
1233
1234 tmp->x=op->x;
1235 tmp->y=op->y;
1236 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1237 tmp=insert_ob_in_ob(tmp,op);
1238 if (tmp->glow_radius > op->glow_radius)
1239 op->glow_radius = tmp->glow_radius;
1240
1241 if(!tmp->env||op!=tmp->env) {
1242 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1243 &op->name);
1244 return 0;
1245 }
1246 return 1;
1247 }
1248
1249
1250
1251
1252 int cast_destruction(object *op, object *caster, object *spell_ob) {
1253 int i,j, range, mflags, friendly=0, dam, dur;
1254 sint16 sx,sy;
1255 mapstruct *m;
1256 object *tmp;
1257 const char *skill;
1258
1259 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1260 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1261 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
1262 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1263
1264 /* destruction doesn't use another spell object, so we need
1265 * update op's skill pointer so that exp is properly awarded.
1266 * We do some shortcuts here - since this is just temporary
1267 * and we'll reset the values back, we don't need to go through
1268 * the full share string/free_string route.
1269 */
1270 skill = op->skill;
1271 if (caster == op) op->skill = spell_ob->skill;
1272 else if (caster->skill) op->skill = caster->skill;
1273 else op->skill = NULL;
1274
1275 change_skill(op, find_skill_by_name(op, op->skill), 1);
1276
1277 for(i= -range; i<range; i++) {
1278 for(j=-range; j<range ; j++) {
1279 m = op->map;
1280 sx = op->x + i;
1281 sy = op->y + j;
1282 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1283 if (mflags & P_OUT_OF_MAP) continue;
1284 if (mflags & P_IS_ALIVE) {
1285 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) {
1286 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break;
1287 }
1288 if (tmp) {
1289 if (tmp->head) tmp=tmp->head;
1290
1291 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1292 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1293 if (spell_ob->subtype == SP_DESTRUCTION) {
1294 hit_player(tmp,dam,op,spell_ob->attacktype,0);
1295 if (spell_ob->other_arch) {
1296 tmp = arch_to_object(spell_ob->other_arch);
1297 tmp->x = sx;
1298 tmp->y = sy;
1299 insert_ob_in_map(tmp, m, op, 0);
1300 }
1301 }
1302 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1303 tmp->resist[ATNR_MAGIC]!=100) {
1304 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) {
1305 object *effect = arch_to_object(spell_ob->other_arch);
1306 effect->x = sx;
1307 effect->y = sy;
1308 insert_ob_in_map(effect, m, op, 0);
1309 }
1310 }
1311 }
1312 }
1313 }
1314 }
1315 }
1316 op->skill = skill;
1317 return 1;
1318 }
1319
1320 /***************************************************************************
1321 *
1322 * CURSE
1323 *
1324 ***************************************************************************/
1325
1326 int cast_curse(object *op, object *caster, object *spell_ob, int dir) {
1327 object *god = find_god(determine_god(op));
1328 object *tmp, *force;
1329
1330 tmp = get_pointed_target(op, (dir==0)?op->direction:dir,
1331 spell_ob->range, SPELL_GRACE);
1332 if (!tmp) {
1333 new_draw_info(NDI_UNIQUE, 0, op,
1334 "There is no one in that direction to curse.");
1335 return 0;
1336 }
1337
1338 /* If we've already got a force of this type, don't add a new one. */
1339 for(force=tmp->inv; force!=NULL; force=force->below) {
1340 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) {
1341 if (force->name == spell_ob->name) {
1342 break;
1343 }
1344 else if (spell_ob->race && spell_ob->race == force->name) {
1345 new_draw_info_format(NDI_UNIQUE, 0, op,
1346 "You can not cast %s while %s is in effect",
1347 &spell_ob->name, &force->name_pl);
1348 return 0;
1349 }
1350 }
1351 }
1352
1353 if(force==NULL) {
1354 force=get_archetype(FORCE_NAME);
1355 force->subtype = FORCE_CHANGE_ABILITY;
1356 if (spell_ob->race)
1357 force->name = spell_ob->race;
1358 else
1359 force->name = spell_ob->name;
1360
1361 force->name_pl = spell_ob->name;
1362
1363 } else {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1367 if (duration > force->duration) {
1368 force->duration = duration;
1369 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1370 } else {
1371 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1372 }
1373 return 1;
1374 }
1375 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1376 force->speed = 1.0;
1377 force->speed_left = -1.0;
1378 SET_FLAG(force, FLAG_APPLIED);
1379
1380 if(god) {
1381 if (spell_ob->last_grace)
1382 force->path_repelled=god->path_repelled;
1383 if (spell_ob->last_grace)
1384 force->path_denied=god->path_denied;
1385 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1386 "You are a victim of %s's curse!", &god->name);
1387 } else
1388 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty.");
1389
1390
1391 if(tmp!=op && op->type==PLAYER)
1392 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1393
1394 force->stats.ac = spell_ob->stats.ac;
1395 force->stats.wc = spell_ob->stats.wc;
1396
1397 change_abil(tmp,force); /* Mostly to display any messages */
1398 insert_ob_in_ob(force,tmp);
1399 fix_player(tmp);
1400 return 1;
1401
1402 }
1403
1404
1405 /**********************************************************************
1406 * mood change
1407 * Arguably, this may or may not be an attack spell. But since it
1408 * effects monsters, it seems best to put it into this file
1409 ***********************************************************************/
1410
1411 /* This covers the various spells that change the moods of monsters -
1412 * makes them angry, peacful, friendly, etc.
1413 */
1414 int mood_change(object *op, object *caster, object *spell) {
1415 object *tmp, *god, *head;
1416 int done_one, range, mflags, level, at, best_at;
1417 sint16 x, y, nx, ny;
1418 mapstruct *m;
1419 const char *race;
1420
1421 /* We precompute some values here so that we don't have to keep
1422 * doing it over and over again.
1423 */
1424 god=find_god(determine_god(op));
1425 level=caster_level(caster, spell);
1426 range = spell->range + SP_level_range_adjust(caster, spell);
1427
1428 /* On the bright side, no monster should ever have a race of GOD_...
1429 * so even if the player doesn't worship a god, if race=GOD_.., it
1430 * won't ever match anything.
1431 */
1432 if (!spell->race) race=NULL;
1433 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying;
1434 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race;
1435 else race = spell->race;
1436
1437
1438 for (x = op->x - range; x <= op->x + range; x++)
1439 for (y = op->y - range; y <= op->y + range; y++) {
1440
1441 done_one=0;
1442 m = op->map;
1443 nx = x;
1444 ny = y;
1445 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1446 if (mflags & P_OUT_OF_MAP) continue;
1447
1448 /* If there is nothing living on this space, no need to go further */
1449 if (!(mflags & P_IS_ALIVE)) continue;
1450
1451 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above)
1452 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
1453
1454 /* There can be living objects that are not monsters */
1455 if (!tmp || tmp->type==PLAYER) continue;
1456
1457 /* Only the head has meaningful data, so resolve to that */
1458 if (tmp->head) head=tmp->head;
1459 else head=tmp;
1460
1461 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1462 if (race && head->race && !strstr(race, head->race)) continue;
1463 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue;
1464
1465 /* Now do a bunch of stuff related to saving throws */
1466 best_at = -1;
1467 if (spell->attacktype) {
1468 for (at=0; at < NROFATTACKS; at++)
1469 if (spell->attacktype & (1 << at))
1470 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at;
1471
1472 if (best_at == -1) at=0;
1473 else {
1474 if (head->resist[best_at] == 100) continue;
1475 else at = head->resist[best_at] / 5;
1476 }
1477 at -= level / 5;
1478 if (did_make_save(head, head->level, at)) continue;
1479 }
1480 else /* spell->attacktype */
1481 /*
1482 Spell has no attacktype (charm & such), so we'll have a specific saving:
1483 * if spell level < monster level, no go
1484 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1485
1486 The chance will then be in the range [20-70] percent, not too bad.
1487
1488 This is required to fix the 'charm monster' abuse, where a player level 1 can
1489 charm a level 125 monster...
1490
1491 Ryo, august 14th
1492 */
1493 {
1494 if ( head->level > level ) continue;
1495 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1496 /* Failed, no effect */
1497 continue;
1498 }
1499
1500 /* Done with saving throw. Now start effecting the monster */
1501
1502 /* aggravation */
1503 if (QUERY_FLAG(spell, FLAG_MONSTER)) {
1504 CLEAR_FLAG(head, FLAG_SLEEP);
1505 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1506 remove_friendly_object(head);
1507
1508 done_one = 1;
1509 head->enemy = op;
1510 }
1511
1512 /* calm monsters */
1513 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) {
1514 SET_FLAG(head, FLAG_UNAGGRESSIVE);
1515 head->enemy = NULL;
1516 done_one = 1;
1517 }
1518
1519 /* berserk monsters */
1520 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) {
1521 SET_FLAG(head, FLAG_BERSERK);
1522 done_one = 1;
1523 }
1524 /* charm */
1525 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) {
1526 SET_FLAG(head, FLAG_FRIENDLY);
1527 /* Prevent uncontolled outbreaks of self replicating monsters.
1528 Typical use case is charm, go somwhere, use aggravation to make hostile.
1529 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1530 CLEAR_FLAG(head, FLAG_GENERATOR);
1531 set_owner(head, op);
1532 set_spell_skill(op, caster, spell, head);
1533 add_friendly_object(head);
1534 head->attack_movement = PETMOVE;
1535 done_one = 1;
1536 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1537 head->stats.exp = 0;
1538 }
1539
1540 /* If a monster was effected, put an effect in */
1541 if (done_one && spell->other_arch) {
1542 tmp = arch_to_object(spell->other_arch);
1543 tmp->x = nx;
1544 tmp->y = ny;
1545 insert_ob_in_map(tmp, m, op, 0);
1546 }
1547 } /* for y */
1548
1549 return 1;
1550 }
1551
1552
1553 /* Move_ball_spell: This handles ball type spells that just sort of wander
1554 * about. was called move_ball_lightning, but since more than the ball
1555 * lightning spell used it, that seemed misnamed.
1556 * op is the spell effect.
1557 * note that duration is handled by process_object() in time.c
1558 */
1559
1560 void move_ball_spell(object *op) {
1561 int i,j,dam_save,dir, mflags;
1562 sint16 nx,ny, hx, hy;
1563 object *owner;
1564 mapstruct *m;
1565
1566 owner = get_owner(op);
1567
1568 /* the following logic makes sure that the ball doesn't move into a wall,
1569 * and makes sure that it will move along a wall to try and get at it's
1570 * victim. The block immediately below more or less chooses a random
1571 * offset to move the ball, eg, keep it mostly on course, with some
1572 * deviations.
1573 */
1574
1575 dir = 0;
1576 if(!(rndm(0, 3)))
1577 j = rndm(0, 1);
1578 else j=0;
1579
1580 for(i = 1; i < 9; i++) {
1581 /* i bit 0: alters sign of offset
1582 * other bits (i / 2): absolute value of offset
1583 */
1584
1585 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2);
1586 int tmpdir = absdir (op->direction + offset);
1587
1588 nx = op->x + freearr_x[tmpdir];
1589 ny = op->y + freearr_y[tmpdir];
1590 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) &&
1591 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
1592 dir = tmpdir;
1593 break;
1594 }
1595 }
1596 if (dir == 0) {
1597 nx = op->x;
1598 ny = op->y;
1599 m = op->map;
1600 }
1601
1602 remove_ob(op);
1603 op->y=ny;
1604 op->x=nx;
1605 insert_ob_in_map(op,m,op,0);
1606
1607 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1608 surrounding squares */
1609
1610 /* loop over current square and neighbors to hit.
1611 * if this has an other_arch field, we insert that in
1612 * the surround spaces.
1613 */
1614 for(j=0;j<9;j++) {
1615 object *new_ob;
1616
1617 hx = nx+freearr_x[j];
1618 hy = ny+freearr_y[j];
1619
1620 m = op->map;
1621 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
1622
1623 if (mflags & P_OUT_OF_MAP) continue;
1624
1625 /* first, don't ever, ever hit the owner. Don't hit out
1626 * of the map either.
1627 */
1628
1629 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) {
1630 if(j) op->stats.dam = dam_save/2;
1631 hit_map(op,j,op->attacktype,1);
1632
1633 }
1634
1635 /* insert the other arch */
1636 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
1637 new_ob = arch_to_object(op->other_arch);
1638 new_ob->x = hx;
1639 new_ob->y = hy;
1640 insert_ob_in_map(new_ob,m,op,0);
1641 }
1642 }
1643
1644 /* restore to the center location and damage*/
1645 op->stats.dam = dam_save;
1646
1647 i=spell_find_dir(op->map,op->x,op->y,get_owner(op));
1648
1649 if(i>=0) { /* we have a preferred direction! */
1650 /* pick another direction if the preferred dir is blocked. */
1651 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP ||
1652 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) {
1653 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */
1654 }
1655 op->direction=i;
1656 }
1657 }
1658
1659
1660 /* move_swarm_spell: peterm
1661 * This is an implementation of the swarm spell. It was written for
1662 * meteor swarm, but it could be used for any swarm. A swarm spell
1663 * is a special type of object that casts swarms of other types
1664 * of spells. Which spell it casts is flexible. It fires the spells
1665 * from a set of squares surrounding the caster, in a given direction.
1666 */
1667
1668 void move_swarm_spell(object *op)
1669 {
1670 #if 0
1671 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1672 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1673 sint16 target_x, target_y, origin_x, origin_y;
1674 int adjustdir;
1675 mapstruct *m;
1676 #endif
1677 int basedir;
1678 object *owner;
1679
1680 owner = get_owner(op);
1681 if(op->duration == 0 || owner == NULL) {
1682 remove_ob(op);
1683 free_object(op);
1684 return;
1685 }
1686 op->duration--;
1687
1688 basedir = op->direction;
1689 if(basedir == 0) {
1690 /* spray in all directions! 8) */
1691 basedir = rndm(1, 8);
1692 }
1693
1694 #if 0
1695 // this is bogus: it causes wrong places to be checked below
1696 // (a wall 2 cells away will block the effect...) and
1697 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1698 // space.
1699 // should be fixed later, but correctness before featurs...
1700 // (schmorp)
1701
1702 /* new offset calculation to make swarm element distribution
1703 * more uniform
1704 */
1705 if(op->duration) {
1706 if(basedir & 1) {
1707 adjustdir = cardinal_adjust[rndm(0, 8)];
1708 } else {
1709 adjustdir = diagonal_adjust[rndm(0, 9)];
1710 }
1711 } else {
1712 adjustdir = 0; /* fire the last one from forward. */
1713 }
1714
1715 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1716 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1717
1718 /* back up one space so we can hit point-blank targets, but this
1719 * necessitates extra out_of_map check below
1720 */
1721 origin_x = target_x - freearr_x[basedir];
1722 origin_y = target_y - freearr_y[basedir];
1723
1724
1725 /* spell pointer is set up for the spell this casts. Since this
1726 * should just be a pointer to the spell in some inventory,
1727 * it is unlikely to disappear by the time we need it. However,
1728 * do some sanity checking anyways.
1729 */
1730
1731 if (op->spell && op->spell->type == SPELL &&
1732 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1733 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1734
1735 /* Bullet spells have a bunch more customization that needs to be done */
1736 if (op->spell->subtype == SP_BULLET)
1737 fire_bullet(owner, op, basedir, op->spell);
1738 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1739 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1740 }
1741 #endif
1742
1743 /* spell pointer is set up for the spell this casts. Since this
1744 * should just be a pointer to the spell in some inventory,
1745 * it is unlikely to disappear by the time we need it. However,
1746 * do some sanity checking anyways.
1747 */
1748
1749 if (op->spell && op->spell->type == SPELL)
1750 {
1751 /* Bullet spells have a bunch more customization that needs to be done */
1752 if (op->spell->subtype == SP_BULLET)
1753 fire_bullet(owner, op, basedir, op->spell);
1754 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1755 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1756 }
1757 }
1758
1759
1760
1761
1762 /* fire_swarm:
1763 * The following routine creates a swarm of objects. It actually
1764 * sets up a specific swarm object, which then fires off all
1765 * the parts of the swarm.
1766 *
1767 * op: the owner
1768 * caster: the caster (owner, wand, rod, scroll)
1769 * dir: the direction everything will be fired in
1770 * spell - the spell that is this spell.
1771 * n: the number to be fired.
1772 */
1773
1774 int fire_swarm (object *op, object *caster, object *spell, int dir)
1775 {
1776 object *tmp;
1777 int i;
1778
1779 if (!spell->other_arch) return 0;
1780
1781 tmp=get_archetype(SWARM_SPELL);
1782 tmp->x=op->x;
1783 tmp->y=op->y;
1784 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1785 set_spell_skill(op, caster, spell, tmp);
1786
1787 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/
1788 tmp->spell = arch_to_object(spell->other_arch);
1789
1790 tmp->attacktype = tmp->spell->attacktype;
1791
1792 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) {
1793 if ( ! tailor_god_spell (tmp, op))
1794 return 1;
1795 }
1796 tmp->duration = SP_level_duration_adjust(caster, spell);
1797 for (i=0; i< spell->duration; i++)
1798 tmp->duration += die_roll(1, 3, op, PREFER_HIGH);
1799
1800 tmp->direction=dir;
1801 tmp->invisible=1;
1802 insert_ob_in_map(tmp,op->map,op,0);
1803 return 1;
1804 }
1805
1806
1807 /* See the spells documentation file for why this is its own
1808 * function.
1809 */
1810 int cast_light(object *op,object *caster,object *spell, int dir) {
1811 object *target=NULL,*tmp=NULL;
1812 sint16 x,y;
1813 int dam, mflags;
1814 mapstruct *m;
1815
1816 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell);
1817
1818 if(!dir) {
1819 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1820 return 0;
1821 }
1822
1823 x=op->x+freearr_x[dir];
1824 y=op->y+freearr_y[dir];
1825 m = op->map;
1826
1827 mflags = get_map_flags(m, &m, x, y, &x, &y);
1828
1829 if (mflags & P_OUT_OF_MAP) {
1830 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there.");
1831 return 0;
1832 }
1833
1834 if (mflags & P_IS_ALIVE && spell->attacktype) {
1835 for(target=get_map_ob(m,x,y);target;target=target->above)
1836 if(QUERY_FLAG(target,FLAG_MONSTER)) {
1837 /* oky doky. got a target monster. Lets make a blinding attack */
1838 if(target->head) target = target->head;
1839 (void) hit_player(target,dam,op,spell->attacktype,1);
1840 return 1; /* one success only! */
1841 }
1842 }
1843
1844 /* no live target, perhaps a wall is in the way? */
1845 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) {
1846 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1847 return 0;
1848 }
1849
1850 /* ok, looks groovy to just insert a new light on the map */
1851 tmp=arch_to_object(spell->other_arch);
1852 if(!tmp) {
1853 LOG(llevError,"Error: spell arch for cast_light() missing.\n");
1854 return 0;
1855 }
1856 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell);
1857 if (tmp->glow_radius) {
1858 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell);
1859 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII;
1860 }
1861 tmp->x=x;
1862 tmp->y=y;
1863 insert_ob_in_map(tmp,m,op,0);
1864 return 1;
1865 }
1866
1867
1868
1869
1870 /* cast_cause_disease: this spell looks along <dir> from the
1871 * player and infects someone.
1872 * op is the player/monster, caster is the object, dir is the direction
1873 * to cast, disease_arch is the specific disease, and type is the spell number
1874 * perhaps this should actually be in disease.c?
1875 */
1876
1877 int cast_cause_disease(object *op, object *caster, object *spell, int dir) {
1878 sint16 x,y;
1879 int i, mflags, range, dam_mod, dur_mod;
1880 object *walk;
1881 mapstruct *m;
1882
1883 x = op->x;
1884 y = op->y;
1885
1886 /* If casting from a scroll, no direction will be available, so refer to the
1887 * direction the player is pointing.
1888 */
1889 if (!dir) dir=op->facing;
1890 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */
1891
1892 /* Calculate these once here */
1893 range = spell->range + SP_level_range_adjust(caster, spell);
1894 dam_mod = SP_level_dam_adjust(caster, spell);
1895 dur_mod = SP_level_duration_adjust(caster, spell);
1896
1897 /* search in a line for a victim */
1898 for(i=1; i<range; i++) {
1899 x = op->x + i * freearr_x[dir];
1900 y = op->y + i * freearr_y[dir];
1901 m = op->map;
1902
1903 mflags = get_map_flags(m, &m, x, y, &x, &y);
1904
1905 if (mflags & P_OUT_OF_MAP) return 0;
1906
1907 /* don't go through walls - presume diseases are airborne */
1908 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0;
1909
1910 /* Only bother looking on this space if there is something living here */
1911 if (mflags & P_IS_ALIVE) {
1912 /* search this square for a victim */
1913 for(walk=get_map_ob(m,x,y);walk;walk=walk->above)
1914 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */
1915 object *disease = arch_to_object(spell->other_arch);
1916
1917 set_owner(disease,op);
1918 set_spell_skill(op, caster, spell, disease);
1919 disease->stats.exp = 0;
1920 disease->level = caster_level(caster, spell);
1921
1922 /* do level adjustments */
1923 if(disease->stats.wc)
1924 disease->stats.wc += dur_mod/2;
1925
1926 if(disease->magic> 0)
1927 disease->magic += dur_mod/4;
1928
1929 if(disease->stats.maxhp>0)
1930 disease->stats.maxhp += dur_mod;
1931
1932 if(disease->stats.maxgrace>0)
1933 disease->stats.maxgrace += dur_mod;
1934
1935 if(disease->stats.dam) {
1936 if(disease->stats.dam > 0)
1937 disease->stats.dam += dam_mod;
1938 else disease->stats.dam -= dam_mod;
1939 }
1940
1941 if(disease->last_sp) {
1942 disease->last_sp -= 2*dam_mod;
1943 if(disease->last_sp <1) disease->last_sp = 1;
1944 }
1945
1946 if(disease->stats.maxsp) {
1947 if(disease->stats.maxsp > 0)
1948 disease->stats.maxsp += dam_mod;
1949 else disease->stats.maxsp -= dam_mod;
1950 }
1951
1952 if(disease->stats.ac)
1953 disease->stats.ac += dam_mod;
1954
1955 if(disease->last_eat)
1956 disease->last_eat -= dam_mod;
1957
1958 if(disease->stats.hp)
1959 disease->stats.hp -= dam_mod;
1960
1961 if(disease->stats.sp)
1962 disease->stats.sp -= dam_mod;
1963
1964 if(infect_object(walk,disease,1)) {
1965 object *flash; /* visual effect for inflicting disease */
1966
1967 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1968
1969 free_object(disease); /* don't need this one anymore */
1970 flash=get_archetype(ARCH_DETECT_MAGIC);
1971 flash->x = x;
1972 flash->y = y;
1973 flash->map = walk->map;
1974 insert_ob_in_map(flash,walk->map,op,0);
1975 return 1;
1976 }
1977 free_object(disease);
1978 }
1979 } /* if living creature */
1980 } /* for range of spaces */
1981 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!");
1982 return 1;
1983 }