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Revision: 1.87
Committed: Mon Oct 12 04:02:17 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.86: +9 -11 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 #if 0
551 /* We need a better general purpose way to do this */
552
553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR)
556 {
557 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ())
559 return;
560 } /* end addition. */
561 #endif
562
563 /* Reached the end of its life - remove it */
564 if (--op->range <= 0)
565 {
566 if (op->other_arch)
567 explode_bullet (op);
568 else
569 op->destroy ();
570
571 return;
572 }
573
574 mapxy pos (op);
575 pos.move (op->direction);
576
577 if (!pos.normalise ())
578 {
579 op->destroy ();
580 return;
581 }
582
583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 {
589 if (op->other_arch)
590 explode_bullet (op);
591 else
592 op->destroy ();
593
594 return;
595 }
596
597 if (!(op = pos.insert (op, op)))
598 return;
599
600 if (reflwall (op->map, op->x, op->y, op))
601 {
602 op->direction = absdir (op->direction + 4);
603 update_turn_face (op);
604 }
605 else
606 check_bullet (op);
607 }
608
609 /* fire_bullet
610 * object op (cast from caster) files a bolt in dir.
611 * spob is the spell object for the bolt.
612 * we remove the magic flag - that can be derived from
613 * spob->attacktype.
614 * This function sets up the appropriate owner and skill
615 * pointers.
616 */
617 int
618 fire_bullet (object *op, object *caster, int dir, object *spob)
619 {
620 object *tmp = NULL;
621 int mflags;
622
623 if (!spob->other_arch)
624 return 0;
625
626 tmp = spob->other_arch->instance ();
627 if (!tmp)
628 return 0;
629
630 /* peterm: level dependency for bolts */
631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
632 tmp->attacktype = spob->attacktype;
633 if (spob->slaying)
634 tmp->slaying = spob->slaying;
635
636 tmp->range = 50;
637
638 /* Need to store duration/range for the ball to use */
639 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
640 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
641 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
642
643 tmp->direction = dir;
644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
645 SET_ANIMATION (tmp, dir);
646
647 tmp->set_owner (op);
648 set_spell_skill (op, caster, spob, tmp);
649
650 tmp->x = op->x + freearr_x[dir];
651 tmp->y = op->y + freearr_y[dir];
652 tmp->map = op->map;
653
654 maptile *newmap;
655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
656 if (mflags & P_OUT_OF_MAP)
657 {
658 tmp->destroy ();
659 return 0;
660 }
661
662 tmp->map = newmap;
663
664 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
665 {
666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
667 {
668 tmp->destroy ();
669 return 0;
670 }
671
672 tmp->x = op->x;
673 tmp->y = op->y;
674 tmp->direction = absdir (tmp->direction + 4);
675 tmp->map = op->map;
676 }
677
678 if ((tmp = tmp->insert_at (tmp, op)))
679 check_bullet (tmp);
680
681 return 1;
682 }
683
684 /*****************************************************************************
685 *
686 * CONE RELATED FUNCTIONS
687 *
688 *****************************************************************************/
689
690 /* drops an object based on what is in the cone's "other_arch" */
691 void
692 cone_drop (object *op)
693 {
694 object *new_ob = arch_to_object (op->other_arch);
695
696 new_ob->level = op->level;
697 new_ob->set_owner (op->owner);
698
699 /* preserve skill ownership */
700 if (op->skill && op->skill != new_ob->skill)
701 new_ob->skill = op->skill;
702
703 new_ob->insert_at (op, op);
704 }
705
706 /* move_cone: causes cone object 'op' to move a space/hit creatures */
707
708 void
709 move_cone (object *op)
710 {
711 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map)
713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0);
716 return;
717 }
718
719 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
721 {
722 hit_map (op, 0, op->attacktype, 0);
723 return;
724 }
725
726 #if 0
727 /* Disable this - enabling it makes monsters easier, as
728 * when their cone dies when they die.
729 */
730 /* If no owner left, the spell dies out. */
731 if (op->owner == NULL)
732 {
733 op->destroy ();
734 return;
735 }
736 #endif
737
738 hit_map (op, 0, op->attacktype, 0);
739
740 if (!op->is_on_map ())
741 return;
742
743 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some
745 * degree.
746 */
747 if (op->weight)
748 {
749 check_spell_knockback (op);
750
751 if (!op->is_on_map ())
752 return;
753 }
754
755 if (op->duration-- < 0)
756 {
757 op->destroy ();
758 return;
759 }
760 /* Object has hit maximum range, so don't have it move
761 * any further. When the duration above expires,
762 * then the object will get removed.
763 */
764 if (--op->range < 0)
765 {
766 op->range = 0; /* just so it doesn't wrap */
767 return;
768 }
769
770 for (int i = -1; i <= 1; i++)
771 {
772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
773
774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
775 {
776 object *tmp = op->clone ();
777
778 tmp->duration = op->duration + 1;
779
780 /* Use for spell tracking - see ok_to_put_more() */
781 tmp->stats.maxhp = op->stats.maxhp;
782
783 op->map->insert (tmp, x, y, op);
784
785 if (tmp->other_arch)
786 cone_drop (tmp);
787 }
788 }
789 }
790
791 /* cast_cone: casts a cone spell.
792 * op: person firing the object.
793 * caster: object casting the spell.
794 * dir: direction to fire in.
795 * spell: spell that is being fired. It uses other_arch for the archetype
796 * to fire.
797 * returns 0 on failure, 1 on success.
798 */
799 int
800 cast_cone (object *op, object *caster, int dir, object *spell)
801 {
802 object *tmp;
803 int i, success = 0, range_min = -1, range_max = 1;
804 maptile *m;
805 sint16 sx, sy;
806 MoveType movetype;
807
808 if (!spell->other_arch)
809 return 0;
810
811 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
814 return 0;
815 }
816
817 if (!dir)
818 {
819 range_min = 0;
820 range_max = 8;
821 }
822
823 /* Need to know what the movetype of the object we are about
824 * to create is, so we can know if the space we are about to
825 * insert it into is blocked.
826 */
827 movetype = spell->other_arch->move_type;
828
829 for (i = range_min; i <= range_max; i++)
830 {
831 sint16 x, y;
832
833 /* We can't use absdir here, because it never returns
834 * 0. If this is a rune, we want to hit the person on top
835 * of the trap (d==0). If it is not a rune, then we don't want
836 * to hit that person.
837 */
838 int d = dir ? absdir (dir + i) : i;
839
840 /* If it's not a rune, we don't want to blast the caster.
841 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage
844 * becase 0 direction will go through 9 directions - necessary
845 * for the rune code.
846 */
847 if (caster->type != RUNE && d == 0)
848 {
849 if (dir != 0)
850 d = 8;
851 else
852 continue;
853 }
854
855 x = op->x + freearr_x[d];
856 y = op->y + freearr_y[d];
857
858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
859 continue;
860
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue;
863
864 success = 1;
865 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype;
870
871 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op))
874 return 0;
875
876 if (dir)
877 tmp->stats.sp = dir;
878 else
879 tmp->stats.sp = i;
880
881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
882
883 /* If casting it in all directions, it doesn't go as far */
884 if (dir == 0)
885 {
886 tmp->range /= 4;
887 if (tmp->range < 2 && spell->range >= 2)
888 tmp->range = 2;
889 }
890
891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
893
894 /* Special bonus for fear attacks */
895 if (tmp->attacktype & AT_FEAR)
896 {
897 if (caster->type == PLAYER)
898 tmp->duration += fear_bonus[caster->stats.Cha];
899 else
900 tmp->duration += caster->level / 3;
901 }
902
903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
904 {
905 if (caster->type == PLAYER)
906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
907 else
908 tmp->duration += caster->level / 3;
909 }
910
911 if (!(tmp->move_type & MOVE_FLY_LOW))
912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
913
914 if (!tmp->move_on && tmp->stats.dam)
915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
916
917 m->insert (tmp, sx, sy, op);
918
919 /* This is used for tracking spells so that one effect doesn't hit
920 * a single space too many times.
921 */
922 tmp->stats.maxhp = tmp->count;
923
924 if (tmp->other_arch)
925 cone_drop (tmp);
926 }
927
928 return success;
929 }
930
931 /****************************************************************************
932 *
933 * BOMB related code
934 *
935 ****************************************************************************/
936
937 /* This handles an exploding bomb.
938 * op is the original bomb object.
939 */
940 void
941 animate_bomb (object *op)
942 {
943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 object *env = op->outer_env ();
947
948 if (op->env)
949 {
950 if (!env->map)
951 return;
952
953 if (!(op = op->insert_at (env, op)))
954 return;
955 }
956
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried.
960 if (op->ms ().flags () & P_SAFE)
961 {
962 op->destroy ();
963 return;
964 }
965
966 /* This copies a lot of the code from the fire bullet,
967 * but using the cast_bullet isn't really feasible,
968 * so just set up the appropriate values.
969 */
970 if (archetype *at = archetype::find (SPLINT))
971 {
972 for (int i = 1; i < 9; i++)
973 {
974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
975 continue;
976
977 object *tmp = arch_to_object (at);
978 tmp->direction = i;
979 tmp->range = op->range;
980 tmp->stats.dam = op->stats.dam;
981 tmp->duration = op->duration;
982 tmp->attacktype = op->attacktype;
983 tmp->set_owner (op);
984 if (op->skill && op->skill != tmp->skill)
985 tmp->skill = op->skill;
986
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
988 SET_ANIMATION (tmp, i);
989
990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
991 move_bullet (tmp);
992 }
993 }
994
995 explode_bullet (op);
996 }
997
998 int
999 create_bomb (object *op, object *caster, int dir, object *spell)
1000 {
1001 object *tmp;
1002 int mflags;
1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1004 maptile *m;
1005
1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1015 {
1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1017 return 0;
1018 }
1019 }
1020
1021 tmp = arch_to_object (spell->other_arch);
1022
1023 /* level dependencies for bomb */
1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1027 tmp->attacktype = spell->attacktype;
1028
1029 tmp->set_owner (op);
1030 set_spell_skill (op, caster, spell, tmp);
1031
1032 m->insert (tmp, dx, dy, op);
1033 return 1;
1034 }
1035
1036 /****************************************************************************
1037 *
1038 * smite related spell code.
1039 *
1040 ****************************************************************************/
1041
1042 /* get_pointed_target() - this is used by finger of death
1043 * and the 'smite' spells. Returns the pointer to the first
1044 * monster in the direction which is pointed to by op. b.t.
1045 * op is the caster - really only used for the source location.
1046 * dir is the direction to look in.
1047 * range is how far out to look.
1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1049 * this info is used for blocked magic/unholy spaces.
1050 */
1051 object *
1052 get_pointed_target (object *op, int dir, int range, int type)
1053 {
1054 object *target;
1055 sint16 x, y;
1056 int dist, mflags;
1057 maptile *mp;
1058
1059 if (dir == 0)
1060 return NULL;
1061
1062 for (dist = 1; dist < range; dist++)
1063 {
1064 x = op->x + freearr_x[dir] * dist;
1065 y = op->y + freearr_y[dir] * dist;
1066 mp = op->map;
1067 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1068
1069 if (mflags & P_OUT_OF_MAP)
1070 return NULL;
1071 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1072 return NULL;
1073 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1074 return NULL;
1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1076 return NULL;
1077
1078 if (mflags & P_IS_ALIVE)
1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1081 return target;
1082 }
1083
1084 return NULL;
1085 }
1086
1087 /* cast_smite_arch() - the priest points to a creature and causes
1088 * a 'godly curse' to decend.
1089 * usual params -
1090 * op = player
1091 * caster = object casting the spell.
1092 * dir = direction being cast
1093 * spell = spell object
1094 */
1095 int
1096 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1097 {
1098 object *effect, *target;
1099 object *god = find_god (determine_god (op));
1100 int range;
1101
1102 range = spell->range + SP_level_range_adjust (caster, spell);
1103 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1104
1105 /* Bunch of conditions for casting this spell. Note that only
1106 * require a god if this is a cleric spell (requires grace).
1107 * This makes this spell much more general purpose - it can be used
1108 * by wizards also, which is good, because I think this is a very
1109 * interesting spell.
1110 * if it is a cleric spell, you need a god, and the creature
1111 * can't be friendly to your god.
1112 */
1113
1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1116 || (!god && spell->stats.grace)
1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (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!", (const char *)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->set_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->set_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 && spell->race == shstr_GOD_SLAYING)
1451 race = god->slaying;
1452 else if (god && spell->race == shstr_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->set_glow_radius (
1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1912 );
1913
1914 if (dir)
1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1919 return 1;
1920 }
1921
1922 /* cast_cause_disease: this spell looks along <dir> from the
1923 * player and infects someone.
1924 * op is the player/monster, caster is the object, dir is the direction
1925 * to cast, disease_arch is the specific disease, and type is the spell number
1926 * perhaps this should actually be in disease.c?
1927 */
1928 int
1929 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1930 {
1931 sint16 x, y;
1932 int i, mflags, range, dam_mod, dur_mod;
1933 object *walk;
1934 maptile *m;
1935
1936 x = op->x;
1937 y = op->y;
1938
1939 /* If casting from a scroll, no direction will be available, so refer to the
1940 * direction the player is pointing.
1941 */
1942 if (!dir)
1943 dir = op->facing;
1944
1945 if (!dir)
1946 return 0; /* won't find anything if casting on ourself, so just return */
1947
1948 /* Calculate these once here */
1949 range = spell->range + SP_level_range_adjust (caster, spell);
1950 dam_mod = SP_level_dam_adjust (caster, spell);
1951 dur_mod = SP_level_duration_adjust (caster, spell);
1952
1953 /* search in a line for a victim */
1954 for (i = 1; i < range; i++)
1955 {
1956 x = op->x + i * freearr_x[dir];
1957 y = op->y + i * freearr_y[dir];
1958 m = op->map;
1959
1960 mflags = get_map_flags (m, &m, x, y, &x, &y);
1961
1962 if (mflags & P_OUT_OF_MAP)
1963 return 0;
1964
1965 /* don't go through walls - presume diseases are airborne */
1966 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1967 return 0;
1968
1969 /* Only bother looking on this space if there is something living here */
1970 if (mflags & P_IS_ALIVE)
1971 {
1972 /* search this square for a victim */
1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1975 { /* found a victim */
1976 object *disease = arch_to_object (spell->other_arch);
1977
1978 disease->set_owner (op);
1979 set_spell_skill (op, caster, spell, disease);
1980 disease->stats.exp = 0;
1981 disease->level = casting_level (caster, spell);
1982
1983 /* do level adjustments */
1984 if (disease->stats.wc)
1985 disease->stats.wc += dur_mod / 2;
1986
1987 if (disease->magic > 0)
1988 disease->magic += dur_mod / 8;
1989
1990 if (disease->stats.maxhp > 0)
1991 disease->stats.maxhp += dur_mod;
1992
1993 if (disease->stats.maxgrace > 0)
1994 disease->stats.maxgrace += dur_mod;
1995
1996 if (disease->stats.dam)
1997 {
1998 if (disease->stats.dam > 0)
1999 disease->stats.dam += dam_mod;
2000 else
2001 disease->stats.dam -= dam_mod;
2002 }
2003
2004 if (disease->last_sp)
2005 {
2006 disease->last_sp -= 2 * dam_mod;
2007 if (disease->last_sp < 1)
2008 disease->last_sp = 1;
2009 }
2010
2011 if (disease->stats.maxsp)
2012 {
2013 if (disease->stats.maxsp > 0)
2014 disease->stats.maxsp += dam_mod;
2015 else
2016 disease->stats.maxsp -= dam_mod;
2017 }
2018
2019 if (disease->stats.ac)
2020 disease->stats.ac += dam_mod;
2021
2022 if (disease->last_eat)
2023 disease->last_eat -= dam_mod;
2024
2025 if (disease->stats.hp)
2026 disease->stats.hp -= dam_mod;
2027
2028 if (disease->stats.sp)
2029 disease->stats.sp -= dam_mod;
2030
2031 if (infect_object (walk, disease, 1))
2032 {
2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2034
2035 disease->destroy (); /* don't need this one anymore */
2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2037 return 1;
2038 }
2039
2040 disease->destroy ();
2041 }
2042 } /* if living creature */
2043 } /* for range of spaces */
2044
2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2046 return 1;
2047 }