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Revision: 1.92
Committed: Wed Nov 11 04:45:23 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.91: +1 -2 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits
27 * of code
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #include <sproto.h>
34 #include <spells.h>
35 #include <sounds.h>
36
37 /* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too
40 * op is the spell object.
41 */
42 static void
43 check_spell_knockback (object *op)
44 {
45 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47
48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */
50 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
51 return;
52 }
53 else
54 {
55 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 }
58
59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 {
61 int num_sections = 1;
62
63 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ))
65 return;
66
67 /* don't move parts of objects */
68 if (tmp->head)
69 continue;
70
71 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue;
74
75 /* count the object's sections */
76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++;
78
79 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant.
82 */
83
84 /* surface area? -tm */
85
86 if (tmp->move_type & MOVE_FLYING)
87 frictionmod = 1; /* flying objects loose the friction modifier */
88
89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* 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 static void
114 forklightning (object *op, object *tmp)
115 {
116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117 int t_dir; /* stores temporary dir calculation */
118 maptile *m;
119 sint16 sx, sy;
120 object *new_bolt;
121
122 /* pick a fork direction. tmp->stats.Con is the left bias
123 * i.e., the chance in 100 of forking LEFT
124 * Should start out at 50, down to 25 for one already going left
125 * down to 0 for one going 90 degrees left off original path
126 */
127
128 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
129 new_dir = -1;
130
131 /* check the new dir for a wall and in the map */
132 t_dir = absdir (tmp->direction + new_dir);
133
134 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)
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 = tmp->clone ();
142
143 /* reduce chances of subsequent forking */
144 new_bolt->stats.Dex -= 10;
145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
147 new_bolt->speed_left = -0.1f;
148 new_bolt->direction = t_dir;
149 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++;
154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
156 update_turn_face (new_bolt);
157 }
158
159 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
160 * and checks for various things that may stop it.
161 */
162 void
163 move_bolt (object *op)
164 {
165 int mflags;
166 sint16 x, y;
167 maptile *m;
168
169 if (--op->duration < 0)
170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
175 hit_map (op, 0, op->attacktype, 1);
176
177 if (!op->direction)
178 return;
179
180 if (--op->range < 0)
181 op->range = 0;
182 else
183 {
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)
190 return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((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 {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230
231 if (left == right)
232 op->direction = absdir (op->direction + 4);
233 else if (left)
234 op->direction = absdir (op->direction + 2);
235 else if (right)
236 op->direction = absdir (op->direction - 2);
237 }
238
239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
240 return;
241 }
242 else
243 { /* Create a copy of this object and put it ahead */
244 object *tmp = op->clone ();
245
246 m->insert (tmp, x, y, op);
247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */
249 tmp->duration++;
250
251 /* New forking code. Possibly create forks of this object
252 * going off in other directions.
253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */
256
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0;
261 } /* copy object and move it along */
262 } /* if move bolt along */
263 }
264
265 /* fire_bolt
266 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from
269 * spob->attacktype.
270 * This function sets up the appropriate owner and skill
271 * pointers.
272 */
273 int
274 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
275 {
276 object *tmp = NULL;
277 int mflags;
278
279 if (!spob->other_arch)
280 return 0;
281
282 tmp = arch_to_object (spob->other_arch);
283 if (tmp == NULL)
284 return 0;
285
286 /* peterm: level dependency for bolts */
287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
288 tmp->attacktype = spob->attacktype;
289
290 if (spob->slaying)
291 tmp->slaying = spob->slaying;
292
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con;
297
298 tmp->direction = dir;
299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
300 SET_ANIMATION (tmp, dir);
301
302 tmp->set_owner (op);
303 set_spell_skill (op, caster, spob, tmp);
304
305 tmp->x = op->x + DIRX (tmp);
306 tmp->y = op->y + DIRY (tmp);
307 tmp->map = op->map;
308
309 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP)
312 {
313 tmp->drop_and_destroy ();
314 return 0;
315 }
316
317 tmp->map = newmap;
318
319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 {
323 tmp->drop_and_destroy ();
324 return 0;
325 }
326
327 tmp->x = op->x;
328 tmp->y = op->y;
329 tmp->direction = absdir (tmp->direction + 4);
330 tmp->map = op->map;
331 }
332
333 if ((tmp = tmp->insert_at (tmp, op)))
334 move_bolt (tmp);
335
336 return 1;
337 }
338
339 /***************************************************************************
340 *
341 * BULLET/BALL CODE
342 *
343 ***************************************************************************/
344
345 /* expands an explosion. op is a piece of the
346 * explosion - this expands it in the different directions.
347 * At least that is what I think this does.
348 */
349 void
350 explosion (object *op)
351 {
352 maptile *m = op->map;
353 int i;
354
355 if (--op->duration < 0)
356 {
357 op->destroy ();
358 return;
359 }
360
361 hit_map (op, 0, op->attacktype, 0);
362
363 if (op->range > 0)
364 {
365 for (i = 1; i < 9; i++)
366 {
367 sint16 dx, dy;
368
369 dx = op->x + freearr_x[i];
370 dy = op->y + freearr_y[i];
371
372 /* ok_to_put_more already does things like checks for walls,
373 * out of map, etc.
374 */
375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
376 {
377 object *tmp = op->clone ();
378
379 tmp->state = 0;
380 tmp->speed_left = -0.21f;
381 tmp->range--;
382 tmp->value = 0;
383
384 m->insert (tmp, dx, dy, op);
385 }
386 }
387 }
388 }
389
390 /* Causes an object to explode, eg, a firebullet,
391 * poison cloud ball, etc. op is the object to
392 * explode.
393 */
394 static void
395 explode_bullet (object *op)
396 {
397 object *tmp, *owner;
398
399 if (!op->other_arch)
400 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy ();
403 return;
404 }
405
406 if (op->env)
407 {
408 object *env = op->outer_env ();
409
410 if (!env->map || out_of_map (env->map, env->x, env->y))
411 {
412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
413 op->destroy ();
414 return;
415 }
416
417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
418 }
419 else if (out_of_map (op->map, op->x, op->y))
420 {
421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
422 op->destroy ();
423 return;
424 }
425
426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
427 // NOTE: If this breaks something important: remove this. I can't think of anything
428 // bad at the moment that might happen from this.
429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
430 {
431 op->destroy ();
432 return;
433 }
434
435 if (op->attacktype)
436 {
437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ())
440 return;
441 }
442
443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch);
445
446 tmp->set_owner (op);
447 tmp->skill = op->skill;
448
449 owner = op->owner;
450
451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
455 {
456 op->destroy ();
457 return;
458 }
459
460 /* special for bombs - it actually has sane values for these */
461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
462 {
463 tmp->attacktype = op->attacktype;
464 tmp->range = op->range;
465 tmp->stats.dam = op->stats.dam;
466 tmp->duration = op->duration;
467 }
468 else
469 {
470 if (op->attacktype & AT_MAGIC)
471 tmp->attacktype |= AT_MAGIC;
472
473 /* Spell doc describes what is going on here */
474 tmp->stats.dam = op->dam_modifier;
475 tmp->range = op->stats.maxhp;
476 tmp->duration = op->stats.hp;
477 /* Used for spell tracking - just need a unique val for this spell -
478 * the count of the parent should work fine.
479 */
480 tmp->stats.maxhp = op->count;
481 }
482
483 /* Set direction of cone explosion */
484 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
485 tmp->stats.sp = op->direction;
486
487 /* Prevent recursion */
488 op->move_on = 0;
489
490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
493 /* remove the firebullet */
494 op->destroy ();
495 }
496
497 /* checks to see what op should do, given the space it is on
498 * (eg, explode, damage player, etc)
499 */
500 void
501 check_bullet (object *op)
502 {
503 object *tmp;
504 int dam, mflags;
505 maptile *m;
506 sint16 sx, sy;
507
508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
509
510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
511 return;
512
513 if (op->other_arch)
514 {
515 /* explode object will also remove op */
516 explode_bullet (op);
517 return;
518 }
519
520 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE))
522 return;
523
524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
532 {
533 if (!QUERY_FLAG (op, FLAG_REMOVED))
534 {
535 op->destroy ();
536 return;
537 }
538 }
539 }
540 }
541 }
542
543 /* Basically, we move 'op' one square, and if it hits something,
544 * call check_bullet.
545 * This function is only applicable to bullets, but not to all
546 * fired arches (eg, bolts).
547 */
548 void
549 move_bullet (object *op)
550 {
551 #if 0
552 /* We need a better general purpose way to do this */
553
554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */
556 if (op->stats.sp == SP_METEOR)
557 {
558 replace_insert_ob_in_map ("fire_trail", op);
559 if (op->destroyed ())
560 return;
561 } /* end addition. */
562 #endif
563
564 /* Reached the end of its life - remove it */
565 if (--op->range <= 0)
566 {
567 if (op->other_arch)
568 explode_bullet (op);
569 else
570 op->destroy ();
571
572 return;
573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
579 {
580 op->destroy ();
581 return;
582 }
583
584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
589 {
590 if (op->other_arch)
591 explode_bullet (op);
592 else
593 op->destroy ();
594
595 return;
596 }
597
598 if (!(op = pos.insert (op, op)))
599 return;
600
601 if (reflwall (op->map, op->x, op->y, op))
602 {
603 op->direction = absdir (op->direction + 4);
604 update_turn_face (op);
605 }
606 else
607 check_bullet (op);
608 }
609
610 /* fire_bullet
611 * object op (cast from caster) files a bolt in dir.
612 * spob is the spell object for the bolt.
613 * we remove the magic flag - that can be derived from
614 * spob->attacktype.
615 * This function sets up the appropriate owner and skill
616 * pointers.
617 */
618 int
619 fire_bullet (object *op, object *caster, int dir, object *spob)
620 {
621 object *tmp = NULL;
622 int mflags;
623
624 if (!spob->other_arch)
625 return 0;
626
627 tmp = spob->other_arch->instance ();
628 if (!tmp)
629 return 0;
630
631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying)
635 tmp->slaying = spob->slaying;
636
637 tmp->range = 50;
638
639 /* Need to store duration/range for the ball to use */
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
643
644 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
646 SET_ANIMATION (tmp, dir);
647
648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp);
650
651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map;
654
655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP)
658 {
659 tmp->destroy ();
660 return 0;
661 }
662
663 tmp->map = newmap;
664
665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
668 {
669 tmp->destroy ();
670 return 0;
671 }
672
673 tmp->x = op->x;
674 tmp->y = op->y;
675 tmp->direction = absdir (tmp->direction + 4);
676 tmp->map = op->map;
677 }
678
679 if ((tmp = tmp->insert_at (tmp, op)))
680 check_bullet (tmp);
681
682 return 1;
683 }
684
685 /*****************************************************************************
686 *
687 * CONE RELATED FUNCTIONS
688 *
689 *****************************************************************************/
690
691 /* drops an object based on what is in the cone's "other_arch" */
692 static void
693 cone_drop (object *op)
694 {
695 object *new_ob = arch_to_object (op->other_arch);
696
697 new_ob->level = op->level;
698 new_ob->set_owner (op->owner);
699
700 /* preserve skill ownership */
701 if (op->skill && op->skill != new_ob->skill)
702 new_ob->skill = op->skill;
703
704 new_ob->insert_at (op, op);
705 }
706
707 /* move_cone: causes cone object 'op' to move a space/hit creatures */
708
709 void
710 move_cone (object *op)
711 {
712 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map)
714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
719
720 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
723 hit_map (op, 0, op->attacktype, 0);
724 return;
725 }
726
727 #if 0
728 /* Disable this - enabling it makes monsters easier, as
729 * when their cone dies when they die.
730 */
731 /* If no owner left, the spell dies out. */
732 if (op->owner == NULL)
733 {
734 op->destroy ();
735 return;
736 }
737 #endif
738
739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
743
744 /* Check to see if we should push anything.
745 * Spell objects with weight push whatever they encounter to some
746 * degree.
747 */
748 if (op->weight)
749 {
750 check_spell_knockback (op);
751
752 if (!op->is_on_map ())
753 return;
754 }
755
756 if (op->duration-- < 0)
757 {
758 op->destroy ();
759 return;
760 }
761 /* Object has hit maximum range, so don't have it move
762 * any further. When the duration above expires,
763 * then the object will get removed.
764 */
765 if (--op->range < 0)
766 {
767 op->range = 0; /* just so it doesn't wrap */
768 return;
769 }
770
771 for (int i = -1; i <= 1; i++)
772 {
773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
774
775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
776 {
777 object *tmp = op->clone ();
778
779 tmp->duration = op->duration + 1;
780
781 /* Use for spell tracking - see ok_to_put_more() */
782 tmp->stats.maxhp = op->stats.maxhp;
783
784 op->map->insert (tmp, x, y, op);
785
786 if (tmp->other_arch)
787 cone_drop (tmp);
788 }
789 }
790 }
791
792 /* cast_cone: casts a cone spell.
793 * op: person firing the object.
794 * caster: object casting the spell.
795 * dir: direction to fire in.
796 * spell: spell that is being fired. It uses other_arch for the archetype
797 * to fire.
798 * returns 0 on failure, 1 on success.
799 */
800 int
801 cast_cone (object *op, object *caster, int dir, object *spell)
802 {
803 object *tmp;
804 int i, success = 0, range_min = -1, range_max = 1;
805 maptile *m;
806 sint16 sx, sy;
807 MoveType movetype;
808
809 if (!spell->other_arch)
810 return 0;
811
812 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
815 return 0;
816 }
817
818 if (!dir)
819 {
820 range_min = 0;
821 range_max = 8;
822 }
823
824 /* Need to know what the movetype of the object we are about
825 * to create is, so we can know if the space we are about to
826 * insert it into is blocked.
827 */
828 movetype = spell->other_arch->move_type;
829
830 for (i = range_min; i <= range_max; i++)
831 {
832 sint16 x, y;
833
834 /* We can't use absdir here, because it never returns
835 * 0. If this is a rune, we want to hit the person on top
836 * of the trap (d==0). If it is not a rune, then we don't want
837 * to hit that person.
838 */
839 int d = dir ? absdir (dir + i) : i;
840
841 /* If it's not a rune, we don't want to blast the caster.
842 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage
845 * becase 0 direction will go through 9 directions - necessary
846 * for the rune code.
847 */
848 if (caster->type != RUNE && d == 0)
849 {
850 if (dir != 0)
851 d = 8;
852 else
853 continue;
854 }
855
856 x = op->x + freearr_x[d];
857 y = op->y + freearr_y[d];
858
859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
860 continue;
861
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue;
864
865 success = 1;
866 tmp = arch_to_object (spell->other_arch);
867 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype;
871
872 /* holy word stuff */
873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
874 if (!tailor_god_spell (tmp, op))
875 return 0;
876
877 if (dir)
878 tmp->stats.sp = dir;
879 else
880 tmp->stats.sp = i;
881
882 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
883
884 /* If casting it in all directions, it doesn't go as far */
885 if (dir == 0)
886 {
887 tmp->range /= 4;
888 if (tmp->range < 2 && spell->range >= 2)
889 tmp->range = 2;
890 }
891
892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
894
895 /* Special bonus for fear attacks */
896 if (tmp->attacktype & AT_FEAR)
897 {
898 if (caster->type == PLAYER)
899 tmp->duration += fear_bonus[caster->stats.Cha];
900 else
901 tmp->duration += caster->level / 3;
902 }
903
904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
905 {
906 if (caster->type == PLAYER)
907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
908 else
909 tmp->duration += caster->level / 3;
910 }
911
912 if (!(tmp->move_type & MOVE_FLY_LOW))
913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
914
915 if (!tmp->move_on && tmp->stats.dam)
916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
917
918 m->insert (tmp, sx, sy, op);
919
920 /* This is used for tracking spells so that one effect doesn't hit
921 * a single space too many times.
922 */
923 tmp->stats.maxhp = tmp->count;
924
925 if (tmp->other_arch)
926 cone_drop (tmp);
927 }
928
929 return success;
930 }
931
932 /****************************************************************************
933 *
934 * BOMB related code
935 *
936 ****************************************************************************/
937
938 /* This handles an exploding bomb.
939 * op is the original bomb object.
940 */
941 void
942 animate_bomb (object *op)
943 {
944 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return;
946
947 object *env = op->outer_env ();
948
949 if (op->env)
950 {
951 if (!env->map)
952 return;
953
954 if (!(op = op->insert_at (env, op)))
955 return;
956 }
957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried.
961 if (op->ms ().flags () & P_SAFE)
962 {
963 op->destroy ();
964 return;
965 }
966
967 /* This copies a lot of the code from the fire bullet,
968 * but using the cast_bullet isn't really feasible,
969 * so just set up the appropriate values.
970 */
971 if (archetype *at = archetype::find (SPLINT))
972 {
973 for (int i = 1; i < 9; i++)
974 {
975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
976 continue;
977
978 object *tmp = arch_to_object (at);
979 tmp->direction = i;
980 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype;
984 tmp->set_owner (op);
985 if (op->skill && op->skill != tmp->skill)
986 tmp->skill = op->skill;
987
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
989 SET_ANIMATION (tmp, i);
990
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
992 move_bullet (tmp);
993 }
994 }
995
996 explode_bullet (op);
997 }
998
999 int
1000 create_bomb (object *op, object *caster, int dir, object *spell)
1001 {
1002 object *tmp;
1003 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m;
1006
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1016 {
1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1018 return 0;
1019 }
1020 }
1021
1022 tmp = arch_to_object (spell->other_arch);
1023
1024 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1028 tmp->attacktype = spell->attacktype;
1029
1030 tmp->set_owner (op);
1031 set_spell_skill (op, caster, spell, tmp);
1032
1033 m->insert (tmp, dx, dy, op);
1034 return 1;
1035 }
1036
1037 /****************************************************************************
1038 *
1039 * smite related spell code.
1040 *
1041 ****************************************************************************/
1042
1043 /* get_pointed_target() - this is used by finger of death
1044 * and the 'smite' spells. Returns the pointer to the first
1045 * monster in the direction which is pointed to by op. b.t.
1046 * op is the caster - really only used for the source location.
1047 * dir is the direction to look in.
1048 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces.
1051 */
1052 static object *
1053 get_pointed_target (object *op, int dir, int range, int type)
1054 {
1055 object *target;
1056 sint16 x, y;
1057 int dist, mflags;
1058 maptile *mp;
1059
1060 if (dir == 0)
1061 return NULL;
1062
1063 for (dist = 1; dist < range; dist++)
1064 {
1065 x = op->x + freearr_x[dir] * dist;
1066 y = op->y + freearr_y[dir] * dist;
1067 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069
1070 if (mflags & P_OUT_OF_MAP)
1071 return NULL;
1072 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1073 return NULL;
1074 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1075 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL;
1078
1079 if (mflags & P_IS_ALIVE)
1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1082 return target;
1083 }
1084
1085 return NULL;
1086 }
1087
1088 /* cast_smite_arch() - the priest points to a creature and causes
1089 * a 'godly curse' to decend.
1090 * usual params -
1091 * op = player
1092 * caster = object casting the spell.
1093 * dir = direction being cast
1094 * spell = spell object
1095 */
1096 int
1097 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098 {
1099 object *effect, *target;
1100 object *god = find_god (determine_god (op));
1101 int range;
1102
1103 range = spell->range + SP_level_range_adjust (caster, spell);
1104 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1105
1106 /* Bunch of conditions for casting this spell. Note that only
1107 * require a god if this is a cleric spell (requires grace).
1108 * This makes this spell much more general purpose - it can be used
1109 * by wizards also, which is good, because I think this is a very
1110 * interesting spell.
1111 * if it is a cleric spell, you need a god, and the creature
1112 * can't be friendly to your god.
1113 */
1114
1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1117 || (!god && spell->stats.grace)
1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1120 {
1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1122 return 0;
1123 }
1124
1125 if (spell->other_arch)
1126 effect = arch_to_object (spell->other_arch);
1127 else
1128 return 0;
1129
1130 /* tailor the effect by priest level and worshipped God */
1131 effect->level = casting_level (caster, spell);
1132 effect->attacktype = spell->attacktype;
1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1134 {
1135 if (tailor_god_spell (effect, op))
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1137 else
1138 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1140 return 0;
1141 }
1142 }
1143
1144 /* size of the area of destruction */
1145 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1146 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1147
1148 if (effect->attacktype & AT_DEATH)
1149 {
1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1151
1152 /* casting death spells at undead isn't a good thing */
1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1154 {
1155 if (random_roll (0, 2, op, PREFER_LOW))
1156 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1158 effect->x = op->x;
1159 effect->y = op->y;
1160 }
1161 else
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1164 target->stats.hp = target->stats.maxhp * 2;
1165 effect->destroy ();
1166 return 0;
1167 }
1168 }
1169 }
1170 else
1171 {
1172 /* how much woe to inflict :) */
1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1174 }
1175
1176 effect->set_owner (op);
1177 set_spell_skill (op, caster, spell, effect);
1178
1179 /* ok, tell it where to be, and insert! */
1180 effect->insert_at (target, op);
1181
1182 return 1;
1183 }
1184
1185 /****************************************************************************
1186 *
1187 * MAGIC MISSILE code.
1188 * note that the fire_bullet is used to fire the missile. The
1189 * code here is just to move the missile.
1190 ****************************************************************************/
1191
1192 /* op is a missile that needs to be moved */
1193 void
1194 move_missile (object *op)
1195 {
1196 if (op->range-- <= 0)
1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 {
1215 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so.
1218 */
1219 op->destroy ();
1220 return;
1221 }
1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1230 if (i > 0 && i != op->direction)
1231 {
1232 op->direction = i;
1233 SET_ANIMATION (op, op->direction);
1234 }
1235
1236 pos.insert (op, op);
1237 }
1238
1239 /****************************************************************************
1240 * Destruction
1241 ****************************************************************************/
1242
1243 /* make_object_glow() - currently only makes living objects glow.
1244 * we do this by creating a force and inserting it in the
1245 * object. if time is 0, the object glows permanently. To truely
1246 * make this work for non-living objects, we would have to
1247 * give them the capability to have an inventory. b.t.
1248 */
1249 static int
1250 make_object_glow (object *op, int radius, int time)
1251 {
1252 /* some things are unaffected... */
1253 if (op->path_denied & PATH_LIGHT)
1254 return 0;
1255
1256 object *tmp = get_archetype (FORCE_NAME);
1257 tmp->speed = 0.01;
1258 tmp->stats.food = time;
1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1261 tmp = insert_ob_in_ob (tmp, op);
1262
1263 if (tmp->glow_radius > op->glow_radius)
1264 op->set_glow_radius (tmp->glow_radius);
1265
1266 return 1;
1267 }
1268
1269 int
1270 cast_destruction (object *op, object *caster, object *spell_ob)
1271 {
1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1275
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277
1278 /* destruction doesn't use another spell object, so we need
1279 * update op's skill pointer so that exp is properly awarded.
1280 */
1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1284 op->skill = spell_ob->skill;
1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1288 op->skill = 0;
1289
1290 op->change_skill (find_skill_by_name (op, op->skill));
1291
1292 unordered_mapwalk (op, -range, -range, range, range)
1293 {
1294 mapspace &ms = m->at (nx, ny);
1295
1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1299 {
1300 tmp = tmp->head_ ();
1301
1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 {
1305 if (spell_ob->subtype == SP_DESTRUCTION)
1306 {
1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1309 if (spell_ob->other_arch)
1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1311 }
1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1313 {
1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1316 }
1317 }
1318 }
1319 }
1320
1321 op->skill = skill;
1322 return 1;
1323 }
1324
1325 /***************************************************************************
1326 *
1327 * CURSE
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
1418 return 1;
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 (shstr_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 }