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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.94
Committed: Fri Dec 18 03:49:46 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.93: +25 -21 lines
Log Message:
*** empty log message ***

File Contents

# 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 = spob->other_arch->instance ();
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 = op->other_arch->instance ();
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 = op->other_arch->instance ();
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 = spell->other_arch->instance ();
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 = at->instance ();
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 = spell->other_arch->instance ();
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 = spell->other_arch->instance ();
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 *next, *tmp = ms.bot; tmp; tmp = next)
1298 {
1299 next = tmp->above;
1300
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 {
1303 tmp = tmp->head_ ();
1304
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 {
1308 if (spell_ob->subtype == SP_DESTRUCTION)
1309 {
1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1312 if (spell_ob->other_arch)
1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1314 }
1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1316 {
1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1319 }
1320 }
1321 }
1322 }
1323 }
1324
1325 op->skill = skill;
1326 return 1;
1327 }
1328
1329 /***************************************************************************
1330 *
1331 * CURSE
1332 *
1333 ***************************************************************************/
1334 int
1335 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336 {
1337 object *god = find_god (determine_god (op));
1338 object *tmp, *force;
1339
1340 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1341 if (!tmp)
1342 {
1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1344 return 0;
1345 }
1346
1347 tmp = tmp->head_ ();
1348
1349 /* If we've already got a force of this type, don't add a new one. */
1350 for (force = tmp->inv; force; force = force->below)
1351 {
1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1353 {
1354 if (force->name == spell_ob->name)
1355 {
1356 break;
1357 }
1358 else if (spell_ob->race && spell_ob->race == force->name)
1359 {
1360 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1361 return 0;
1362 }
1363 }
1364 }
1365
1366 if (!force)
1367 {
1368 force = get_archetype (FORCE_NAME);
1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1371 if (spell_ob->race)
1372 force->name = spell_ob->race;
1373 else
1374 force->name = spell_ob->name;
1375
1376 force->name_pl = spell_ob->name;
1377
1378 }
1379 else
1380 {
1381 int duration;
1382
1383 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1384 if (duration > force->duration)
1385 {
1386 force->duration = duration;
1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1388 }
1389 else
1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1391
1392 return 1;
1393 }
1394
1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1396 force->speed = 1.f;
1397 force->speed_left = -1.f;
1398 SET_FLAG (force, FLAG_APPLIED);
1399
1400 if (god)
1401 {
1402 if (spell_ob->last_grace)
1403 force->path_repelled = god->path_repelled;
1404 if (spell_ob->last_grace)
1405 force->path_denied = god->path_denied;
1406 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1407 }
1408 else
1409 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1410
1411
1412 if (tmp != op && op->type == PLAYER)
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1414
1415 force->stats.ac = spell_ob->stats.ac;
1416 force->stats.wc = spell_ob->stats.wc;
1417
1418 change_abil (tmp, force); /* Mostly to display any messages */
1419 insert_ob_in_ob (force, tmp);
1420 tmp->update_stats ();
1421
1422 return 1;
1423 }
1424
1425 /**********************************************************************
1426 * mood change
1427 * Arguably, this may or may not be an attack spell. But since it
1428 * effects monsters, it seems best to put it into this file
1429 ***********************************************************************/
1430
1431 /* This covers the various spells that change the moods of monsters -
1432 * makes them angry, peacful, friendly, etc.
1433 */
1434 int
1435 mood_change (object *op, object *caster, object *spell)
1436 {
1437 object *tmp, *god, *head;
1438 int done_one, range, level, at, best_at;
1439 const char *race;
1440
1441 /* We precompute some values here so that we don't have to keep
1442 * doing it over and over again.
1443 */
1444 god = find_god (determine_god (op));
1445 level = casting_level (caster, spell);
1446 range = spell->range + SP_level_range_adjust (caster, spell);
1447
1448 /* On the bright side, no monster should ever have a race of GOD_...
1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1450 * won't ever match anything.
1451 */
1452 if (!spell->race)
1453 race = NULL;
1454 else if (god && spell->race == shstr_GOD_SLAYING)
1455 race = god->slaying;
1456 else if (god && spell->race == shstr_GOD_FRIEND)
1457 race = god->race;
1458 else
1459 race = spell->race;
1460
1461 unordered_mapwalk (op, -range, -range, range, range)
1462 {
1463 mapspace &ms = m->at (nx, ny);
1464
1465 /* If there is nothing living on this space, no need to go further */
1466 if (!ms.flags () & P_IS_ALIVE)
1467 continue;
1468
1469 // players can only affect spaces that they can actually see
1470 if (caster
1471 && caster->contr
1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473 continue;
1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1477 break;
1478
1479 /* There can be living objects that are not monsters */
1480 if (!tmp)
1481 continue;
1482
1483 /* Only the head has meaningful data, so resolve to that */
1484 head = tmp->head_ ();
1485
1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1487 if (race && head->race && !strstr (race, head->race))
1488 continue;
1489
1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1491 continue;
1492
1493 /* Now do a bunch of stuff related to saving throws */
1494 best_at = -1;
1495 if (spell->attacktype)
1496 {
1497 for (at = 0; at < NROFATTACKS; at++)
1498 if (spell->attacktype & (1 << at))
1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1500 best_at = at;
1501
1502 if (best_at == -1)
1503 at = 0;
1504 else
1505 {
1506 if (head->resist[best_at] == 100)
1507 continue;
1508 else
1509 at = head->resist[best_at] / 5;
1510 }
1511
1512 at -= level / 5;
1513 if (did_make_save (head, head->level, at))
1514 continue;
1515 }
1516 else /* spell->attacktype */
1517 {
1518 /*
1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1520 * if spell level < monster level, no go
1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1522
1523 The chance will then be in the range [20-70] percent, not too bad.
1524
1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1526 charm a level 125 monster...
1527
1528 Ryo, august 14th
1529 */
1530 if (head->level > level)
1531 continue;
1532
1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1534 /* Failed, no effect */
1535 continue;
1536 }
1537
1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1540
1541 /* aggravation */
1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1543 {
1544 CLEAR_FLAG (head, FLAG_SLEEP);
1545 remove_friendly_object (head);
1546 done_one = 1;
1547 head->enemy = op;
1548 }
1549
1550 /* calm monsters */
1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1552 {
1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1554 head->enemy = NULL;
1555 done_one = 1;
1556 }
1557
1558 /* berserk monsters */
1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1560 {
1561 SET_FLAG (head, FLAG_BERSERK);
1562 done_one = 1;
1563 }
1564
1565 /* charm */
1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1574 head->set_owner (op);
1575 set_spell_skill (op, caster, spell, head);
1576 add_friendly_object (head);
1577 head->attack_movement = PETMOVE;
1578 done_one = 1;
1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1580 head->stats.exp = 0;
1581 }
1582
1583 /* If a monster was effected, put an effect in */
1584 if (done_one && spell->other_arch)
1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1586 }
1587
1588 return 1;
1589 }
1590
1591 /* Move_ball_spell: This handles ball type spells that just sort of wander
1592 * about. was called move_ball_lightning, but since more than the ball
1593 * lightning spell used it, that seemed misnamed.
1594 * op is the spell effect.
1595 * note that duration is handled by process_object() in time.c
1596 */
1597 void
1598 move_ball_spell (object *op)
1599 {
1600 int i, j, dam_save, dir, mflags;
1601 sint16 nx, ny, hx, hy;
1602 object *owner;
1603 maptile *m;
1604
1605 owner = op->owner;
1606
1607 /* the following logic makes sure that the ball doesn't move into a wall,
1608 * and makes sure that it will move along a wall to try and get at it's
1609 * victim. The block immediately below more or less chooses a random
1610 * offset to move the ball, eg, keep it mostly on course, with some
1611 * deviations.
1612 */
1613
1614 dir = 0;
1615 if (!(rndm (0, 3)))
1616 j = rndm (0, 1);
1617 else
1618 j = 0;
1619
1620 for (i = 1; i < 9; i++)
1621 {
1622 /* i bit 0: alters sign of offset
1623 * other bits (i / 2): absolute value of offset
1624 */
1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1626 int tmpdir = absdir (op->direction + offset);
1627
1628 nx = op->x + freearr_x[tmpdir];
1629 ny = op->y + freearr_y[tmpdir];
1630 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1631 {
1632 dir = tmpdir;
1633 break;
1634 }
1635 }
1636
1637 if (dir == 0)
1638 {
1639 nx = op->x;
1640 ny = op->y;
1641 m = op->map;
1642 }
1643
1644 m->insert (op, nx, ny, op);
1645
1646 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1647 surrounding squares */
1648
1649 /* loop over current square and neighbors to hit.
1650 * if this has an other_arch field, we insert that in
1651 * the surround spaces.
1652 */
1653 for (j = 0; j < 9; j++)
1654 {
1655 hx = nx + freearr_x[j];
1656 hy = ny + freearr_y[j];
1657
1658 m = op->map;
1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1660
1661 if (mflags & P_OUT_OF_MAP)
1662 continue;
1663
1664 /* first, don't ever, ever hit the owner. Don't hit out
1665 * of the map either.
1666 */
1667
1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1669 {
1670 if (j)
1671 op->stats.dam = dam_save / 2;
1672
1673 hit_map (op, j, op->attacktype, 1);
1674 }
1675
1676 /* insert the other arch */
1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1678 m->insert (op->other_arch->instance (), hx, hy, op);
1679 }
1680
1681 /* restore to the center location and damage */
1682 op->stats.dam = dam_save;
1683
1684 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1685
1686 if (i >= 0)
1687 { /* we have a preferred direction! */
1688 /* pick another direction if the preferred dir is blocked. */
1689 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1690 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1692
1693 op->direction = i;
1694 }
1695 }
1696
1697 /* move_swarm_spell: peterm
1698 * This is an implementation of the swarm spell. It was written for
1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1700 * is a special type of object that casts swarms of other types
1701 * of spells. Which spell it casts is flexible. It fires the spells
1702 * from a set of squares surrounding the caster, in a given direction.
1703 */
1704 void
1705 move_swarm_spell (object *op)
1706 {
1707 #if 0
1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1710 sint16 target_x, target_y, origin_x, origin_y;
1711 int adjustdir;
1712 maptile *m;
1713 #endif
1714 object *owner = op->env;
1715
1716 if (!owner) // MUST not happen, remove when true TODO
1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1719 op->destroy ();
1720 return;
1721 }
1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1729 op->duration--;
1730
1731 int basedir = op->direction;
1732 if (!basedir)
1733 {
1734 /* spray in all directions! 8) */
1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1737 }
1738
1739 #if 0
1740 // this is bogus: it causes wrong places to be checked below
1741 // (a wall 2 cells away will block the effect...) and
1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1743 // space.
1744 // should be fixed later, but correctness before features...
1745 // (schmorp)
1746
1747 /* new offset calculation to make swarm element distribution
1748 * more uniform
1749 */
1750 if (op->duration)
1751 {
1752 if (basedir & 1)
1753 {
1754 adjustdir = cardinal_adjust[rndm (0, 8)];
1755 }
1756 else
1757 {
1758 adjustdir = diagonal_adjust[rndm (0, 9)];
1759 }
1760 }
1761 else
1762 {
1763 adjustdir = 0; /* fire the last one from forward. */
1764 }
1765
1766 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1767 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1768
1769 /* back up one space so we can hit point-blank targets, but this
1770 * necessitates extra out_of_map check below
1771 */
1772 origin_x = target_x - freearr_x[basedir];
1773 origin_y = target_y - freearr_y[basedir];
1774
1775
1776 /* spell pointer is set up for the spell this casts. Since this
1777 * should just be a pointer to the spell in some inventory,
1778 * it is unlikely to disappear by the time we need it. However,
1779 * do some sanity checking anyways.
1780 */
1781
1782 if (op->spell && op->spell->type == SPELL &&
1783 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1784 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1785 {
1786
1787 /* Bullet spells have a bunch more customization that needs to be done */
1788 if (op->spell->subtype == SP_BULLET)
1789 fire_bullet (owner, op, basedir, op->spell);
1790 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1791 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1792 }
1793 #endif
1794
1795 /* spell pointer is set up for the spell this casts. Since this
1796 * should just be a pointer to the spell in some inventory,
1797 * it is unlikely to disappear by the time we need it. However,
1798 * do some sanity checking anyways.
1799 */
1800
1801 if (op->spell && op->spell->type == SPELL)
1802 {
1803 /* Bullet spells have a bunch more customization that needs to be done */
1804 if (op->spell->subtype == SP_BULLET)
1805 fire_bullet (owner, op, basedir, op->spell);
1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1808 }
1809 }
1810
1811 /* fire_swarm:
1812 * The following routine creates a swarm of objects. It actually
1813 * sets up a specific swarm object, which then fires off all
1814 * the parts of the swarm.
1815 *
1816 * op: the owner
1817 * caster: the caster (owner, wand, rod, scroll)
1818 * dir: the direction everything will be fired in
1819 * spell - the spell that is this spell.
1820 * n: the number to be fired.
1821 */
1822 int
1823 fire_swarm (object *op, object *caster, object *spell, int dir)
1824 {
1825 if (!spell->other_arch)
1826 return 0;
1827
1828 object *tmp = archetype::get (SWARM_SPELL);
1829
1830 set_spell_skill (op, caster, spell, tmp);
1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1832 tmp->spell = spell->other_arch->instance ();
1833 tmp->attacktype = tmp->spell->attacktype;
1834
1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1836 if (!tailor_god_spell (tmp, op))
1837 return 1;
1838
1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1840 for (int i = 0; i < spell->duration; i++)
1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1845 tmp->direction = dir;
1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1848
1849 op->insert (tmp);
1850
1851 return 1;
1852 }
1853
1854 /* See the spells documentation file for why this is its own
1855 * function.
1856 */
1857 int
1858 cast_light (object *op, object *caster, object *spell, int dir)
1859 {
1860 object *target = NULL, *tmp = NULL;
1861 sint16 x, y;
1862 int dam, mflags;
1863 maptile *m;
1864
1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1866
1867 if (dir)
1868 {
1869 x = op->x + freearr_x[dir];
1870 y = op->y + freearr_y[dir];
1871 m = op->map;
1872
1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874
1875 if (mflags & P_OUT_OF_MAP)
1876 {
1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1878 return 0;
1879 }
1880
1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1882 {
1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1885 {
1886 /* oky doky. got a target monster. Lets make a blinding attack */
1887 if (target->head)
1888 target = target->head;
1889
1890 hit_player (target, dam, op, spell->attacktype, 1);
1891 return 1; /* one success only! */
1892 }
1893 }
1894
1895 /* no live target, perhaps a wall is in the way? */
1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1897 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0;
1900 }
1901 }
1902
1903 /* ok, looks groovy to just insert a new light on the map */
1904 tmp = spell->other_arch->instance ();
1905 if (!tmp)
1906 {
1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1908 return 0;
1909 }
1910
1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1913 if (tmp->glow_radius)
1914 tmp->set_glow_radius (
1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1916 );
1917
1918 if (dir)
1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1923 return 1;
1924 }
1925
1926 /* cast_cause_disease: this spell looks along <dir> from the
1927 * player and infects someone.
1928 * op is the player/monster, caster is the object, dir is the direction
1929 * to cast, disease_arch is the specific disease, and type is the spell number
1930 * perhaps this should actually be in disease.c?
1931 */
1932 int
1933 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1934 {
1935 sint16 x, y;
1936 int i, mflags, range, dam_mod, dur_mod;
1937 object *walk;
1938 maptile *m;
1939
1940 x = op->x;
1941 y = op->y;
1942
1943 /* If casting from a scroll, no direction will be available, so refer to the
1944 * direction the player is pointing.
1945 */
1946 if (!dir)
1947 dir = op->facing;
1948
1949 if (!dir)
1950 return 0; /* won't find anything if casting on ourself, so just return */
1951
1952 /* Calculate these once here */
1953 range = spell->range + SP_level_range_adjust (caster, spell);
1954 dam_mod = SP_level_dam_adjust (caster, spell);
1955 dur_mod = SP_level_duration_adjust (caster, spell);
1956
1957 /* search in a line for a victim */
1958 for (i = 1; i < range; i++)
1959 {
1960 x = op->x + i * freearr_x[dir];
1961 y = op->y + i * freearr_y[dir];
1962 m = op->map;
1963
1964 mflags = get_map_flags (m, &m, x, y, &x, &y);
1965
1966 if (mflags & P_OUT_OF_MAP)
1967 return 0;
1968
1969 /* don't go through walls - presume diseases are airborne */
1970 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1971 return 0;
1972
1973 /* Only bother looking on this space if there is something living here */
1974 if (mflags & P_IS_ALIVE)
1975 {
1976 /* search this square for a victim */
1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1978 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1979 { /* found a victim */
1980 object *disease = spell->other_arch->instance ();
1981
1982 disease->set_owner (op);
1983 set_spell_skill (op, caster, spell, disease);
1984 disease->stats.exp = 0;
1985 disease->level = casting_level (caster, spell);
1986
1987 /* do level adjustments */
1988 if (disease->stats.wc)
1989 disease->stats.wc += dur_mod / 2;
1990
1991 if (disease->magic > 0)
1992 disease->magic += dur_mod / 8;
1993
1994 if (disease->stats.maxhp > 0)
1995 disease->stats.maxhp += dur_mod;
1996
1997 if (disease->stats.maxgrace > 0)
1998 disease->stats.maxgrace += dur_mod;
1999
2000 if (disease->stats.dam)
2001 {
2002 if (disease->stats.dam > 0)
2003 disease->stats.dam += dam_mod;
2004 else
2005 disease->stats.dam -= dam_mod;
2006 }
2007
2008 if (disease->last_sp)
2009 {
2010 disease->last_sp -= 2 * dam_mod;
2011 if (disease->last_sp < 1)
2012 disease->last_sp = 1;
2013 }
2014
2015 if (disease->stats.maxsp)
2016 {
2017 if (disease->stats.maxsp > 0)
2018 disease->stats.maxsp += dam_mod;
2019 else
2020 disease->stats.maxsp -= dam_mod;
2021 }
2022
2023 if (disease->stats.ac)
2024 disease->stats.ac += dam_mod;
2025
2026 if (disease->last_eat)
2027 disease->last_eat -= dam_mod;
2028
2029 if (disease->stats.hp)
2030 disease->stats.hp -= dam_mod;
2031
2032 if (disease->stats.sp)
2033 disease->stats.sp -= dam_mod;
2034
2035 if (infect_object (walk, disease, 1))
2036 {
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2038
2039 disease->destroy (); /* don't need this one anymore */
2040 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2041 return 1;
2042 }
2043
2044 disease->destroy ();
2045 }
2046 } /* if living creature */
2047 } /* for range of spaces */
2048
2049 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2050 return 1;
2051 }