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Revision: 1.95
Committed: Tue Jan 19 16:13:05 2010 UTC (14 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.94: +13 -0 lines
Log Message:
poison cloud traps in doors work again. some while ago we changed that door traps hit with direction == 0 and assumed all spells/effects can deal with that. well, poison cloud didn't. now it does.

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 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
679 {
680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
681 {
682 tmp->destroy ();
683 return 0;
684 }
685
686 tmp->x = op->x;
687 tmp->y = op->y;
688 tmp->direction = absdir (tmp->direction + 4);
689 tmp->map = op->map;
690 }
691
692 if ((tmp = tmp->insert_at (tmp, op)))
693 check_bullet (tmp);
694
695 return 1;
696 }
697
698 /*****************************************************************************
699 *
700 * CONE RELATED FUNCTIONS
701 *
702 *****************************************************************************/
703
704 /* drops an object based on what is in the cone's "other_arch" */
705 static void
706 cone_drop (object *op)
707 {
708 object *new_ob = op->other_arch->instance ();
709
710 new_ob->level = op->level;
711 new_ob->set_owner (op->owner);
712
713 /* preserve skill ownership */
714 if (op->skill && op->skill != new_ob->skill)
715 new_ob->skill = op->skill;
716
717 new_ob->insert_at (op, op);
718 }
719
720 /* move_cone: causes cone object 'op' to move a space/hit creatures */
721
722 void
723 move_cone (object *op)
724 {
725 /* if no map then hit_map will crash so just ignore object */
726 if (!op->map)
727 {
728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
729 op->set_speed (0);
730 return;
731 }
732
733 /* lava saves it's life, but not yours :) */
734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
735 {
736 hit_map (op, 0, op->attacktype, 0);
737 return;
738 }
739
740 #if 0
741 /* Disable this - enabling it makes monsters easier, as
742 * when their cone dies when they die.
743 */
744 /* If no owner left, the spell dies out. */
745 if (op->owner == NULL)
746 {
747 op->destroy ();
748 return;
749 }
750 #endif
751
752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
756
757 /* Check to see if we should push anything.
758 * Spell objects with weight push whatever they encounter to some
759 * degree.
760 */
761 if (op->weight)
762 {
763 check_spell_knockback (op);
764
765 if (!op->is_on_map ())
766 return;
767 }
768
769 if (op->duration-- < 0)
770 {
771 op->destroy ();
772 return;
773 }
774 /* Object has hit maximum range, so don't have it move
775 * any further. When the duration above expires,
776 * then the object will get removed.
777 */
778 if (--op->range < 0)
779 {
780 op->range = 0; /* just so it doesn't wrap */
781 return;
782 }
783
784 for (int i = -1; i <= 1; i++)
785 {
786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
787
788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
789 {
790 object *tmp = op->clone ();
791
792 tmp->duration = op->duration + 1;
793
794 /* Use for spell tracking - see ok_to_put_more() */
795 tmp->stats.maxhp = op->stats.maxhp;
796
797 op->map->insert (tmp, x, y, op);
798
799 if (tmp->other_arch)
800 cone_drop (tmp);
801 }
802 }
803 }
804
805 /* cast_cone: casts a cone spell.
806 * op: person firing the object.
807 * caster: object casting the spell.
808 * dir: direction to fire in.
809 * spell: spell that is being fired. It uses other_arch for the archetype
810 * to fire.
811 * returns 0 on failure, 1 on success.
812 */
813 int
814 cast_cone (object *op, object *caster, int dir, object *spell)
815 {
816 object *tmp;
817 int i, success = 0, range_min = -1, range_max = 1;
818 maptile *m;
819 sint16 sx, sy;
820 MoveType movetype;
821
822 if (!spell->other_arch)
823 return 0;
824
825 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
828 return 0;
829 }
830
831 if (!dir)
832 {
833 range_min = 0;
834 range_max = 8;
835 }
836
837 /* Need to know what the movetype of the object we are about
838 * to create is, so we can know if the space we are about to
839 * insert it into is blocked.
840 */
841 movetype = spell->other_arch->move_type;
842
843 for (i = range_min; i <= range_max; i++)
844 {
845 sint16 x, y;
846
847 /* We can't use absdir here, because it never returns
848 * 0. If this is a rune, we want to hit the person on top
849 * of the trap (d==0). If it is not a rune, then we don't want
850 * to hit that person.
851 */
852 int d = dir ? absdir (dir + i) : i;
853
854 /* If it's not a rune, we don't want to blast the caster.
855 * In that case, we have to see - if dir is specified,
856 * turn this into direction 8. If dir is not specified (all
857 * direction) skip - otherwise, one line would do more damage
858 * becase 0 direction will go through 9 directions - necessary
859 * for the rune code.
860 */
861 if (caster->type != RUNE && d == 0)
862 {
863 if (dir != 0)
864 d = 8;
865 else
866 continue;
867 }
868
869 x = op->x + freearr_x[d];
870 y = op->y + freearr_y[d];
871
872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
873 continue;
874
875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
876 continue;
877
878 success = 1;
879 tmp = spell->other_arch->instance ();
880 tmp->set_owner (op);
881 set_spell_skill (op, caster, spell, tmp);
882 tmp->level = casting_level (caster, spell);
883 tmp->attacktype = spell->attacktype;
884
885 /* holy word stuff */
886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
887 if (!tailor_god_spell (tmp, op))
888 return 0;
889
890 if (dir)
891 tmp->stats.sp = dir;
892 else
893 tmp->stats.sp = i;
894
895 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
896
897 /* If casting it in all directions, it doesn't go as far */
898 if (dir == 0)
899 {
900 tmp->range /= 4;
901 if (tmp->range < 2 && spell->range >= 2)
902 tmp->range = 2;
903 }
904
905 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
907
908 /* Special bonus for fear attacks */
909 if (tmp->attacktype & AT_FEAR)
910 {
911 if (caster->type == PLAYER)
912 tmp->duration += fear_bonus[caster->stats.Cha];
913 else
914 tmp->duration += caster->level / 3;
915 }
916
917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
918 {
919 if (caster->type == PLAYER)
920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
921 else
922 tmp->duration += caster->level / 3;
923 }
924
925 if (!(tmp->move_type & MOVE_FLY_LOW))
926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
927
928 if (!tmp->move_on && tmp->stats.dam)
929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
930
931 m->insert (tmp, sx, sy, op);
932
933 /* This is used for tracking spells so that one effect doesn't hit
934 * a single space too many times.
935 */
936 tmp->stats.maxhp = tmp->count;
937
938 if (tmp->other_arch)
939 cone_drop (tmp);
940 }
941
942 return success;
943 }
944
945 /****************************************************************************
946 *
947 * BOMB related code
948 *
949 ****************************************************************************/
950
951 /* This handles an exploding bomb.
952 * op is the original bomb object.
953 */
954 void
955 animate_bomb (object *op)
956 {
957 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return;
959
960 object *env = op->outer_env ();
961
962 if (op->env)
963 {
964 if (!env->map)
965 return;
966
967 if (!(op = op->insert_at (env, op)))
968 return;
969 }
970
971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
972 // on a safe map. I don't like this special casing, but it seems to be neccessary
973 // as bombs can be carried.
974 if (op->ms ().flags () & P_SAFE)
975 {
976 op->destroy ();
977 return;
978 }
979
980 /* This copies a lot of the code from the fire bullet,
981 * but using the cast_bullet isn't really feasible,
982 * so just set up the appropriate values.
983 */
984 if (archetype *at = archetype::find (SPLINT))
985 {
986 for (int i = 1; i < 9; i++)
987 {
988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
989 continue;
990
991 object *tmp = at->instance ();
992 tmp->direction = i;
993 tmp->range = op->range;
994 tmp->stats.dam = op->stats.dam;
995 tmp->duration = op->duration;
996 tmp->attacktype = op->attacktype;
997 tmp->set_owner (op);
998 if (op->skill && op->skill != tmp->skill)
999 tmp->skill = op->skill;
1000
1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1002 SET_ANIMATION (tmp, i);
1003
1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1005 move_bullet (tmp);
1006 }
1007 }
1008
1009 explode_bullet (op);
1010 }
1011
1012 int
1013 create_bomb (object *op, object *caster, int dir, object *spell)
1014 {
1015 object *tmp;
1016 int mflags;
1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1018 maptile *m;
1019
1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1029 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1031 return 0;
1032 }
1033 }
1034
1035 tmp = spell->other_arch->instance ();
1036
1037 /* level dependencies for bomb */
1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 tmp->attacktype = spell->attacktype;
1042
1043 tmp->set_owner (op);
1044 set_spell_skill (op, caster, spell, tmp);
1045
1046 m->insert (tmp, dx, dy, op);
1047 return 1;
1048 }
1049
1050 /****************************************************************************
1051 *
1052 * smite related spell code.
1053 *
1054 ****************************************************************************/
1055
1056 /* get_pointed_target() - this is used by finger of death
1057 * and the 'smite' spells. Returns the pointer to the first
1058 * monster in the direction which is pointed to by op. b.t.
1059 * op is the caster - really only used for the source location.
1060 * dir is the direction to look in.
1061 * range is how far out to look.
1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1063 * this info is used for blocked magic/unholy spaces.
1064 */
1065 static object *
1066 get_pointed_target (object *op, int dir, int range, int type)
1067 {
1068 object *target;
1069 sint16 x, y;
1070 int dist, mflags;
1071 maptile *mp;
1072
1073 if (dir == 0)
1074 return NULL;
1075
1076 for (dist = 1; dist < range; dist++)
1077 {
1078 x = op->x + freearr_x[dir] * dist;
1079 y = op->y + freearr_y[dir] * dist;
1080 mp = op->map;
1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1082
1083 if (mflags & P_OUT_OF_MAP)
1084 return NULL;
1085 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1086 return NULL;
1087 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1088 return NULL;
1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1090 return NULL;
1091
1092 if (mflags & P_IS_ALIVE)
1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1095 return target;
1096 }
1097
1098 return NULL;
1099 }
1100
1101 /* cast_smite_arch() - the priest points to a creature and causes
1102 * a 'godly curse' to decend.
1103 * usual params -
1104 * op = player
1105 * caster = object casting the spell.
1106 * dir = direction being cast
1107 * spell = spell object
1108 */
1109 int
1110 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1111 {
1112 object *effect, *target;
1113 object *god = find_god (determine_god (op));
1114 int range;
1115
1116 range = spell->range + SP_level_range_adjust (caster, spell);
1117 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1118
1119 /* Bunch of conditions for casting this spell. Note that only
1120 * require a god if this is a cleric spell (requires grace).
1121 * This makes this spell much more general purpose - it can be used
1122 * by wizards also, which is good, because I think this is a very
1123 * interesting spell.
1124 * if it is a cleric spell, you need a god, and the creature
1125 * can't be friendly to your god.
1126 */
1127
1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1130 || (!god && spell->stats.grace)
1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1133 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135 return 0;
1136 }
1137
1138 if (spell->other_arch)
1139 effect = spell->other_arch->instance ();
1140 else
1141 return 0;
1142
1143 /* tailor the effect by priest level and worshipped God */
1144 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 {
1148 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1150 else
1151 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153 return 0;
1154 }
1155 }
1156
1157 /* size of the area of destruction */
1158 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1159 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1160
1161 if (effect->attacktype & AT_DEATH)
1162 {
1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1164
1165 /* casting death spells at undead isn't a good thing */
1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1167 {
1168 if (random_roll (0, 2, op, PREFER_LOW))
1169 {
1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1171 effect->x = op->x;
1172 effect->y = op->y;
1173 }
1174 else
1175 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy ();
1179 return 0;
1180 }
1181 }
1182 }
1183 else
1184 {
1185 /* how much woe to inflict :) */
1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1187 }
1188
1189 effect->set_owner (op);
1190 set_spell_skill (op, caster, spell, effect);
1191
1192 /* ok, tell it where to be, and insert! */
1193 effect->insert_at (target, op);
1194
1195 return 1;
1196 }
1197
1198 /****************************************************************************
1199 *
1200 * MAGIC MISSILE code.
1201 * note that the fire_bullet is used to fire the missile. The
1202 * code here is just to move the missile.
1203 ****************************************************************************/
1204
1205 /* op is a missile that needs to be moved */
1206 void
1207 move_missile (object *op)
1208 {
1209 if (op->range-- <= 0)
1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1224 mapspace &ms = pos.ms ();
1225
1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 {
1228 hit_map (op, op->direction, AT_MAGIC, 1);
1229 /* Basically, missile only hits one thing then goes away.
1230 * we need to remove it if someone hasn't already done so.
1231 */
1232 op->destroy ();
1233 return;
1234 }
1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1243 if (i > 0 && i != op->direction)
1244 {
1245 op->direction = i;
1246 SET_ANIMATION (op, op->direction);
1247 }
1248
1249 pos.insert (op, op);
1250 }
1251
1252 /****************************************************************************
1253 * Destruction
1254 ****************************************************************************/
1255
1256 /* make_object_glow() - currently only makes living objects glow.
1257 * we do this by creating a force and inserting it in the
1258 * object. if time is 0, the object glows permanently. To truely
1259 * make this work for non-living objects, we would have to
1260 * give them the capability to have an inventory. b.t.
1261 */
1262 static int
1263 make_object_glow (object *op, int radius, int time)
1264 {
1265 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT)
1267 return 0;
1268
1269 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01;
1271 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 tmp = insert_ob_in_ob (tmp, op);
1275
1276 if (tmp->glow_radius > op->glow_radius)
1277 op->set_glow_radius (tmp->glow_radius);
1278
1279 return 1;
1280 }
1281
1282 int
1283 cast_destruction (object *op, object *caster, object *spell_ob)
1284 {
1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288
1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290
1291 /* destruction doesn't use another spell object, so we need
1292 * update op's skill pointer so that exp is properly awarded.
1293 */
1294 const shstr skill = op->skill;
1295
1296 if (caster == op)
1297 op->skill = spell_ob->skill;
1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1301 op->skill = 0;
1302
1303 op->change_skill (find_skill_by_name (op, op->skill));
1304
1305 unordered_mapwalk (op, -range, -range, range, range)
1306 {
1307 mapspace &ms = m->at (nx, ny);
1308
1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1311 {
1312 next = tmp->above;
1313
1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1315 {
1316 tmp = tmp->head_ ();
1317
1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1320 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1325 if (spell_ob->other_arch)
1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1327 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1332 }
1333 }
1334 }
1335 }
1336 }
1337
1338 op->skill = skill;
1339 return 1;
1340 }
1341
1342 /***************************************************************************
1343 *
1344 * CURSE
1345 *
1346 ***************************************************************************/
1347 int
1348 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349 {
1350 object *god = find_god (determine_god (op));
1351 object *tmp, *force;
1352
1353 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1354 if (!tmp)
1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1357 return 0;
1358 }
1359
1360 tmp = tmp->head_ ();
1361
1362 /* If we've already got a force of this type, don't add a new one. */
1363 for (force = tmp->inv; force; force = force->below)
1364 {
1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1366 {
1367 if (force->name == spell_ob->name)
1368 {
1369 break;
1370 }
1371 else if (spell_ob->race && spell_ob->race == force->name)
1372 {
1373 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1374 return 0;
1375 }
1376 }
1377 }
1378
1379 if (!force)
1380 {
1381 force = get_archetype (FORCE_NAME);
1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1384 if (spell_ob->race)
1385 force->name = spell_ob->race;
1386 else
1387 force->name = spell_ob->name;
1388
1389 force->name_pl = spell_ob->name;
1390
1391 }
1392 else
1393 {
1394 int duration;
1395
1396 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1397 if (duration > force->duration)
1398 {
1399 force->duration = duration;
1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1401 }
1402 else
1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1404
1405 return 1;
1406 }
1407
1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1409 force->speed = 1.f;
1410 force->speed_left = -1.f;
1411 SET_FLAG (force, FLAG_APPLIED);
1412
1413 if (god)
1414 {
1415 if (spell_ob->last_grace)
1416 force->path_repelled = god->path_repelled;
1417 if (spell_ob->last_grace)
1418 force->path_denied = god->path_denied;
1419 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1420 }
1421 else
1422 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1423
1424
1425 if (tmp != op && op->type == PLAYER)
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1427
1428 force->stats.ac = spell_ob->stats.ac;
1429 force->stats.wc = spell_ob->stats.wc;
1430
1431 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats ();
1434
1435 return 1;
1436 }
1437
1438 /**********************************************************************
1439 * mood change
1440 * Arguably, this may or may not be an attack spell. But since it
1441 * effects monsters, it seems best to put it into this file
1442 ***********************************************************************/
1443
1444 /* This covers the various spells that change the moods of monsters -
1445 * makes them angry, peacful, friendly, etc.
1446 */
1447 int
1448 mood_change (object *op, object *caster, object *spell)
1449 {
1450 object *tmp, *god, *head;
1451 int done_one, range, level, at, best_at;
1452 const char *race;
1453
1454 /* We precompute some values here so that we don't have to keep
1455 * doing it over and over again.
1456 */
1457 god = find_god (determine_god (op));
1458 level = casting_level (caster, spell);
1459 range = spell->range + SP_level_range_adjust (caster, spell);
1460
1461 /* On the bright side, no monster should ever have a race of GOD_...
1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1463 * won't ever match anything.
1464 */
1465 if (!spell->race)
1466 race = NULL;
1467 else if (god && spell->race == shstr_GOD_SLAYING)
1468 race = god->slaying;
1469 else if (god && spell->race == shstr_GOD_FRIEND)
1470 race = god->race;
1471 else
1472 race = spell->race;
1473
1474 unordered_mapwalk (op, -range, -range, range, range)
1475 {
1476 mapspace &ms = m->at (nx, ny);
1477
1478 /* If there is nothing living on this space, no need to go further */
1479 if (!ms.flags () & P_IS_ALIVE)
1480 continue;
1481
1482 // players can only affect spaces that they can actually see
1483 if (caster
1484 && caster->contr
1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486 continue;
1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1490 break;
1491
1492 /* There can be living objects that are not monsters */
1493 if (!tmp)
1494 continue;
1495
1496 /* Only the head has meaningful data, so resolve to that */
1497 head = tmp->head_ ();
1498
1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1500 if (race && head->race && !strstr (race, head->race))
1501 continue;
1502
1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1504 continue;
1505
1506 /* Now do a bunch of stuff related to saving throws */
1507 best_at = -1;
1508 if (spell->attacktype)
1509 {
1510 for (at = 0; at < NROFATTACKS; at++)
1511 if (spell->attacktype & (1 << at))
1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1513 best_at = at;
1514
1515 if (best_at == -1)
1516 at = 0;
1517 else
1518 {
1519 if (head->resist[best_at] == 100)
1520 continue;
1521 else
1522 at = head->resist[best_at] / 5;
1523 }
1524
1525 at -= level / 5;
1526 if (did_make_save (head, head->level, at))
1527 continue;
1528 }
1529 else /* spell->attacktype */
1530 {
1531 /*
1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1533 * if spell level < monster level, no go
1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1535
1536 The chance will then be in the range [20-70] percent, not too bad.
1537
1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1539 charm a level 125 monster...
1540
1541 Ryo, august 14th
1542 */
1543 if (head->level > level)
1544 continue;
1545
1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1547 /* Failed, no effect */
1548 continue;
1549 }
1550
1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1553
1554 /* aggravation */
1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1556 {
1557 CLEAR_FLAG (head, FLAG_SLEEP);
1558 remove_friendly_object (head);
1559 done_one = 1;
1560 head->enemy = op;
1561 }
1562
1563 /* calm monsters */
1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1565 {
1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1567 head->enemy = NULL;
1568 done_one = 1;
1569 }
1570
1571 /* berserk monsters */
1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1573 {
1574 SET_FLAG (head, FLAG_BERSERK);
1575 done_one = 1;
1576 }
1577
1578 /* charm */
1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1587 head->set_owner (op);
1588 set_spell_skill (op, caster, spell, head);
1589 add_friendly_object (head);
1590 head->attack_movement = PETMOVE;
1591 done_one = 1;
1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1593 head->stats.exp = 0;
1594 }
1595
1596 /* If a monster was effected, put an effect in */
1597 if (done_one && spell->other_arch)
1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1599 }
1600
1601 return 1;
1602 }
1603
1604 /* Move_ball_spell: This handles ball type spells that just sort of wander
1605 * about. was called move_ball_lightning, but since more than the ball
1606 * lightning spell used it, that seemed misnamed.
1607 * op is the spell effect.
1608 * note that duration is handled by process_object() in time.c
1609 */
1610 void
1611 move_ball_spell (object *op)
1612 {
1613 int i, j, dam_save, dir, mflags;
1614 sint16 nx, ny, hx, hy;
1615 object *owner;
1616 maptile *m;
1617
1618 owner = op->owner;
1619
1620 /* the following logic makes sure that the ball doesn't move into a wall,
1621 * and makes sure that it will move along a wall to try and get at it's
1622 * victim. The block immediately below more or less chooses a random
1623 * offset to move the ball, eg, keep it mostly on course, with some
1624 * deviations.
1625 */
1626
1627 dir = 0;
1628 if (!(rndm (0, 3)))
1629 j = rndm (0, 1);
1630 else
1631 j = 0;
1632
1633 for (i = 1; i < 9; i++)
1634 {
1635 /* i bit 0: alters sign of offset
1636 * other bits (i / 2): absolute value of offset
1637 */
1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1639 int tmpdir = absdir (op->direction + offset);
1640
1641 nx = op->x + freearr_x[tmpdir];
1642 ny = op->y + freearr_y[tmpdir];
1643 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))))
1644 {
1645 dir = tmpdir;
1646 break;
1647 }
1648 }
1649
1650 if (dir == 0)
1651 {
1652 nx = op->x;
1653 ny = op->y;
1654 m = op->map;
1655 }
1656
1657 m->insert (op, nx, ny, op);
1658
1659 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1660 surrounding squares */
1661
1662 /* loop over current square and neighbors to hit.
1663 * if this has an other_arch field, we insert that in
1664 * the surround spaces.
1665 */
1666 for (j = 0; j < 9; j++)
1667 {
1668 hx = nx + freearr_x[j];
1669 hy = ny + freearr_y[j];
1670
1671 m = op->map;
1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1673
1674 if (mflags & P_OUT_OF_MAP)
1675 continue;
1676
1677 /* first, don't ever, ever hit the owner. Don't hit out
1678 * of the map either.
1679 */
1680
1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1682 {
1683 if (j)
1684 op->stats.dam = dam_save / 2;
1685
1686 hit_map (op, j, op->attacktype, 1);
1687 }
1688
1689 /* insert the other arch */
1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1691 m->insert (op->other_arch->instance (), hx, hy, op);
1692 }
1693
1694 /* restore to the center location and damage */
1695 op->stats.dam = dam_save;
1696
1697 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1698
1699 if (i >= 0)
1700 { /* we have a preferred direction! */
1701 /* pick another direction if the preferred dir is blocked. */
1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1705
1706 op->direction = i;
1707 }
1708 }
1709
1710 /* move_swarm_spell: peterm
1711 * This is an implementation of the swarm spell. It was written for
1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1713 * is a special type of object that casts swarms of other types
1714 * of spells. Which spell it casts is flexible. It fires the spells
1715 * from a set of squares surrounding the caster, in a given direction.
1716 */
1717 void
1718 move_swarm_spell (object *op)
1719 {
1720 #if 0
1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1723 sint16 target_x, target_y, origin_x, origin_y;
1724 int adjustdir;
1725 maptile *m;
1726 #endif
1727 object *owner = op->env;
1728
1729 if (!owner) // MUST not happen, remove when true TODO
1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 op->destroy ();
1733 return;
1734 }
1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1742 op->duration--;
1743
1744 int basedir = op->direction;
1745 if (!basedir)
1746 {
1747 /* spray in all directions! 8) */
1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1750 }
1751
1752 #if 0
1753 // this is bogus: it causes wrong places to be checked below
1754 // (a wall 2 cells away will block the effect...) and
1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1756 // space.
1757 // should be fixed later, but correctness before features...
1758 // (schmorp)
1759
1760 /* new offset calculation to make swarm element distribution
1761 * more uniform
1762 */
1763 if (op->duration)
1764 {
1765 if (basedir & 1)
1766 {
1767 adjustdir = cardinal_adjust[rndm (0, 8)];
1768 }
1769 else
1770 {
1771 adjustdir = diagonal_adjust[rndm (0, 9)];
1772 }
1773 }
1774 else
1775 {
1776 adjustdir = 0; /* fire the last one from forward. */
1777 }
1778
1779 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1780 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1781
1782 /* back up one space so we can hit point-blank targets, but this
1783 * necessitates extra out_of_map check below
1784 */
1785 origin_x = target_x - freearr_x[basedir];
1786 origin_y = target_y - freearr_y[basedir];
1787
1788
1789 /* spell pointer is set up for the spell this casts. Since this
1790 * should just be a pointer to the spell in some inventory,
1791 * it is unlikely to disappear by the time we need it. However,
1792 * do some sanity checking anyways.
1793 */
1794
1795 if (op->spell && op->spell->type == SPELL &&
1796 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1797 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1798 {
1799
1800 /* Bullet spells have a bunch more customization that needs to be done */
1801 if (op->spell->subtype == SP_BULLET)
1802 fire_bullet (owner, op, basedir, op->spell);
1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1804 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1805 }
1806 #endif
1807
1808 /* spell pointer is set up for the spell this casts. Since this
1809 * should just be a pointer to the spell in some inventory,
1810 * it is unlikely to disappear by the time we need it. However,
1811 * do some sanity checking anyways.
1812 */
1813
1814 if (op->spell && op->spell->type == SPELL)
1815 {
1816 /* Bullet spells have a bunch more customization that needs to be done */
1817 if (op->spell->subtype == SP_BULLET)
1818 fire_bullet (owner, op, basedir, op->spell);
1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1821 }
1822 }
1823
1824 /* fire_swarm:
1825 * The following routine creates a swarm of objects. It actually
1826 * sets up a specific swarm object, which then fires off all
1827 * the parts of the swarm.
1828 *
1829 * op: the owner
1830 * caster: the caster (owner, wand, rod, scroll)
1831 * dir: the direction everything will be fired in
1832 * spell - the spell that is this spell.
1833 * n: the number to be fired.
1834 */
1835 int
1836 fire_swarm (object *op, object *caster, object *spell, int dir)
1837 {
1838 if (!spell->other_arch)
1839 return 0;
1840
1841 object *tmp = archetype::get (SWARM_SPELL);
1842
1843 set_spell_skill (op, caster, spell, tmp);
1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1845 tmp->spell = spell->other_arch->instance ();
1846 tmp->attacktype = tmp->spell->attacktype;
1847
1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1849 if (!tailor_god_spell (tmp, op))
1850 return 1;
1851
1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1853 for (int i = 0; i < spell->duration; i++)
1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1858 tmp->direction = dir;
1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
1864 return 1;
1865 }
1866
1867 /* See the spells documentation file for why this is its own
1868 * function.
1869 */
1870 int
1871 cast_light (object *op, object *caster, object *spell, int dir)
1872 {
1873 object *target = NULL, *tmp = NULL;
1874 sint16 x, y;
1875 int dam, mflags;
1876 maptile *m;
1877
1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1879
1880 if (dir)
1881 {
1882 x = op->x + freearr_x[dir];
1883 y = op->y + freearr_y[dir];
1884 m = op->map;
1885
1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1887
1888 if (mflags & P_OUT_OF_MAP)
1889 {
1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1891 return 0;
1892 }
1893
1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1895 {
1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1898 {
1899 /* oky doky. got a target monster. Lets make a blinding attack */
1900 if (target->head)
1901 target = target->head;
1902
1903 hit_player (target, dam, op, spell->attacktype, 1);
1904 return 1; /* one success only! */
1905 }
1906 }
1907
1908 /* no live target, perhaps a wall is in the way? */
1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1912 return 0;
1913 }
1914 }
1915
1916 /* ok, looks groovy to just insert a new light on the map */
1917 tmp = spell->other_arch->instance ();
1918 if (!tmp)
1919 {
1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1921 return 0;
1922 }
1923
1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1926 if (tmp->glow_radius)
1927 tmp->set_glow_radius (
1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1929 );
1930
1931 if (dir)
1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1936 return 1;
1937 }
1938
1939 /* cast_cause_disease: this spell looks along <dir> from the
1940 * player and infects someone.
1941 * op is the player/monster, caster is the object, dir is the direction
1942 * to cast, disease_arch is the specific disease, and type is the spell number
1943 * perhaps this should actually be in disease.c?
1944 */
1945 int
1946 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1947 {
1948 sint16 x, y;
1949 int i, mflags, range, dam_mod, dur_mod;
1950 object *walk;
1951 maptile *m;
1952
1953 x = op->x;
1954 y = op->y;
1955
1956 /* If casting from a scroll, no direction will be available, so refer to the
1957 * direction the player is pointing.
1958 */
1959 if (!dir)
1960 dir = op->facing;
1961
1962 if (!dir)
1963 return 0; /* won't find anything if casting on ourself, so just return */
1964
1965 /* Calculate these once here */
1966 range = spell->range + SP_level_range_adjust (caster, spell);
1967 dam_mod = SP_level_dam_adjust (caster, spell);
1968 dur_mod = SP_level_duration_adjust (caster, spell);
1969
1970 /* search in a line for a victim */
1971 for (i = 1; i < range; i++)
1972 {
1973 x = op->x + i * freearr_x[dir];
1974 y = op->y + i * freearr_y[dir];
1975 m = op->map;
1976
1977 mflags = get_map_flags (m, &m, x, y, &x, &y);
1978
1979 if (mflags & P_OUT_OF_MAP)
1980 return 0;
1981
1982 /* don't go through walls - presume diseases are airborne */
1983 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1984 return 0;
1985
1986 /* Only bother looking on this space if there is something living here */
1987 if (mflags & P_IS_ALIVE)
1988 {
1989 /* search this square for a victim */
1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1992 { /* found a victim */
1993 object *disease = spell->other_arch->instance ();
1994
1995 disease->set_owner (op);
1996 set_spell_skill (op, caster, spell, disease);
1997 disease->stats.exp = 0;
1998 disease->level = casting_level (caster, spell);
1999
2000 /* do level adjustments */
2001 if (disease->stats.wc)
2002 disease->stats.wc += dur_mod / 2;
2003
2004 if (disease->magic > 0)
2005 disease->magic += dur_mod / 8;
2006
2007 if (disease->stats.maxhp > 0)
2008 disease->stats.maxhp += dur_mod;
2009
2010 if (disease->stats.maxgrace > 0)
2011 disease->stats.maxgrace += dur_mod;
2012
2013 if (disease->stats.dam)
2014 {
2015 if (disease->stats.dam > 0)
2016 disease->stats.dam += dam_mod;
2017 else
2018 disease->stats.dam -= dam_mod;
2019 }
2020
2021 if (disease->last_sp)
2022 {
2023 disease->last_sp -= 2 * dam_mod;
2024 if (disease->last_sp < 1)
2025 disease->last_sp = 1;
2026 }
2027
2028 if (disease->stats.maxsp)
2029 {
2030 if (disease->stats.maxsp > 0)
2031 disease->stats.maxsp += dam_mod;
2032 else
2033 disease->stats.maxsp -= dam_mod;
2034 }
2035
2036 if (disease->stats.ac)
2037 disease->stats.ac += dam_mod;
2038
2039 if (disease->last_eat)
2040 disease->last_eat -= dam_mod;
2041
2042 if (disease->stats.hp)
2043 disease->stats.hp -= dam_mod;
2044
2045 if (disease->stats.sp)
2046 disease->stats.sp -= dam_mod;
2047
2048 if (infect_object (walk, disease, 1))
2049 {
2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2051
2052 disease->destroy (); /* don't need this one anymore */
2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2054 return 1;
2055 }
2056
2057 disease->destroy ();
2058 }
2059 } /* if living creature */
2060 } /* for range of spaces */
2061
2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2063 return 1;
2064 }