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Revision: 1.97
Committed: Fri Mar 26 00:53:26 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.96: +1 -1 lines
Log Message:
move_ob/move_object => ->move

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 tmp->move (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 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1307 {
1308 mapspace &ms = m->at (nx, ny);
1309
1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1312 {
1313 next = tmp->above;
1314
1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1316 {
1317 tmp = tmp->head_ ();
1318
1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1321 {
1322 if (spell_ob->subtype == SP_DESTRUCTION)
1323 {
1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1326 if (spell_ob->other_arch)
1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1328 }
1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1330 {
1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1333 }
1334 }
1335 }
1336 }
1337 }
1338
1339 op->skill = skill;
1340 return 1;
1341 }
1342
1343 /***************************************************************************
1344 *
1345 * CURSE
1346 *
1347 ***************************************************************************/
1348 int
1349 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1350 {
1351 object *god = find_god (determine_god (op));
1352 object *tmp, *force;
1353
1354 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1355 if (!tmp)
1356 {
1357 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1358 return 0;
1359 }
1360
1361 tmp = tmp->head_ ();
1362
1363 /* If we've already got a force of this type, don't add a new one. */
1364 for (force = tmp->inv; force; force = force->below)
1365 {
1366 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1367 {
1368 if (force->name == spell_ob->name)
1369 {
1370 break;
1371 }
1372 else if (spell_ob->race && spell_ob->race == force->name)
1373 {
1374 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1375 return 0;
1376 }
1377 }
1378 }
1379
1380 if (!force)
1381 {
1382 force = get_archetype (FORCE_NAME);
1383 force->subtype = FORCE_CHANGE_ABILITY;
1384
1385 if (spell_ob->race)
1386 force->name = spell_ob->race;
1387 else
1388 force->name = spell_ob->name;
1389
1390 force->name_pl = spell_ob->name;
1391
1392 }
1393 else
1394 {
1395 int duration;
1396
1397 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1398 if (duration > force->duration)
1399 {
1400 force->duration = duration;
1401 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1402 }
1403 else
1404 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1405
1406 return 1;
1407 }
1408
1409 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1410 force->speed = 1.f;
1411 force->speed_left = -1.f;
1412 SET_FLAG (force, FLAG_APPLIED);
1413
1414 if (god)
1415 {
1416 if (spell_ob->last_grace)
1417 force->path_repelled = god->path_repelled;
1418 if (spell_ob->last_grace)
1419 force->path_denied = god->path_denied;
1420 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1421 }
1422 else
1423 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1424
1425
1426 if (tmp != op && op->type == PLAYER)
1427 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1428
1429 force->stats.ac = spell_ob->stats.ac;
1430 force->stats.wc = spell_ob->stats.wc;
1431
1432 change_abil (tmp, force); /* Mostly to display any messages */
1433 insert_ob_in_ob (force, tmp);
1434 tmp->update_stats ();
1435
1436 return 1;
1437 }
1438
1439 /**********************************************************************
1440 * mood change
1441 * Arguably, this may or may not be an attack spell. But since it
1442 * effects monsters, it seems best to put it into this file
1443 ***********************************************************************/
1444
1445 /* This covers the various spells that change the moods of monsters -
1446 * makes them angry, peacful, friendly, etc.
1447 */
1448 int
1449 mood_change (object *op, object *caster, object *spell)
1450 {
1451 object *tmp, *god, *head;
1452 int done_one, range, level, at, best_at;
1453 const char *race;
1454
1455 /* We precompute some values here so that we don't have to keep
1456 * doing it over and over again.
1457 */
1458 god = find_god (determine_god (op));
1459 level = casting_level (caster, spell);
1460 range = spell->range + SP_level_range_adjust (caster, spell);
1461
1462 /* On the bright side, no monster should ever have a race of GOD_...
1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1464 * won't ever match anything.
1465 */
1466 if (!spell->race)
1467 race = NULL;
1468 else if (god && spell->race == shstr_GOD_SLAYING)
1469 race = god->slaying;
1470 else if (god && spell->race == shstr_GOD_FRIEND)
1471 race = god->race;
1472 else
1473 race = spell->race;
1474
1475 dynbuf buf;
1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1477 {
1478 mapspace &ms = m->at (nx, ny);
1479
1480 /* If there is nothing living on this space, no need to go further */
1481 if (!ms.flags () & P_IS_ALIVE)
1482 continue;
1483
1484 // players can only affect spaces that they can actually see
1485 if (caster
1486 && caster->contr
1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1488 continue;
1489
1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1491 if (tmp->flag [FLAG_MONSTER])
1492 break;
1493
1494 /* There can be living objects that are not monsters */
1495 if (!tmp)
1496 continue;
1497
1498 /* Only the head has meaningful data, so resolve to that */
1499 head = tmp->head_ ();
1500
1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1502 if (race && head->race && !strstr (race, head->race))
1503 continue;
1504
1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1506 continue;
1507
1508 /* Now do a bunch of stuff related to saving throws */
1509 best_at = -1;
1510 if (spell->attacktype)
1511 {
1512 for (at = 0; at < NROFATTACKS; at++)
1513 if (spell->attacktype & (1 << at))
1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1515 best_at = at;
1516
1517 if (best_at == -1)
1518 at = 0;
1519 else
1520 {
1521 if (head->resist[best_at] == 100)
1522 continue;
1523 else
1524 at = head->resist[best_at] / 5;
1525 }
1526
1527 at -= level / 5;
1528 if (did_make_save (head, head->level, at))
1529 continue;
1530 }
1531 else /* spell->attacktype */
1532 {
1533 /*
1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1535 * if spell level < monster level, no go
1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1537
1538 The chance will then be in the range [20-70] percent, not too bad.
1539
1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1541 charm a level 125 monster...
1542
1543 Ryo, august 14th
1544 */
1545 if (head->level > level)
1546 continue;
1547
1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1549 /* Failed, no effect */
1550 continue;
1551 }
1552
1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1555
1556 /* aggravation */
1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1558 {
1559 CLEAR_FLAG (head, FLAG_SLEEP);
1560 remove_friendly_object (head);
1561 done_one = 1;
1562 head->enemy = op;
1563 }
1564
1565 /* calm monsters */
1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1567 {
1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1569 head->enemy = NULL;
1570 done_one = 1;
1571 }
1572
1573 /* berserk monsters */
1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1575 {
1576 SET_FLAG (head, FLAG_BERSERK);
1577 done_one = 1;
1578 }
1579
1580 /* charm */
1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1589 head->set_owner (op);
1590 set_spell_skill (op, caster, spell, head);
1591 add_friendly_object (head);
1592 head->attack_movement = PETMOVE;
1593 done_one = 1;
1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1595 head->stats.exp = 0;
1596 }
1597
1598 /* If a monster was effected, put an effect in */
1599 if (done_one && spell->other_arch)
1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1601 }
1602
1603 return 1;
1604 }
1605
1606 /* Move_ball_spell: This handles ball type spells that just sort of wander
1607 * about. was called move_ball_lightning, but since more than the ball
1608 * lightning spell used it, that seemed misnamed.
1609 * op is the spell effect.
1610 * note that duration is handled by process_object() in time.c
1611 */
1612 void
1613 move_ball_spell (object *op)
1614 {
1615 int i, j, dam_save, dir, mflags;
1616 sint16 nx, ny, hx, hy;
1617 object *owner;
1618 maptile *m;
1619
1620 owner = op->owner;
1621
1622 /* the following logic makes sure that the ball doesn't move into a wall,
1623 * and makes sure that it will move along a wall to try and get at it's
1624 * victim. The block immediately below more or less chooses a random
1625 * offset to move the ball, eg, keep it mostly on course, with some
1626 * deviations.
1627 */
1628
1629 dir = 0;
1630 if (!(rndm (0, 3)))
1631 j = rndm (0, 1);
1632 else
1633 j = 0;
1634
1635 for (i = 1; i < 9; i++)
1636 {
1637 /* i bit 0: alters sign of offset
1638 * other bits (i / 2): absolute value of offset
1639 */
1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1641 int tmpdir = absdir (op->direction + offset);
1642
1643 nx = op->x + freearr_x[tmpdir];
1644 ny = op->y + freearr_y[tmpdir];
1645 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))))
1646 {
1647 dir = tmpdir;
1648 break;
1649 }
1650 }
1651
1652 if (dir == 0)
1653 {
1654 nx = op->x;
1655 ny = op->y;
1656 m = op->map;
1657 }
1658
1659 m->insert (op, nx, ny, op);
1660
1661 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1662 surrounding squares */
1663
1664 /* loop over current square and neighbors to hit.
1665 * if this has an other_arch field, we insert that in
1666 * the surround spaces.
1667 */
1668 for (j = 0; j < 9; j++)
1669 {
1670 hx = nx + freearr_x[j];
1671 hy = ny + freearr_y[j];
1672
1673 m = op->map;
1674 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1675
1676 if (mflags & P_OUT_OF_MAP)
1677 continue;
1678
1679 /* first, don't ever, ever hit the owner. Don't hit out
1680 * of the map either.
1681 */
1682
1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1684 {
1685 if (j)
1686 op->stats.dam = dam_save / 2;
1687
1688 hit_map (op, j, op->attacktype, 1);
1689 }
1690
1691 /* insert the other arch */
1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1693 m->insert (op->other_arch->instance (), hx, hy, op);
1694 }
1695
1696 /* restore to the center location and damage */
1697 op->stats.dam = dam_save;
1698
1699 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1700
1701 if (i >= 0)
1702 { /* we have a preferred direction! */
1703 /* pick another direction if the preferred dir is blocked. */
1704 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1705 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1706 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1707
1708 op->direction = i;
1709 }
1710 }
1711
1712 /* move_swarm_spell: peterm
1713 * This is an implementation of the swarm spell. It was written for
1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1715 * is a special type of object that casts swarms of other types
1716 * of spells. Which spell it casts is flexible. It fires the spells
1717 * from a set of squares surrounding the caster, in a given direction.
1718 */
1719 void
1720 move_swarm_spell (object *op)
1721 {
1722 #if 0
1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1725 sint16 target_x, target_y, origin_x, origin_y;
1726 int adjustdir;
1727 maptile *m;
1728 #endif
1729 object *owner = op->env;
1730
1731 if (!owner) // MUST not happen, remove when true TODO
1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1734 op->destroy ();
1735 return;
1736 }
1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1744 op->duration--;
1745
1746 int basedir = op->direction;
1747 if (!basedir)
1748 {
1749 /* spray in all directions! 8) */
1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1752 }
1753
1754 #if 0
1755 // this is bogus: it causes wrong places to be checked below
1756 // (a wall 2 cells away will block the effect...) and
1757 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1758 // space.
1759 // should be fixed later, but correctness before features...
1760 // (schmorp)
1761
1762 /* new offset calculation to make swarm element distribution
1763 * more uniform
1764 */
1765 if (op->duration)
1766 {
1767 if (basedir & 1)
1768 {
1769 adjustdir = cardinal_adjust[rndm (0, 8)];
1770 }
1771 else
1772 {
1773 adjustdir = diagonal_adjust[rndm (0, 9)];
1774 }
1775 }
1776 else
1777 {
1778 adjustdir = 0; /* fire the last one from forward. */
1779 }
1780
1781 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1782 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1783
1784 /* back up one space so we can hit point-blank targets, but this
1785 * necessitates extra out_of_map check below
1786 */
1787 origin_x = target_x - freearr_x[basedir];
1788 origin_y = target_y - freearr_y[basedir];
1789
1790
1791 /* spell pointer is set up for the spell this casts. Since this
1792 * should just be a pointer to the spell in some inventory,
1793 * it is unlikely to disappear by the time we need it. However,
1794 * do some sanity checking anyways.
1795 */
1796
1797 if (op->spell && op->spell->type == SPELL &&
1798 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1799 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1800 {
1801
1802 /* Bullet spells have a bunch more customization that needs to be done */
1803 if (op->spell->subtype == SP_BULLET)
1804 fire_bullet (owner, op, basedir, op->spell);
1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1806 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1807 }
1808 #endif
1809
1810 /* spell pointer is set up for the spell this casts. Since this
1811 * should just be a pointer to the spell in some inventory,
1812 * it is unlikely to disappear by the time we need it. However,
1813 * do some sanity checking anyways.
1814 */
1815
1816 if (op->spell && op->spell->type == SPELL)
1817 {
1818 /* Bullet spells have a bunch more customization that needs to be done */
1819 if (op->spell->subtype == SP_BULLET)
1820 fire_bullet (owner, op, basedir, op->spell);
1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1823 }
1824 }
1825
1826 /* fire_swarm:
1827 * The following routine creates a swarm of objects. It actually
1828 * sets up a specific swarm object, which then fires off all
1829 * the parts of the swarm.
1830 *
1831 * op: the owner
1832 * caster: the caster (owner, wand, rod, scroll)
1833 * dir: the direction everything will be fired in
1834 * spell - the spell that is this spell.
1835 * n: the number to be fired.
1836 */
1837 int
1838 fire_swarm (object *op, object *caster, object *spell, int dir)
1839 {
1840 if (!spell->other_arch)
1841 return 0;
1842
1843 object *tmp = archetype::get (SWARM_SPELL);
1844
1845 set_spell_skill (op, caster, spell, tmp);
1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1847 tmp->spell = spell->other_arch->instance ();
1848 tmp->attacktype = tmp->spell->attacktype;
1849
1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1851 if (!tailor_god_spell (tmp, op))
1852 return 1;
1853
1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1855 for (int i = 0; i < spell->duration; i++)
1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1860 tmp->direction = dir;
1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
1866 return 1;
1867 }
1868
1869 /* See the spells documentation file for why this is its own
1870 * function.
1871 */
1872 int
1873 cast_light (object *op, object *caster, object *spell, int dir)
1874 {
1875 object *target = NULL, *tmp = NULL;
1876 sint16 x, y;
1877 int dam, mflags;
1878 maptile *m;
1879
1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1881
1882 if (dir)
1883 {
1884 x = op->x + freearr_x[dir];
1885 y = op->y + freearr_y[dir];
1886 m = op->map;
1887
1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1889
1890 if (mflags & P_OUT_OF_MAP)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1893 return 0;
1894 }
1895
1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1897 {
1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1900 {
1901 /* oky doky. got a target monster. Lets make a blinding attack */
1902 if (target->head)
1903 target = target->head;
1904
1905 hit_player (target, dam, op, spell->attacktype, 1);
1906 return 1; /* one success only! */
1907 }
1908 }
1909
1910 /* no live target, perhaps a wall is in the way? */
1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1912 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1914 return 0;
1915 }
1916 }
1917
1918 /* ok, looks groovy to just insert a new light on the map */
1919 tmp = spell->other_arch->instance ();
1920 if (!tmp)
1921 {
1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1923 return 0;
1924 }
1925
1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1928 if (tmp->glow_radius)
1929 tmp->set_glow_radius (
1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1931 );
1932
1933 if (dir)
1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1938 return 1;
1939 }
1940
1941 /* cast_cause_disease: this spell looks along <dir> from the
1942 * player and infects someone.
1943 * op is the player/monster, caster is the object, dir is the direction
1944 * to cast, disease_arch is the specific disease, and type is the spell number
1945 * perhaps this should actually be in disease.c?
1946 */
1947 int
1948 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1949 {
1950 sint16 x, y;
1951 int i, mflags, range, dam_mod, dur_mod;
1952 object *walk;
1953 maptile *m;
1954
1955 x = op->x;
1956 y = op->y;
1957
1958 /* If casting from a scroll, no direction will be available, so refer to the
1959 * direction the player is pointing.
1960 */
1961 if (!dir)
1962 dir = op->facing;
1963
1964 if (!dir)
1965 return 0; /* won't find anything if casting on ourself, so just return */
1966
1967 /* Calculate these once here */
1968 range = spell->range + SP_level_range_adjust (caster, spell);
1969 dam_mod = SP_level_dam_adjust (caster, spell);
1970 dur_mod = SP_level_duration_adjust (caster, spell);
1971
1972 /* search in a line for a victim */
1973 for (i = 1; i < range; i++)
1974 {
1975 x = op->x + i * freearr_x[dir];
1976 y = op->y + i * freearr_y[dir];
1977 m = op->map;
1978
1979 mflags = get_map_flags (m, &m, x, y, &x, &y);
1980
1981 if (mflags & P_OUT_OF_MAP)
1982 return 0;
1983
1984 /* don't go through walls - presume diseases are airborne */
1985 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1986 return 0;
1987
1988 /* Only bother looking on this space if there is something living here */
1989 if (mflags & P_IS_ALIVE)
1990 {
1991 /* search this square for a victim */
1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1994 { /* found a victim */
1995 object *disease = spell->other_arch->instance ();
1996
1997 disease->set_owner (op);
1998 set_spell_skill (op, caster, spell, disease);
1999 disease->stats.exp = 0;
2000 disease->level = casting_level (caster, spell);
2001
2002 /* do level adjustments */
2003 if (disease->stats.wc)
2004 disease->stats.wc += dur_mod / 2;
2005
2006 if (disease->magic > 0)
2007 disease->magic += dur_mod / 8;
2008
2009 if (disease->stats.maxhp > 0)
2010 disease->stats.maxhp += dur_mod;
2011
2012 if (disease->stats.maxgrace > 0)
2013 disease->stats.maxgrace += dur_mod;
2014
2015 if (disease->stats.dam)
2016 {
2017 if (disease->stats.dam > 0)
2018 disease->stats.dam += dam_mod;
2019 else
2020 disease->stats.dam -= dam_mod;
2021 }
2022
2023 if (disease->last_sp)
2024 {
2025 disease->last_sp -= 2 * dam_mod;
2026 if (disease->last_sp < 1)
2027 disease->last_sp = 1;
2028 }
2029
2030 if (disease->stats.maxsp)
2031 {
2032 if (disease->stats.maxsp > 0)
2033 disease->stats.maxsp += dam_mod;
2034 else
2035 disease->stats.maxsp -= dam_mod;
2036 }
2037
2038 if (disease->stats.ac)
2039 disease->stats.ac += dam_mod;
2040
2041 if (disease->last_eat)
2042 disease->last_eat -= dam_mod;
2043
2044 if (disease->stats.hp)
2045 disease->stats.hp -= dam_mod;
2046
2047 if (disease->stats.sp)
2048 disease->stats.sp -= dam_mod;
2049
2050 if (infect_object (walk, disease, 1))
2051 {
2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2053
2054 disease->destroy (); /* don't need this one anymore */
2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2056 return 1;
2057 }
2058
2059 disease->destroy ();
2060 }
2061 } /* if living creature */
2062 } /* for range of spaces */
2063
2064 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2065 return 1;
2066 }