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/cvs/deliantra/server/server/spell_attack.c
Revision: 1.5
Committed: Sun Aug 13 17:16:05 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.4: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_spell_attack_c =
3 * "$Id$";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits
32 * of code
33 */
34
35 #include <global.h>
36 #include <object.h>
37 #include <living.h>
38 #ifndef __CEXTRACT__
39 #include <sproto.h>
40 #endif
41 #include <spells.h>
42 #include <sounds.h>
43
44 /* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too
47 * op is the spell object.
48 */
49
50 void check_spell_knockback(object *op) {
51 object *tmp, *tmp2; /* object on the map */
52 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */
54
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/
57 return;
58 }else{
59 weight_move = op->weight +(op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/
61 }
62
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
64 {
65 int num_sections = 1;
66
67 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ))
69 return;
70
71 /* don't move parts of objects */
72 if(tmp->head) continue;
73
74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue;
76
77 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++;
79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant.
83 */
84
85 /* surface area? -tm */
86
87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */
89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* 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
114 void forklightning(object *op, object *tmp) {
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m;
118 sint16 sx,sy;
119 object *new_bolt;
120
121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path
125 */
126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1;
129
130 /* check the new dir for a wall and in the map*/
131 t_dir = absdir(tmp->direction + new_dir);
132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir],
134 &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 = get_object();
142
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir;
151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0);
159 update_turn_face(new_bolt);
160 }
161
162 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it.
164 */
165
166 void move_bolt(object *op) {
167 object *tmp;
168 int mflags;
169 sint16 x, y;
170 mapstruct *m;
171
172 if(--(op->duration)<0) {
173 remove_ob(op);
174 free_object(op);
175 return;
176 }
177 hit_map(op,0,op->attacktype,1);
178
179 if(!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) 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)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
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 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249
250 /* New forking code. Possibly create forks of this object
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
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
274 int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) {
275 object *tmp=NULL;
276 int mflags;
277
278 if (!spob->other_arch)
279 return 0;
280
281 tmp=arch_to_object(spob->other_arch);
282 if(tmp==NULL)
283 return 0;
284
285 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
287 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob);
291 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con;
293
294 tmp->direction=dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir);
297
298 set_owner(tmp,op);
299 set_spell_skill(op, caster, spob, tmp);
300
301 tmp->x=op->x + DIRX(tmp);
302 tmp->y=op->y + DIRY(tmp);
303 tmp->map = op->map;
304
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) {
307 free_object(tmp);
308 return 0;
309 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
312 free_object(tmp);
313 return 0;
314 }
315 tmp->x=op->x;
316 tmp->y=op->y;
317 tmp->direction=absdir(tmp->direction+4);
318 tmp->map = op->map;
319 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL)
321 move_bolt (tmp);
322 return 1;
323 }
324
325
326
327 /***************************************************************************
328 *
329 * BULLET/BALL CODE
330 *
331 ***************************************************************************/
332
333 /* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions.
335 * At least that is what I think this does.
336 */
337 void explosion(object *op) {
338 object *tmp;
339 mapstruct *m=op->map;
340 int i;
341
342 if(--(op->duration)<0) {
343 remove_ob(op);
344 free_object(op);
345 return;
346 }
347 hit_map(op,0,op->attacktype,0);
348
349 if(op->range>0) {
350 for(i=1;i<9;i++) {
351 sint16 dx,dy;
352
353 dx=op->x+freearr_x[i];
354 dy=op->y+freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc.
357 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) {
359 tmp=get_object();
360 copy_object(op,tmp);
361 tmp->state=0;
362 tmp->speed_left= -0.21;
363 tmp->range--;
364 tmp->value=0;
365 tmp->x=dx;
366 tmp->y=dy;
367 insert_ob_in_map(tmp,m,op,0);
368 }
369 }
370 }
371 }
372
373
374 /* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to
376 * explode.
377 */
378 void explode_bullet(object *op)
379 {
380 tag_t op_tag = op->count;
381 object *tmp, *owner;
382
383 if (op->other_arch == NULL) {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op);
386 free_object (op);
387 return;
388 }
389
390 if (op->env) {
391 object *env;
392
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x;
402 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op);
407 free_object (op);
408 return;
409 }
410
411 if (op->attacktype) {
412 hit_map (op, 0, op->attacktype, 1);
413 if (was_destroyed (op, op_tag))
414 return;
415 }
416
417 /* other_arch contains what this explodes into */
418 tmp = arch_to_object (op->other_arch);
419
420 copy_owner (tmp, op);
421 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill);
422 if (op->skill) tmp->skill = add_refcount(op->skill);
423
424 owner = get_owner(op);
425 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner &&
426 !tailor_god_spell(tmp, owner)) {
427 remove_ob (op);
428 free_object (op);
429 return;
430 }
431 tmp->x = op->x;
432 tmp->y = op->y;
433
434 /* special for bombs - it actually has sane values for these */
435 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) {
436 tmp->attacktype = op->attacktype;
437 tmp->range = op->range;
438 tmp->stats.dam = op->stats.dam;
439 tmp->duration = op->duration;
440 } else {
441 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC;
442 /* Spell doc describes what is going on here */
443 tmp->stats.dam = op->dam_modifier;
444 tmp->range = op->stats.maxhp;
445 tmp->duration = op->stats.hp;
446 /* Used for spell tracking - just need a unique val for this spell -
447 * the count of the parent should work fine.
448 */
449 tmp->stats.maxhp = op->count;
450 }
451
452 /* Set direction of cone explosion */
453 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
454 tmp->stats.sp = op->direction;
455
456 /* Prevent recursion */
457 op->move_on = 0;
458
459 insert_ob_in_map(tmp, op->map, op, 0);
460 /* remove the firebullet */
461 if ( ! was_destroyed (op, op_tag)) {
462 remove_ob (op);
463 free_object (op);
464 }
465 }
466
467
468
469 /* checks to see what op should do, given the space it is on
470 * (eg, explode, damage player, etc)
471 */
472
473 void check_bullet(object *op)
474 {
475 tag_t op_tag = op->count, tmp_tag;
476 object *tmp;
477 int dam, mflags;
478 mapstruct *m;
479 sint16 sx, sy;
480
481 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy);
482
483 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))
484 return;
485
486 if (op->other_arch) {
487 /* explode object will also remove op */
488 explode_bullet (op);
489 return;
490 }
491
492 /* If nothing alive on this space, no reason to do anything further */
493 if (!(mflags & P_IS_ALIVE)) return;
494
495 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above)
496 {
497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
498 tmp_tag = tmp->count;
499 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
500 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag)
501 || (op->stats.dam -= dam) < 0)
502 {
503 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
504 remove_ob (op);
505 free_object(op);
506 return;
507 }
508 }
509 }
510 }
511 }
512
513
514 /* Basically, we move 'op' one square, and if it hits something,
515 * call check_bullet.
516 * This function is only applicable to bullets, but not to all
517 * fired arches (eg, bolts).
518 */
519
520 void move_bullet(object *op)
521 {
522 sint16 new_x, new_y;
523 int mflags;
524 mapstruct *m;
525
526 #if 0
527 /* We need a better general purpose way to do this */
528
529 /* peterm: added to make comet leave a trail of burnouts
530 it's an unadulterated hack, but the effect is cool. */
531 if(op->stats.sp == SP_METEOR) {
532 replace_insert_ob_in_map("fire_trail",op);
533 if (was_destroyed (op, op_tag))
534 return;
535 } /* end addition. */
536 #endif
537
538 /* Reached the end of its life - remove it */
539 if (--op->range <=0) {
540 if (op->other_arch) {
541 explode_bullet (op);
542 } else {
543 remove_ob (op);
544 free_object (op);
545 }
546 return;
547 }
548
549 new_x = op->x + DIRX(op);
550 new_y = op->y + DIRY(op);
551 m = op->map;
552 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
553
554 if (mflags & P_OUT_OF_MAP) {
555 remove_ob (op);
556 free_object (op);
557 return;
558 }
559
560 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
561 if (op->other_arch) {
562 explode_bullet (op);
563 } else {
564 remove_ob (op);
565 free_object (op);
566 }
567 return;
568 }
569
570 remove_ob (op);
571 op->x = new_x;
572 op->y = new_y;
573 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
574 return;
575
576 if (reflwall (op->map, op->x, op->y, op)) {
577 op->direction = absdir (op->direction + 4);
578 update_turn_face (op);
579 } else {
580 check_bullet (op);
581 }
582 }
583
584
585
586
587 /* fire_bullet
588 * object op (cast from caster) files a bolt in dir.
589 * spob is the spell object for the bolt.
590 * we remove the magic flag - that can be derived from
591 * spob->attacktype.
592 * This function sets up the appropriate owner and skill
593 * pointers.
594 */
595
596 int fire_bullet(object *op,object *caster,int dir,object *spob) {
597 object *tmp=NULL;
598 int mflags;
599
600 if (!spob->other_arch)
601 return 0;
602
603 tmp=arch_to_object(spob->other_arch);
604 if(tmp==NULL)
605 return 0;
606
607 /* peterm: level dependency for bolts */
608 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob);
609 tmp->attacktype = spob->attacktype;
610 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying);
611
612 tmp->range = 50;
613
614 /* Need to store duration/range for the ball to use */
615 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob);
616 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob);
617 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob);
618
619 tmp->direction=dir;
620 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION(tmp, dir);
622
623 set_owner(tmp,op);
624 set_spell_skill(op, caster, spob, tmp);
625
626 tmp->x=op->x + freearr_x[dir];
627 tmp->y=op->y + freearr_y[dir];
628 tmp->map = op->map;
629
630 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
631 if (mflags & P_OUT_OF_MAP) {
632 free_object(tmp);
633 return 0;
634 }
635 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
636 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
637 free_object(tmp);
638 return 0;
639 }
640 tmp->x=op->x;
641 tmp->y=op->y;
642 tmp->direction=absdir(tmp->direction+4);
643 tmp->map = op->map;
644 }
645 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) {
646 check_bullet (tmp);
647 }
648 return 1;
649 }
650
651
652
653
654 /*****************************************************************************
655 *
656 * CONE RELATED FUNCTIONS
657 *
658 *****************************************************************************/
659
660
661 /* drops an object based on what is in the cone's "other_arch" */
662 void cone_drop(object *op) {
663 object *new_ob = arch_to_object(op->other_arch);
664
665 new_ob->x = op->x;
666 new_ob->y = op->y;
667 new_ob->level = op->level;
668 set_owner(new_ob,op->owner);
669
670 /* preserve skill ownership */
671 if(op->skill && op->skill != new_ob->skill) {
672 if (new_ob->skill) free_string(new_ob->skill);
673 new_ob->skill = add_refcount(op->skill);
674 }
675 insert_ob_in_map(new_ob,op->map,op,0);
676
677 }
678
679 /* move_cone: causes cone object 'op' to move a space/hit creatures */
680
681 void move_cone(object *op) {
682 int i;
683 tag_t tag;
684
685 /* if no map then hit_map will crash so just ignore object */
686 if (! op->map) {
687 LOG(llevError,"Tried to move_cone object %s without a map.\n",
688 op->name ? op->name : "unknown");
689 op->speed = 0;
690 update_ob_speed (op);
691 return;
692 }
693
694 /* lava saves it's life, but not yours :) */
695 if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
696 hit_map(op,0,op->attacktype,0);
697 return;
698 }
699
700 #if 0
701 /* Disable this - enabling it makes monsters easier, as
702 * when their cone dies when they die.
703 */
704 /* If no owner left, the spell dies out. */
705 if(get_owner(op)==NULL) {
706 remove_ob(op);
707 free_object(op);
708 return;
709 }
710 #endif
711
712 tag = op->count;
713 hit_map(op,0,op->attacktype,0);
714
715 /* Check to see if we should push anything.
716 * Spell objects with weight push whatever they encounter to some
717 * degree.
718 */
719 if(op->weight) check_spell_knockback(op);
720
721 if (was_destroyed (op, tag))
722 return;
723
724 if((op->duration--)<0) {
725 remove_ob(op);
726 free_object(op);
727 return;
728 }
729 /* Object has hit maximum range, so don't have it move
730 * any further. When the duration above expires,
731 * then the object will get removed.
732 */
733 if (--op->range < 0) {
734 op->range=0; /* just so it doesn't wrap */
735 return;
736 }
737
738 for(i= -1;i<2;i++) {
739 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)],
740 y=op->y+freearr_y[absdir(op->stats.sp+i)];
741
742 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) {
743 object *tmp=get_object();
744 copy_object(op, tmp);
745 tmp->x=x;
746 tmp->y=y;
747
748 tmp->duration = op->duration + 1;
749
750 /* Use for spell tracking - see ok_to_put_more() */
751 tmp->stats.maxhp = op->stats.maxhp;
752 insert_ob_in_map(tmp,op->map,op,0);
753 if (tmp->other_arch) cone_drop(tmp);
754 }
755 }
756 }
757
758 /* cast_cone: casts a cone spell.
759 * op: person firing the object.
760 * caster: object casting the spell.
761 * dir: direction to fire in.
762 * spell: spell that is being fired. It uses other_arch for the archetype
763 * to fire.
764 * returns 0 on failure, 1 on success.
765 */
766 int cast_cone(object *op, object *caster,int dir, object *spell)
767 {
768 object *tmp;
769 int i,success=0,range_min= -1,range_max=1;
770 mapstruct *m;
771 sint16 sx, sy;
772 MoveType movetype;
773
774 if (!spell->other_arch) return 0;
775
776 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
777 op->attacktype & AT_TURN_UNDEAD) {
778 new_draw_info(NDI_UNIQUE, 0,op,
779 "Your undead nature prevents you from turning undead!");
780 return 0;
781 }
782
783 if(!dir) {
784 range_min= 0;
785 range_max=8;
786 }
787
788 /* Need to know what the movetype of the object we are about
789 * to create is, so we can know if the space we are about to
790 * insert it into is blocked.
791 */
792 movetype = spell->other_arch->clone.move_type;
793
794 for(i=range_min;i<=range_max;i++) {
795 sint16 x,y, d;
796
797 /* We can't use absdir here, because it never returns
798 * 0. If this is a rune, we want to hit the person on top
799 * of the trap (d==0). If it is not a rune, then we don't want
800 * to hit that person.
801 */
802 d = dir + i;
803 while (d < 0) d+=8;
804 while (d > 8) d-=8;
805
806 /* If it's not a rune, we don't want to blast the caster.
807 * In that case, we have to see - if dir is specified,
808 * turn this into direction 8. If dir is not specified (all
809 * direction) skip - otherwise, one line would do more damage
810 * becase 0 direction will go through 9 directions - necessary
811 * for the rune code.
812 */
813 if (caster->type != RUNE && d==0) {
814 if (dir!=0) d=8;
815 else continue;
816 }
817
818 x = op->x+freearr_x[d];
819 y = op->y+freearr_y[d];
820
821 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP)
822 continue;
823
824 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype)
825 continue;
826
827 success=1;
828 tmp=arch_to_object(spell->other_arch);
829 set_owner(tmp,op);
830 set_spell_skill(op, caster, spell, tmp);
831 tmp->level = caster_level (caster, spell);
832 tmp->x = sx;
833 tmp->y = sy;
834 tmp->attacktype=spell->attacktype;
835
836 /* holy word stuff */
837 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) {
838 if(!tailor_god_spell(tmp,op)) return 0;
839 }
840
841 if(dir)
842 tmp->stats.sp=dir;
843 else
844 tmp->stats.sp=i;
845
846 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
847
848 /* If casting it in all directions, it doesn't go as far */
849 if (dir == 0) {
850 tmp->range /= 4;
851 if (tmp->range < 2 && spell->range >=2) tmp->range = 2;
852 }
853 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
854 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell);
855
856 /* Special bonus for fear attacks */
857 if (tmp->attacktype & AT_FEAR) {
858 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha];
859 else
860 tmp->duration += caster->level/3;
861 }
862 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) {
863 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5;
864 else
865 tmp->duration += caster->level/3;
866 }
867
868
869 if ( !(tmp->move_type & MOVE_FLY_LOW))
870 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n",
871 spell->other_arch->name);
872
873 if (!tmp->move_on && tmp->stats.dam) {
874 LOG (llevDebug,
875 "cast_cone(): arch %s doesn't have move_on set\n",
876 spell->other_arch->name);
877 }
878 insert_ob_in_map(tmp,m,op,0);
879
880 /* This is used for tracking spells so that one effect doesn't hit
881 * a single space too many times.
882 */
883 tmp->stats.maxhp = tmp->count;
884
885 if(tmp->other_arch) cone_drop(tmp);
886 }
887 return success;
888 }
889
890 /****************************************************************************
891 *
892 * BOMB related code
893 *
894 ****************************************************************************/
895
896
897 /* This handles an exploding bomb.
898 * op is the original bomb object.
899 */
900 void animate_bomb(object *op) {
901 int i;
902 object *env, *tmp;
903 archetype *at;
904
905 if(op->state!=NUM_ANIMATIONS(op)-1)
906 return;
907
908 env = object_get_env_recursive(op);
909
910 if (op->env) {
911 if (env->map == NULL)
912 return;
913
914 if (env->type == PLAYER)
915 esrv_del_item(env->contr, op->count);
916
917 remove_ob(op);
918 op->x = env->x;
919 op->y = env->y;
920 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
921 return;
922 }
923
924 /* This copies a lot of the code from the fire bullet,
925 * but using the cast_bullet isn't really feasible,
926 * so just set up the appropriate values.
927 */
928 at = find_archetype(SPLINT);
929 if (at) {
930 for(i=1;i<9;i++) {
931 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
932 continue;
933 tmp = arch_to_object(at);
934 tmp->direction = i;
935 tmp->range = op->range;
936 tmp->stats.dam = op->stats.dam;
937 tmp->duration = op->duration;
938 tmp->attacktype = op->attacktype;
939 copy_owner (tmp, op);
940 if(op->skill && op->skill != tmp->skill) {
941 if (tmp->skill) free_string(tmp->skill);
942 tmp->skill = add_refcount(op->skill);
943 }
944 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
945 SET_ANIMATION(tmp, i);
946 tmp->x = op->x + freearr_x[i];
947 tmp->y = op->y + freearr_x[i];
948 insert_ob_in_map(tmp, op->map, op, 0);
949 move_bullet(tmp);
950 }
951 }
952
953 explode_bullet(op);
954 }
955
956 int create_bomb(object *op,object *caster,int dir, object *spell) {
957
958 object *tmp;
959 int mflags;
960 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir];
961 mapstruct *m;
962
963 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy);
964 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) {
965 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
966 return 0;
967 }
968 tmp=arch_to_object(spell->other_arch);
969
970 /* level dependencies for bomb */
971 tmp->range=spell->range + SP_level_range_adjust(caster,spell);
972 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell);
973 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell);
974 tmp->attacktype = spell->attacktype;
975
976 set_owner(tmp,op);
977 set_spell_skill(op, caster, spell, tmp);
978 tmp->x=dx;
979 tmp->y=dy;
980 insert_ob_in_map(tmp,m,op,0);
981 return 1;
982 }
983
984 /****************************************************************************
985 *
986 * smite related spell code.
987 *
988 ****************************************************************************/
989
990 /* get_pointed_target() - this is used by finger of death
991 * and the 'smite' spells. Returns the pointer to the first
992 * monster in the direction which is pointed to by op. b.t.
993 * op is the caster - really only used for the source location.
994 * dir is the direction to look in.
995 * range is how far out to look.
996 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
997 * this info is used for blocked magic/unholy spaces.
998 */
999
1000 object *get_pointed_target(object *op, int dir, int range, int type) {
1001 object *target;
1002 sint16 x,y;
1003 int dist, mflags;
1004 mapstruct *mp;
1005
1006 if (dir==0) return NULL;
1007
1008 for (dist=1; dist<range; dist++) {
1009 x = op->x + freearr_x[dir] * dist;
1010 y = op->y + freearr_y[dir] * dist;
1011 mp = op->map;
1012 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1013
1014 if (mflags & P_OUT_OF_MAP) return NULL;
1015 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1016 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1017 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1018
1019 if (mflags & P_IS_ALIVE) {
1020 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1021 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1022 return target;
1023 }
1024 }
1025 }
1026 }
1027 return NULL;
1028 }
1029
1030
1031 /* cast_smite_arch() - the priest points to a creature and causes
1032 * a 'godly curse' to decend.
1033 * usual params -
1034 * op = player
1035 * caster = object casting the spell.
1036 * dir = direction being cast
1037 * spell = spell object
1038 */
1039
1040 int cast_smite_spell (object *op, object *caster,int dir, object *spell) {
1041 object *effect, *target;
1042 object *god = find_god(determine_god(op));
1043 int range;
1044
1045 range = spell->range + SP_level_range_adjust(caster,spell);
1046 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA);
1047
1048 /* Bunch of conditions for casting this spell. Note that only
1049 * require a god if this is a cleric spell (requires grace).
1050 * This makes this spell much more general purpose - it can be used
1051 * by wizards also, which is good, because I think this is a very
1052 * interesting spell.
1053 * if it is a cleric spell, you need a god, and the creature
1054 * can't be friendly to your god.
1055 */
1056
1057 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL)
1058 ||(!god && spell->stats.grace)
1059 ||(target->title && god && !strcmp(target->title,god->name))
1060 ||(target->race && god && strstr(target->race,god->race))) {
1061 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded.");
1062 return 0;
1063 }
1064
1065 if (spell->other_arch)
1066 effect = arch_to_object(spell->other_arch);
1067 else
1068 return 0;
1069
1070 /* tailor the effect by priest level and worshipped God */
1071 effect->level = caster_level (caster, spell);
1072 effect->attacktype = spell->attacktype;
1073 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) {
1074 if(tailor_god_spell(effect,op))
1075 new_draw_info_format(NDI_UNIQUE,0,op,
1076 "%s answers your call!",determine_god(op));
1077 else {
1078 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored.");
1079 return 0;
1080 }
1081 }
1082
1083 /* size of the area of destruction */
1084 effect->range=spell->range +
1085 SP_level_range_adjust(caster,spell);
1086 effect->duration=spell->duration +
1087 SP_level_range_adjust(caster,spell);
1088
1089 if (effect->attacktype & AT_DEATH) {
1090 effect->level=spell->stats.dam +
1091 SP_level_dam_adjust(caster,spell);
1092
1093 /* casting death spells at undead isn't a good thing */
1094 if QUERY_FLAG(target, FLAG_UNDEAD) {
1095 if(random_roll(0, 2, op, PREFER_LOW)) {
1096 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!");
1097 effect->x=op->x;
1098 effect->y=op->y;
1099 } else {
1100 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!",
1101 query_name(target));
1102 target->stats.hp = target->stats.maxhp*2;
1103 free_object(effect);
1104 return 0;
1105 }
1106 }
1107 } else {
1108 /* how much woe to inflict :) */
1109 effect->stats.dam=spell->stats.dam +
1110 SP_level_dam_adjust(caster,spell);
1111 }
1112
1113 set_owner(effect,op);
1114 set_spell_skill(op, caster, spell, effect);
1115
1116 /* ok, tell it where to be, and insert! */
1117 effect->x=target->x;
1118 effect->y=target->y;
1119 insert_ob_in_map(effect,target->map,op,0);
1120
1121 return 1;
1122 }
1123
1124
1125 /****************************************************************************
1126 *
1127 * MAGIC MISSILE code.
1128 * note that the fire_bullet is used to fire the missile. The
1129 * code here is just to move the missile.
1130 ****************************************************************************/
1131
1132 /* op is a missile that needs to be moved */
1133 void move_missile(object *op) {
1134 int i, mflags;
1135 object *owner;
1136 sint16 new_x, new_y;
1137 mapstruct *m;
1138
1139 if (op->range-- <=0) {
1140 remove_ob(op);
1141 free_object(op);
1142 return;
1143 }
1144
1145 owner = get_owner(op);
1146 #if 0
1147 /* It'd make things nastier if this wasn't here - spells cast by
1148 * monster that are then killed would continue to survive
1149 */
1150 if (owner == NULL) {
1151 remove_ob(op);
1152 free_object(op);
1153 return;
1154 }
1155 #endif
1156
1157 new_x = op->x + DIRX(op);
1158 new_y = op->y + DIRY(op);
1159
1160 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
1161
1162 if (!(mflags & P_OUT_OF_MAP) &&
1163 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1164 tag_t tag = op->count;
1165 hit_map (op, op->direction, AT_MAGIC, 1);
1166 /* Basically, missile only hits one thing then goes away.
1167 * we need to remove it if someone hasn't already done so.
1168 */
1169 if ( ! was_destroyed (op, tag)) {
1170 remove_ob (op);
1171 free_object(op);
1172 }
1173 return;
1174 }
1175
1176 remove_ob(op);
1177 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1178 free_object(op);
1179 return;
1180 }
1181 op->x = new_x;
1182 op->y = new_y;
1183 op->map = m;
1184 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1185 if(i > 0 && i != op->direction){
1186 op->direction=i;
1187 SET_ANIMATION(op, op->direction);
1188 }
1189 insert_ob_in_map(op,op->map,op,0);
1190 }
1191
1192 /****************************************************************************
1193 * Destruction
1194 ****************************************************************************/
1195 /* make_object_glow() - currently only makes living objects glow.
1196 * we do this by creating a force and inserting it in the
1197 * object. if time is 0, the object glows permanently. To truely
1198 * make this work for non-living objects, we would have to
1199 * give them the capability to have an inventory. b.t.
1200 */
1201
1202 int make_object_glow(object *op, int radius, int time) {
1203 object *tmp;
1204
1205 /* some things are unaffected... */
1206 if(op->path_denied&PATH_LIGHT)
1207 return 0;
1208
1209 tmp=get_archetype(FORCE_NAME);
1210 tmp->speed = 0.01;
1211 tmp->stats.food = time;
1212 SET_FLAG(tmp, FLAG_IS_USED_UP);
1213 tmp->glow_radius=radius;
1214 if (tmp->glow_radius > MAX_LIGHT_RADII)
1215 tmp->glow_radius = MAX_LIGHT_RADII;
1216
1217 tmp->x=op->x;
1218 tmp->y=op->y;
1219 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1220 tmp=insert_ob_in_ob(tmp,op);
1221 if (tmp->glow_radius > op->glow_radius)
1222 op->glow_radius = tmp->glow_radius;
1223
1224 if(!tmp->env||op!=tmp->env) {
1225 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1226 op->name);
1227 return 0;
1228 }
1229 return 1;
1230 }
1231
1232
1233
1234
1235 int cast_destruction(object *op, object *caster, object *spell_ob) {
1236 int i,j, range, mflags, friendly=0, dam, dur;
1237 sint16 sx,sy;
1238 mapstruct *m;
1239 object *tmp;
1240 const char *skill;
1241
1242 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1243 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1244 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
1245 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1;
1246
1247 /* destruction doesn't use another spell object, so we need
1248 * update op's skill pointer so that exp is properly awarded.
1249 * We do some shortcuts here - since this is just temporary
1250 * and we'll reset the values back, we don't need to go through
1251 * the full share string/free_string route.
1252 */
1253 skill = op->skill;
1254 if (caster == op) op->skill = spell_ob->skill;
1255 else if (caster->skill) op->skill = caster->skill;
1256 else op->skill = NULL;
1257
1258 change_skill(op, find_skill_by_name(op, op->skill), 1);
1259
1260 for(i= -range; i<range; i++) {
1261 for(j=-range; j<range ; j++) {
1262 m = op->map;
1263 sx = op->x + i;
1264 sy = op->y + j;
1265 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1266 if (mflags & P_OUT_OF_MAP) continue;
1267 if (mflags & P_IS_ALIVE) {
1268 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) {
1269 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break;
1270 }
1271 if (tmp) {
1272 if (tmp->head) tmp=tmp->head;
1273
1274 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) ||
1275 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) {
1276 if (spell_ob->subtype == SP_DESTRUCTION) {
1277 hit_player(tmp,dam,op,spell_ob->attacktype,0);
1278 if (spell_ob->other_arch) {
1279 tmp = arch_to_object(spell_ob->other_arch);
1280 tmp->x = sx;
1281 tmp->y = sy;
1282 insert_ob_in_map(tmp, m, op, 0);
1283 }
1284 }
1285 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1286 tmp->resist[ATNR_MAGIC]!=100) {
1287 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) {
1288 object *effect = arch_to_object(spell_ob->other_arch);
1289 effect->x = sx;
1290 effect->y = sy;
1291 insert_ob_in_map(effect, m, op, 0);
1292 }
1293 }
1294 }
1295 }
1296 }
1297 }
1298 }
1299 op->skill = skill;
1300 return 1;
1301 }
1302
1303 /***************************************************************************
1304 *
1305 * CURSE
1306 *
1307 ***************************************************************************/
1308
1309 int cast_curse(object *op, object *caster, object *spell_ob, int dir) {
1310 object *god = find_god(determine_god(op));
1311 object *tmp, *force;
1312
1313 tmp = get_pointed_target(op, (dir==0)?op->direction:dir,
1314 spell_ob->range, SPELL_GRACE);
1315 if (!tmp) {
1316 new_draw_info(NDI_UNIQUE, 0, op,
1317 "There is no one in that direction to curse.");
1318 return 0;
1319 }
1320
1321 /* If we've already got a force of this type, don't add a new one. */
1322 for(force=tmp->inv; force!=NULL; force=force->below) {
1323 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) {
1324 if (force->name == spell_ob->name) {
1325 break;
1326 }
1327 else if (spell_ob->race && spell_ob->race == force->name) {
1328 new_draw_info_format(NDI_UNIQUE, 0, op,
1329 "You can not cast %s while %s is in effect",
1330 spell_ob->name, force->name_pl);
1331 return 0;
1332 }
1333 }
1334 }
1335
1336 if(force==NULL) {
1337 force=get_archetype(FORCE_NAME);
1338 force->subtype = FORCE_CHANGE_ABILITY;
1339 free_string(force->name);
1340 if (spell_ob->race)
1341 force->name = add_refcount(spell_ob->race);
1342 else
1343 force->name = add_refcount(spell_ob->name);
1344 free_string(force->name_pl);
1345 force->name_pl = add_refcount(spell_ob->name);
1346
1347 } else {
1348 int duration;
1349
1350 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1351 if (duration > force->duration) {
1352 force->duration = duration;
1353 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1354 } else {
1355 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1356 }
1357 return 1;
1358 }
1359 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1360 force->speed = 1.0;
1361 force->speed_left = -1.0;
1362 SET_FLAG(force, FLAG_APPLIED);
1363
1364 if(god) {
1365 if (spell_ob->last_grace)
1366 force->path_repelled=god->path_repelled;
1367 if (spell_ob->last_grace)
1368 force->path_denied=god->path_denied;
1369 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1370 "You are a victim of %s's curse!",god->name);
1371 } else
1372 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty.");
1373
1374
1375 if(tmp!=op && op->type==PLAYER)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name);
1377
1378 force->stats.ac = spell_ob->stats.ac;
1379 force->stats.wc = spell_ob->stats.wc;
1380
1381 change_abil(tmp,force); /* Mostly to display any messages */
1382 insert_ob_in_ob(force,tmp);
1383 fix_player(tmp);
1384 return 1;
1385
1386 }
1387
1388
1389 /**********************************************************************
1390 * mood change
1391 * Arguably, this may or may not be an attack spell. But since it
1392 * effects monsters, it seems best to put it into this file
1393 ***********************************************************************/
1394
1395 /* This covers the various spells that change the moods of monsters -
1396 * makes them angry, peacful, friendly, etc.
1397 */
1398 int mood_change(object *op, object *caster, object *spell) {
1399 object *tmp, *god, *head;
1400 int done_one, range, mflags, level, at, best_at;
1401 sint16 x, y, nx, ny;
1402 mapstruct *m;
1403 const char *race;
1404
1405 /* We precompute some values here so that we don't have to keep
1406 * doing it over and over again.
1407 */
1408 god=find_god(determine_god(op));
1409 level=caster_level(caster, spell);
1410 range = spell->range + SP_level_range_adjust(caster, spell);
1411
1412 /* On the bright side, no monster should ever have a race of GOD_...
1413 * so even if the player doesn't worship a god, if race=GOD_.., it
1414 * won't ever match anything.
1415 */
1416 if (!spell->race) race=NULL;
1417 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying;
1418 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race;
1419 else race = spell->race;
1420
1421
1422 for (x = op->x - range; x <= op->x + range; x++)
1423 for (y = op->y - range; y <= op->y + range; y++) {
1424
1425 done_one=0;
1426 m = op->map;
1427 nx = x;
1428 ny = y;
1429 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1430 if (mflags & P_OUT_OF_MAP) continue;
1431
1432 /* If there is nothing living on this space, no need to go further */
1433 if (!(mflags & P_IS_ALIVE)) continue;
1434
1435 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above)
1436 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
1437
1438 /* There can be living objects that are not monsters */
1439 if (!tmp || tmp->type==PLAYER) continue;
1440
1441 /* Only the head has meaningful data, so resolve to that */
1442 if (tmp->head) head=tmp->head;
1443 else head=tmp;
1444
1445 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1446 if (race && head->race && !strstr(race, head->race)) continue;
1447 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue;
1448
1449 /* Now do a bunch of stuff related to saving throws */
1450 best_at = -1;
1451 if (spell->attacktype) {
1452 for (at=0; at < NROFATTACKS; at++)
1453 if (spell->attacktype & (1 << at))
1454 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at;
1455
1456 if (best_at == -1) at=0;
1457 else {
1458 if (head->resist[best_at] == 100) continue;
1459 else at = head->resist[best_at] / 5;
1460 }
1461 at -= level / 5;
1462 if (did_make_save(head, head->level, at)) continue;
1463 }
1464 else /* spell->attacktype */
1465 /*
1466 Spell has no attacktype (charm & such), so we'll have a specific saving:
1467 * if spell level < monster level, no go
1468 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1469
1470 The chance will then be in the range [20-70] percent, not too bad.
1471
1472 This is required to fix the 'charm monster' abuse, where a player level 1 can
1473 charm a level 125 monster...
1474
1475 Ryo, august 14th
1476 */
1477 {
1478 if ( head->level > level ) continue;
1479 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) )
1480 /* Failed, no effect */
1481 continue;
1482 }
1483
1484 /* Done with saving throw. Now start effecting the monster */
1485
1486 /* aggravation */
1487 if (QUERY_FLAG(spell, FLAG_MONSTER)) {
1488 CLEAR_FLAG(head, FLAG_SLEEP);
1489 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1490 remove_friendly_object(head);
1491
1492 done_one = 1;
1493 head->enemy = op;
1494 }
1495
1496 /* calm monsters */
1497 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) {
1498 SET_FLAG(head, FLAG_UNAGGRESSIVE);
1499 head->enemy = NULL;
1500 done_one = 1;
1501 }
1502
1503 /* berserk monsters */
1504 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) {
1505 SET_FLAG(head, FLAG_BERSERK);
1506 done_one = 1;
1507 }
1508 /* charm */
1509 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) {
1510 SET_FLAG(head, FLAG_FRIENDLY);
1511 /* Prevent uncontolled outbreaks of self replicating monsters.
1512 Typical use case is charm, go somwhere, use aggravation to make hostile.
1513 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1514 CLEAR_FLAG(head, FLAG_GENERATOR);
1515 set_owner(head, op);
1516 set_spell_skill(op, caster, spell, head);
1517 add_friendly_object(head);
1518 head->attack_movement = PETMOVE;
1519 done_one = 1;
1520 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1521 head->stats.exp = 0;
1522 }
1523
1524 /* If a monster was effected, put an effect in */
1525 if (done_one && spell->other_arch) {
1526 tmp = arch_to_object(spell->other_arch);
1527 tmp->x = nx;
1528 tmp->y = ny;
1529 insert_ob_in_map(tmp, m, op, 0);
1530 }
1531 } /* for y */
1532
1533 return 1;
1534 }
1535
1536
1537 /* Move_ball_spell: This handles ball type spells that just sort of wander
1538 * about. was called move_ball_lightning, but since more than the ball
1539 * lightning spell used it, that seemed misnamed.
1540 * op is the spell effect.
1541 * note that duration is handled by process_object() in time.c
1542 */
1543
1544 void move_ball_spell(object *op) {
1545 int i,j,dam_save,dir, mflags;
1546 sint16 nx,ny, hx, hy;
1547 object *owner;
1548 mapstruct *m;
1549
1550 owner = get_owner(op);
1551
1552 /* the following logic makes sure that the ball doesn't move into a wall,
1553 * and makes sure that it will move along a wall to try and get at it's
1554 * victim. The block immediately below more or less chooses a random
1555 * offset to move the ball, eg, keep it mostly on course, with some
1556 * deviations.
1557 */
1558
1559 dir = 0;
1560 if(!(rndm(0, 3)))
1561 j = rndm(0, 1);
1562 else j=0;
1563
1564 for(i = 1; i < 9; i++) {
1565 /* i bit 0: alters sign of offset
1566 * other bits (i / 2): absolute value of offset
1567 */
1568
1569 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2);
1570 int tmpdir = absdir (op->direction + offset);
1571
1572 nx = op->x + freearr_x[tmpdir];
1573 ny = op->y + freearr_y[tmpdir];
1574 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) &&
1575 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
1576 dir = tmpdir;
1577 break;
1578 }
1579 }
1580 if (dir == 0) {
1581 nx = op->x;
1582 ny = op->y;
1583 m = op->map;
1584 }
1585
1586 remove_ob(op);
1587 op->y=ny;
1588 op->x=nx;
1589 insert_ob_in_map(op,m,op,0);
1590
1591 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1592 surrounding squares */
1593
1594 /* loop over current square and neighbors to hit.
1595 * if this has an other_arch field, we insert that in
1596 * the surround spaces.
1597 */
1598 for(j=0;j<9;j++) {
1599 object *new_ob;
1600
1601 hx = nx+freearr_x[j];
1602 hy = ny+freearr_y[j];
1603
1604 m = op->map;
1605 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
1606
1607 if (mflags & P_OUT_OF_MAP) continue;
1608
1609 /* first, don't ever, ever hit the owner. Don't hit out
1610 * of the map either.
1611 */
1612
1613 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) {
1614 if(j) op->stats.dam = dam_save/2;
1615 hit_map(op,j,op->attacktype,1);
1616
1617 }
1618
1619 /* insert the other arch */
1620 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
1621 new_ob = arch_to_object(op->other_arch);
1622 new_ob->x = hx;
1623 new_ob->y = hy;
1624 insert_ob_in_map(new_ob,m,op,0);
1625 }
1626 }
1627
1628 /* restore to the center location and damage*/
1629 op->stats.dam = dam_save;
1630
1631 i=spell_find_dir(op->map,op->x,op->y,get_owner(op));
1632
1633 if(i>=0) { /* we have a preferred direction! */
1634 /* pick another direction if the preferred dir is blocked. */
1635 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP ||
1636 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) {
1637 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */
1638 }
1639 op->direction=i;
1640 }
1641 }
1642
1643
1644 /* move_swarm_spell: peterm
1645 * This is an implementation of the swarm spell. It was written for
1646 * meteor swarm, but it could be used for any swarm. A swarm spell
1647 * is a special type of object that casts swarms of other types
1648 * of spells. Which spell it casts is flexible. It fires the spells
1649 * from a set of squares surrounding the caster, in a given direction.
1650 */
1651
1652 void move_swarm_spell(object *op)
1653 {
1654 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1655 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1656 sint16 target_x, target_y, origin_x, origin_y;
1657 int basedir, adjustdir;
1658 mapstruct *m;
1659 object *owner;
1660
1661 owner = get_owner(op);
1662 if(op->duration == 0 || owner == NULL) {
1663 remove_ob(op);
1664 free_object(op);
1665 return;
1666 }
1667 op->duration--;
1668
1669 basedir = op->direction;
1670 if(basedir == 0) {
1671 /* spray in all directions! 8) */
1672 basedir = rndm(1, 8);
1673 }
1674
1675 #if 0
1676 // this is bogus: it causes wrong places to be checked below
1677 // (a wall 2 cells away will block the effect...) and
1678 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1679 // space.
1680 // should be fixed later, but correctness before featurs...
1681 // (schmorp)
1682
1683 /* new offset calculation to make swarm element distribution
1684 * more uniform
1685 */
1686 if(op->duration) {
1687 if(basedir & 1) {
1688 adjustdir = cardinal_adjust[rndm(0, 8)];
1689 } else {
1690 adjustdir = diagonal_adjust[rndm(0, 9)];
1691 }
1692 } else {
1693 adjustdir = 0; /* fire the last one from forward. */
1694 }
1695
1696 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1697 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1698
1699 /* back up one space so we can hit point-blank targets, but this
1700 * necessitates extra out_of_map check below
1701 */
1702 origin_x = target_x - freearr_x[basedir];
1703 origin_y = target_y - freearr_y[basedir];
1704
1705
1706 /* spell pointer is set up for the spell this casts. Since this
1707 * should just be a pointer to the spell in some inventory,
1708 * it is unlikely to disappear by the time we need it. However,
1709 * do some sanity checking anyways.
1710 */
1711
1712 if (op->spell && op->spell->type == SPELL &&
1713 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1714 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1715
1716 /* Bullet spells have a bunch more customization that needs to be done */
1717 if (op->spell->subtype == SP_BULLET)
1718 fire_bullet(owner, op, basedir, op->spell);
1719 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1720 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1721 }
1722 #endif
1723
1724 /* spell pointer is set up for the spell this casts. Since this
1725 * should just be a pointer to the spell in some inventory,
1726 * it is unlikely to disappear by the time we need it. However,
1727 * do some sanity checking anyways.
1728 */
1729
1730 if (op->spell && op->spell->type == SPELL)
1731 {
1732 /* Bullet spells have a bunch more customization that needs to be done */
1733 if (op->spell->subtype == SP_BULLET)
1734 fire_bullet(owner, op, basedir, op->spell);
1735 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1736 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1737 }
1738 }
1739
1740
1741
1742
1743 /* fire_swarm:
1744 * The following routine creates a swarm of objects. It actually
1745 * sets up a specific swarm object, which then fires off all
1746 * the parts of the swarm.
1747 *
1748 * op: the owner
1749 * caster: the caster (owner, wand, rod, scroll)
1750 * dir: the direction everything will be fired in
1751 * spell - the spell that is this spell.
1752 * n: the number to be fired.
1753 */
1754
1755 int fire_swarm (object *op, object *caster, object *spell, int dir)
1756 {
1757 object *tmp;
1758 int i;
1759
1760 if (!spell->other_arch) return 0;
1761
1762 tmp=get_archetype(SWARM_SPELL);
1763 tmp->x=op->x;
1764 tmp->y=op->y;
1765 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1766 set_spell_skill(op, caster, spell, tmp);
1767
1768 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/
1769 tmp->spell = arch_to_object(spell->other_arch);
1770
1771 tmp->attacktype = tmp->spell->attacktype;
1772
1773 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) {
1774 if ( ! tailor_god_spell (tmp, op))
1775 return 1;
1776 }
1777 tmp->duration = SP_level_duration_adjust(caster, spell);
1778 for (i=0; i< spell->duration; i++)
1779 tmp->duration += die_roll(1, 3, op, PREFER_HIGH);
1780
1781 tmp->direction=dir;
1782 tmp->invisible=1;
1783 insert_ob_in_map(tmp,op->map,op,0);
1784 return 1;
1785 }
1786
1787
1788 /* See the spells documentation file for why this is its own
1789 * function.
1790 */
1791 int cast_light(object *op,object *caster,object *spell, int dir) {
1792 object *target=NULL,*tmp=NULL;
1793 sint16 x,y;
1794 int dam, mflags;
1795 mapstruct *m;
1796
1797 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell);
1798
1799 if(!dir) {
1800 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1801 return 0;
1802 }
1803
1804 x=op->x+freearr_x[dir];
1805 y=op->y+freearr_y[dir];
1806 m = op->map;
1807
1808 mflags = get_map_flags(m, &m, x, y, &x, &y);
1809
1810 if (mflags & P_OUT_OF_MAP) {
1811 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there.");
1812 return 0;
1813 }
1814
1815 if (mflags & P_IS_ALIVE && spell->attacktype) {
1816 for(target=get_map_ob(m,x,y);target;target=target->above)
1817 if(QUERY_FLAG(target,FLAG_MONSTER)) {
1818 /* oky doky. got a target monster. Lets make a blinding attack */
1819 if(target->head) target = target->head;
1820 (void) hit_player(target,dam,op,spell->attacktype,1);
1821 return 1; /* one success only! */
1822 }
1823 }
1824
1825 /* no live target, perhaps a wall is in the way? */
1826 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) {
1827 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1828 return 0;
1829 }
1830
1831 /* ok, looks groovy to just insert a new light on the map */
1832 tmp=arch_to_object(spell->other_arch);
1833 if(!tmp) {
1834 LOG(llevError,"Error: spell arch for cast_light() missing.\n");
1835 return 0;
1836 }
1837 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell);
1838 if (tmp->glow_radius) {
1839 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell);
1840 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII;
1841 }
1842 tmp->x=x;
1843 tmp->y=y;
1844 insert_ob_in_map(tmp,m,op,0);
1845 return 1;
1846 }
1847
1848
1849
1850
1851 /* cast_cause_disease: this spell looks along <dir> from the
1852 * player and infects someone.
1853 * op is the player/monster, caster is the object, dir is the direction
1854 * to cast, disease_arch is the specific disease, and type is the spell number
1855 * perhaps this should actually be in disease.c?
1856 */
1857
1858 int cast_cause_disease(object *op, object *caster, object *spell, int dir) {
1859 sint16 x,y;
1860 int i, mflags, range, dam_mod, dur_mod;
1861 object *walk;
1862 mapstruct *m;
1863
1864 x = op->x;
1865 y = op->y;
1866
1867 /* If casting from a scroll, no direction will be available, so refer to the
1868 * direction the player is pointing.
1869 */
1870 if (!dir) dir=op->facing;
1871 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */
1872
1873 /* Calculate these once here */
1874 range = spell->range + SP_level_range_adjust(caster, spell);
1875 dam_mod = SP_level_dam_adjust(caster, spell);
1876 dur_mod = SP_level_duration_adjust(caster, spell);
1877
1878 /* search in a line for a victim */
1879 for(i=1; i<range; i++) {
1880 x = op->x + i * freearr_x[dir];
1881 y = op->y + i * freearr_y[dir];
1882 m = op->map;
1883
1884 mflags = get_map_flags(m, &m, x, y, &x, &y);
1885
1886 if (mflags & P_OUT_OF_MAP) return 0;
1887
1888 /* don't go through walls - presume diseases are airborne */
1889 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0;
1890
1891 /* Only bother looking on this space if there is something living here */
1892 if (mflags & P_IS_ALIVE) {
1893 /* search this square for a victim */
1894 for(walk=get_map_ob(m,x,y);walk;walk=walk->above)
1895 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */
1896 object *disease = arch_to_object(spell->other_arch);
1897
1898 set_owner(disease,op);
1899 set_spell_skill(op, caster, spell, disease);
1900 disease->stats.exp = 0;
1901 disease->level = caster_level(caster, spell);
1902
1903 /* do level adjustments */
1904 if(disease->stats.wc)
1905 disease->stats.wc += dur_mod/2;
1906
1907 if(disease->magic> 0)
1908 disease->magic += dur_mod/4;
1909
1910 if(disease->stats.maxhp>0)
1911 disease->stats.maxhp += dur_mod;
1912
1913 if(disease->stats.maxgrace>0)
1914 disease->stats.maxgrace += dur_mod;
1915
1916 if(disease->stats.dam) {
1917 if(disease->stats.dam > 0)
1918 disease->stats.dam += dam_mod;
1919 else disease->stats.dam -= dam_mod;
1920 }
1921
1922 if(disease->last_sp) {
1923 disease->last_sp -= 2*dam_mod;
1924 if(disease->last_sp <1) disease->last_sp = 1;
1925 }
1926
1927 if(disease->stats.maxsp) {
1928 if(disease->stats.maxsp > 0)
1929 disease->stats.maxsp += dam_mod;
1930 else disease->stats.maxsp -= dam_mod;
1931 }
1932
1933 if(disease->stats.ac)
1934 disease->stats.ac += dam_mod;
1935
1936 if(disease->last_eat)
1937 disease->last_eat -= dam_mod;
1938
1939 if(disease->stats.hp)
1940 disease->stats.hp -= dam_mod;
1941
1942 if(disease->stats.sp)
1943 disease->stats.sp -= dam_mod;
1944
1945 if(infect_object(walk,disease,1)) {
1946 object *flash; /* visual effect for inflicting disease */
1947
1948 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name);
1949
1950 free_object(disease); /* don't need this one anymore */
1951 flash=get_archetype(ARCH_DETECT_MAGIC);
1952 flash->x = x;
1953 flash->y = y;
1954 flash->map = walk->map;
1955 insert_ob_in_map(flash,walk->map,op,0);
1956 return 1;
1957 }
1958 free_object(disease);
1959 }
1960 } /* if living creature */
1961 } /* for range of spaces */
1962 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!");
1963 return 1;
1964 }