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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
144 142
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
162 */ 160 */
163 161
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 object *tmp;
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341 338
342
343
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
383 378
384 tmp->state = 0; 379 tmp->state = 0;
385 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
386 tmp->range--; 381 tmp->range--;
387 tmp->value = 0; 382 tmp->value = 0;
388 383
389 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394
395 389
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
487 482
488 /* Prevent recursion */ 483 /* Prevent recursion */
489 op->move_on = 0; 484 op->move_on = 0;
490 485
491 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
492 /* remove the firebullet */ 489 /* remove the firebullet */
493 op->destroy (); 490 op->destroy ();
494} 491}
495 492
496/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
518 515
519 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
521 return; 518 return;
522 519
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 521 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 523 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 601 }
605 else 602 else
606 check_bullet (op); 603 check_bullet (op);
607} 604}
608 605
609
610
611
612/* fire_bullet 606/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 610 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
618 * pointers. 612 * pointers.
619 */ 613 */
620
621int 614int
622fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 616{
624 object *tmp = NULL; 617 object *tmp = NULL;
625 int mflags; 618 int mflags;
626 619
627 if (!spob->other_arch) 620 if (!spob->other_arch)
628 return 0; 621 return 0;
629 622
630 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 624 if (!tmp)
632 return 0; 625 return 0;
633 626
634 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
636 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 630 if (spob->slaying)
638 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
639 632
649 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
650 643
651 tmp->set_owner (op); 644 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
653 646
654 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 649 tmp->map = op->map;
657 650
658 maptile *newmap; 651 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 675 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 676 check_bullet (tmp);
684 677
685 return 1; 678 return 1;
686} 679}
687
688
689
690 680
691/***************************************************************************** 681/*****************************************************************************
692 * 682 *
693 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
694 * 684 *
695 *****************************************************************************/ 685 *****************************************************************************/
696
697 686
698/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
699void 688void
700cone_drop (object *op) 689cone_drop (object *op)
701{ 690{
827 816
828 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 819 * insert it into is blocked.
831 */ 820 */
832 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
833 822
834 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
835 { 824 {
836 sint16 x, y, d; 825 sint16 x, y, d;
837 826
916 else 905 else
917 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
918 } 907 }
919 908
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 911
923 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 914
926 m->insert (tmp, sx, sy, op); 915 m->insert (tmp, sx, sy, op);
927 916
928 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 918 * a single space too many times.
941 * 930 *
942 * BOMB related code 931 * BOMB related code
943 * 932 *
944 ****************************************************************************/ 933 ****************************************************************************/
945 934
946
947/* This handles an exploding bomb. 935/* This handles an exploding bomb.
948 * op is the original bomb object. 936 * op is the original bomb object.
949 */ 937 */
950void 938void
951animate_bomb (object *op) 939animate_bomb (object *op)
952{ 940{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 942 return;
958 943
959 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
960 945
961 if (op->env) 946 if (op->env)
962 { 947 {
963 if (env->map == NULL) 948 if (env->map == NULL)
964 return; 949 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 950
969 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
970 return; 952 return;
971 } 953 }
972 954
983 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 966 * so just set up the appropriate values.
985 */ 967 */
986 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
987 { 969 {
988 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
989 { 971 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 973 continue;
992 974
993 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
994 tmp->direction = i; 976 tmp->direction = i;
995 tmp->range = op->range; 977 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 979 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1012} 994}
1013 995
1014int 996int
1015create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 998{
1017
1018 object *tmp; 999 object *tmp;
1019 int mflags; 1000 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1002 maptile *m;
1022 1003
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1006 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1008 return 0;
1028 } 1009 }
1010
1029 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1030 1012
1031 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1054 * dir is the direction to look in. 1036 * dir is the direction to look in.
1055 * range is how far out to look. 1037 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1058 */ 1040 */
1059
1060object * 1041object *
1061get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1062{ 1043{
1063 object *target; 1044 object *target;
1064 sint16 x, y; 1045 sint16 x, y;
1083 return NULL; 1064 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1066 return NULL;
1086 1067
1087 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1071 return target;
1094 }
1095 }
1096 }
1097 } 1072 }
1073
1098 return NULL; 1074 return NULL;
1099} 1075}
1100
1101 1076
1102/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1104 * usual params - 1079 * usual params -
1105 * op = player 1080 * op = player
1106 * caster = object casting the spell. 1081 * caster = object casting the spell.
1107 * dir = direction being cast 1082 * dir = direction being cast
1108 * spell = spell object 1083 * spell = spell object
1109 */ 1084 */
1110
1111int 1085int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1087{
1114 object *effect, *target; 1088 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1194 1168
1195 return 1; 1169 return 1;
1196} 1170}
1197 1171
1198
1199/**************************************************************************** 1172/****************************************************************************
1200 * 1173 *
1201 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1176 * code here is just to move the missile.
1273 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1277 */ 1250 */
1278
1279int 1251int
1280make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1281{ 1253{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1256 return 0;
1287 1257
1288 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1260 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1265
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1301 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1303 1270
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1271 return 1;
1310} 1272}
1311
1312
1313
1314 1273
1315int 1274int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1276{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1298 else if (caster->skill)
1340 op->skill = caster->skill; 1299 op->skill = caster->skill;
1341 else 1300 else
1342 op->skill = NULL; 1301 op->skill = NULL;
1343 1302
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1345 1304
1346 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1347 { 1306 {
1348 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1349 { 1308 {
1407 { 1366 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1368 return 0;
1410 } 1369 }
1411 1370
1371 tmp = tmp->head_ ();
1372
1412 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1414 { 1375 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1377 {
1417 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1418 { 1379 {
1424 return 0; 1385 return 0;
1425 } 1386 }
1426 } 1387 }
1427 } 1388 }
1428 1389
1429 if (force == NULL) 1390 if (!force)
1430 { 1391 {
1431 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1433 if (spell_ob->race) 1395 if (spell_ob->race)
1434 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1435 else 1397 else
1436 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1437 1399
1447 { 1409 {
1448 force->duration = duration; 1410 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1412 }
1451 else 1413 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1415
1455 return 1; 1416 return 1;
1456 } 1417 }
1418
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1420 force->speed = 1.f;
1459 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1461 1423
1462 if (god) 1424 if (god)
1463 { 1425 {
1464 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1444 tmp->update_stats ();
1483 return 1; 1445 return 1;
1484 1446
1485} 1447}
1486
1487 1448
1488/********************************************************************** 1449/**********************************************************************
1489 * mood change 1450 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1483 race = god->race;
1523 else 1484 else
1524 race = spell->race; 1485 race = spell->race;
1525 1486
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1489 {
1530
1531 done_one = 0; 1490 done_one = 0;
1532 m = op->map; 1491 m = op->map;
1533 nx = x; 1492 nx = x;
1534 ny = y; 1493 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1497
1539 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1541 continue; 1500 continue;
1542 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1509 break;
1546 1510
1547 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1519 head = tmp;
1556 1520
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1559 continue; 1523 continue;
1524
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1526 continue;
1562 1527
1563 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1529 best_at = -1;
1581 at -= level / 5; 1546 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1583 continue; 1548 continue;
1584 } 1549 }
1585 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1586 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590
1591 The chance will then be in the range [20-70] percent, not too bad.
1592
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster...
1595
1596 Ryo, august 14th
1597 */
1598 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1599 if (head->level > level) 1564 if (head->level > level)
1600 continue; 1565 continue;
1566
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1568 /* Failed, no effect */
1603 continue; 1569 continue;
1604 } 1570 }
1605 1571
1606 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1607 1573
1608 /* aggravation */ 1574 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1576 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1578 remove_friendly_object (head);
1614
1615 done_one = 1; 1579 done_one = 1;
1616 head->enemy = op; 1580 head->enemy = op;
1617 } 1581 }
1618 1582
1619 /* calm monsters */ 1583 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1593 {
1630 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1595 done_one = 1;
1632 } 1596 }
1597
1633 /* charm */ 1598 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1600 {
1636 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1607 head->set_owner (op);
1642 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1719 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1686 * the surround spaces.
1721 */ 1687 */
1722 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1723 { 1689 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1728 1692
1729 m = op->map; 1693 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1763 1727
1764 op->direction = i; 1728 op->direction = i;
1765 } 1729 }
1766} 1730}
1767 1731
1768
1769/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1770 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1771 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1772 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1773 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1774 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1775 */ 1738 */
1776
1777void 1739void
1778move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1779{ 1741{
1780#if 0 1742#if 0
1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1783 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1784 int adjustdir; 1746 int adjustdir;
1785 maptile *m; 1747 maptile *m;
1786#endif 1748#endif
1787 int basedir;
1788 object *owner; 1749 object *owner = op->env;
1789 1750
1790 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1791 if (op->duration == 0 || owner == NULL)
1792 { 1752 {
1793 op->destroy (); 1753 op->destroy ();
1794 return; 1754 return;
1795 } 1755 }
1796 1756
1797 op->duration--; 1757 op->duration--;
1798 1758
1799 basedir = op->direction; 1759 int basedir = op->direction;
1800 if (basedir == 0) 1760 if (!basedir)
1801 {
1802 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1804 }
1805 1763
1806#if 0 1764#if 0
1807 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1768 // space.
1811 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1812 // (schmorp) 1770 // (schmorp)
1813 1771
1814 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1815 * more uniform 1773 * more uniform
1816 */ 1774 */
1869 { 1827 {
1870 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1871 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1872 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1873 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1875 } 1833 }
1876} 1834}
1877
1878
1879
1880 1835
1881/* fire_swarm: 1836/* fire_swarm:
1882 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1883 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1884 * the parts of the swarm. 1839 * the parts of the swarm.
1887 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1888 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1889 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1890 * n: the number to be fired. 1845 * n: the number to be fired.
1891 */ 1846 */
1892
1893int 1847int
1894fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1895{ 1849{
1896 object *tmp;
1897 int i;
1898
1899 if (!spell->other_arch) 1850 if (!spell->other_arch)
1900 return 0; 1851 return 0;
1901 1852
1902 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1904 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1905
1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1907 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1908
1909 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1910 1858
1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1912 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1913 return 1; 1861 return 1;
1914 1862
1915 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1916 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1918 1866
1919 tmp->direction = dir; 1867 tmp->direction = dir;
1920 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1921 1871
1922 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1923 return 1; 1874 return 1;
1924} 1875}
1925
1926 1876
1927/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1928 * function. 1878 * function.
1929 */ 1879 */
1930int 1880int
1992 1942
1993 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1994 return 1; 1944 return 1;
1995} 1945}
1996 1946
1997
1998
1999
2000/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1948 * player and infects someone.
2002 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
2003 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2004 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2005 */ 1952 */
2006
2007int 1953int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1955{
2010 sint16 x, y; 1956 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2018 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2019 * direction the player is pointing. 1965 * direction the player is pointing.
2020 */ 1966 */
2021 if (!dir) 1967 if (!dir)
2022 dir = op->facing; 1968 dir = op->facing;
1969
2023 if (!dir) 1970 if (!dir)
2024 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2025 1972
2026 /* Calculate these once here */ 1973 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2061 /* do level adjustments */ 2008 /* do level adjustments */
2062 if (disease->stats.wc) 2009 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2064 2011
2065 if (disease->magic > 0) 2012 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2067 2014
2068 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2070 2017
2071 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2053 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2108 2055
2109 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2110 { 2057 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2059
2115 disease->destroy (); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2062 return 1;
2118 } 2063 }
2119 2064
2120 disease->destroy (); 2065 disease->destroy ();
2121 } 2066 }

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