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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164
165void 160void
166move_bolt (object *op) 161move_bolt (object *op)
167{ 162{
168 object *tmp;
169 int mflags; 163 int mflags;
170 sint16 x, y; 164 sint16 x, y;
171 maptile *m; 165 maptile *m;
172 166
173 if (--op->duration < 0) 167 if (--op->duration < 0)
246 else 240 else
247 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 242 object *tmp = op->clone ();
249 243
250 m->insert (tmp, x, y, op); 244 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 247 tmp->duration++;
254 248
255 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 250 * going off in other directions.
257 */ 251 */
258 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 254
263 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
265 */ 257 */
266 op->range = 0; 258 op->range = 0;
290 return 0; 282 return 0;
291 283
292 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
295 if (spob->slaying) 288 if (spob->slaying)
296 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
301 295
337 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 332 move_bolt (tmp);
339 333
340 return 1; 334 return 1;
341} 335}
342
343
344 336
345/*************************************************************************** 337/***************************************************************************
346 * 338 *
347 * BULLET/BALL CODE 339 * BULLET/BALL CODE
348 * 340 *
349 ***************************************************************************/ 341 ***************************************************************************/
350 342
351/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 345 * At least that is what I think this does.
354 */ 346 */
355void 347void
356explosion (object *op) 348explosion (object *op)
357{ 349{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 374 {
383 object *tmp = op->clone (); 375 object *tmp = op->clone ();
384 376
385 tmp->state = 0; 377 tmp->state = 0;
386 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
387 tmp->range--; 379 tmp->range--;
388 tmp->value = 0; 380 tmp->value = 0;
389 381
390 m->insert (tmp, dx, dy, op); 382 m->insert (tmp, dx, dy, op);
391 } 383 }
392 } 384 }
393 } 385 }
394} 386}
395
396 387
397/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
399 * explode. 390 * explode.
400 */ 391 */
410 return; 401 return;
411 } 402 }
412 403
413 if (op->env) 404 if (op->env)
414 { 405 {
415 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 409 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 411 op->destroy ();
420 return; 412 return;
421 } 413 }
439 } 431 }
440 432
441 if (op->attacktype) 433 if (op->attacktype)
442 { 434 {
443 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
444 if (op->destroyed ()) 437 if (op->destroyed ())
445 return; 438 return;
446 } 439 }
447 440
448 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
488 481
489 /* Prevent recursion */ 482 /* Prevent recursion */
490 op->move_on = 0; 483 op->move_on = 0;
491 484
492 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
493 /* remove the firebullet */ 488 /* remove the firebullet */
494 op->destroy (); 489 op->destroy ();
495} 490}
496 491
497/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
519 514
520 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
522 return; 517 return;
523 518
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 520 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 522 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 526 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 528 {
533 op->destroy (); 529 op->destroy ();
605 } 601 }
606 else 602 else
607 check_bullet (op); 603 check_bullet (op);
608} 604}
609 605
610
611
612
613/* fire_bullet 606/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 610 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
619 * pointers. 612 * pointers.
620 */ 613 */
621
622int 614int
623fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 616{
625 object *tmp = NULL; 617 object *tmp = NULL;
626 int mflags; 618 int mflags;
627 619
628 if (!spob->other_arch) 620 if (!spob->other_arch)
629 return 0; 621 return 0;
630 622
631 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 624 if (!tmp)
633 return 0; 625 return 0;
634 626
635 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 630 if (spob->slaying)
639 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
640 632
650 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
651 643
652 tmp->set_owner (op); 644 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
654 646
655 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 649 tmp->map = op->map;
658 650
659 maptile *newmap; 651 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 675 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 676 check_bullet (tmp);
685 677
686 return 1; 678 return 1;
687} 679}
688
689
690
691 680
692/***************************************************************************** 681/*****************************************************************************
693 * 682 *
694 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
695 * 684 *
696 *****************************************************************************/ 685 *****************************************************************************/
697 686
698
699/* 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" */
700void 688void
701cone_drop (object *op) 689cone_drop (object *op)
702{ 690{
703 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 704
717void 705void
718move_cone (object *op) 706move_cone (object *op)
719{ 707{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 709 if (!op->map)
724 { 710 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 712 op->set_speed (0);
771 { 757 {
772 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
773 return; 759 return;
774 } 760 }
775 761
776 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
777 { 763 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 765
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 767 {
828 814
829 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 817 * insert it into is blocked.
832 */ 818 */
833 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
834 820
835 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
836 { 822 {
837 sint16 x, y, d; 823 sint16 x, y, d;
838 824
917 else 903 else
918 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
919 } 905 }
920 906
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 909
924 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 912
927 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
928 914
929 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 916 * a single space too many times.
942 * 928 *
943 * BOMB related code 929 * BOMB related code
944 * 930 *
945 ****************************************************************************/ 931 ****************************************************************************/
946 932
947
948/* This handles an exploding bomb. 933/* This handles an exploding bomb.
949 * op is the original bomb object. 934 * op is the original bomb object.
950 */ 935 */
951void 936void
952animate_bomb (object *op) 937animate_bomb (object *op)
953{ 938{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 940 return;
959 941
960 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
961 943
962 if (op->env) 944 if (op->env)
963 { 945 {
964 if (env->map == NULL) 946 if (env->map == NULL)
965 return; 947 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 948
970 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
971 return; 950 return;
972 } 951 }
973 952
984 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 964 * so just set up the appropriate values.
986 */ 965 */
987 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
988 { 967 {
989 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
990 { 969 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 971 continue;
993 972
994 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
995 tmp->direction = i; 974 tmp->direction = i;
996 tmp->range = op->range; 975 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 977 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1013} 992}
1014 993
1015int 994int
1016create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 996{
1018
1019 object *tmp; 997 object *tmp;
1020 int mflags; 998 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1000 maptile *m;
1023 1001
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1004 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1006 return 0;
1029 } 1007 }
1008
1030 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1031 1010
1032 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1034 * dir is the direction to look in.
1056 * range is how far out to look. 1035 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1059 */ 1038 */
1060
1061object * 1039object *
1062get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1063{ 1041{
1064 object *target; 1042 object *target;
1065 sint16 x, y; 1043 sint16 x, y;
1084 return NULL; 1062 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1064 return NULL;
1087 1065
1088 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1069 return target;
1095 }
1096 }
1097 }
1098 } 1070 }
1071
1099 return NULL; 1072 return NULL;
1100} 1073}
1101
1102 1074
1103/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1105 * usual params - 1077 * usual params -
1106 * op = player 1078 * op = player
1107 * caster = object casting the spell. 1079 * caster = object casting the spell.
1108 * dir = direction being cast 1080 * dir = direction being cast
1109 * spell = spell object 1081 * spell = spell object
1110 */ 1082 */
1111
1112int 1083int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1085{
1115 object *effect, *target; 1086 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1194 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1195 1166
1196 return 1; 1167 return 1;
1197} 1168}
1198 1169
1199
1200/**************************************************************************** 1170/****************************************************************************
1201 * 1171 *
1202 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1174 * code here is just to move the missile.
1206 1176
1207/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1208void 1178void
1209move_missile (object *op) 1179move_missile (object *op)
1210{ 1180{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1217 { 1182 {
1218 op->destroy (); 1183 op->destroy ();
1219 return; 1184 return;
1220 } 1185 }
1221 1186
1222 owner = op->owner; 1187 mapxy pos (op);
1223#if 0 1188 pos.move (op->direction);
1224 /* It'd make things nastier if this wasn't here - spells cast by 1189
1225 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1226 */
1227 if (owner == NULL)
1228 { 1191 {
1229 op->destroy (); 1192 op->destroy ();
1230 return; 1193 return;
1231 } 1194 }
1232#endif
1233 1195
1234 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1235 new_y = op->y + DIRY (op);
1236 1197
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1199 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1244 */ 1203 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1204 op->destroy ();
1256 return; 1205 return;
1257 } 1206 }
1258 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1261 { 1216 {
1262 op->direction = i; 1217 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1264 } 1219 }
1265 1220
1266 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1267} 1222}
1268 1223
1269/**************************************************************************** 1224/****************************************************************************
1270 * Destruction 1225 * Destruction
1271 ****************************************************************************/ 1226 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1278 */ 1233 */
1279
1280int 1234int
1281make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1282{ 1236{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1239 return 0;
1288 1240
1289 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1243 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1248
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1302 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1304 1253
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1254 return 1;
1311} 1255}
1312
1313
1314
1315 1256
1316int 1257int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1259{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1281 else if (caster->skill)
1341 op->skill = caster->skill; 1282 op->skill = caster->skill;
1342 else 1283 else
1343 op->skill = NULL; 1284 op->skill = NULL;
1344 1285
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1346 1287
1347 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1348 { 1289 {
1349 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1350 { 1291 {
1351 m = op->map; 1292 m = op->map;
1352 sx = op->x + i; 1293 sx = op->x + i;
1353 sy = op->y + j; 1294 sy = op->y + j;
1354 1295
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1313 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1315 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1376 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1320 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380 { 1322 {
1408 { 1350 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1352 return 0;
1411 } 1353 }
1412 1354
1355 tmp = tmp->head_ ();
1356
1413 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1415 { 1359 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1361 {
1418 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1419 { 1363 {
1425 return 0; 1369 return 0;
1426 } 1370 }
1427 } 1371 }
1428 } 1372 }
1429 1373
1430 if (force == NULL) 1374 if (!force)
1431 { 1375 {
1432 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1434 if (spell_ob->race) 1379 if (spell_ob->race)
1435 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1436 else 1381 else
1437 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1438 1383
1448 { 1393 {
1449 force->duration = duration; 1394 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1396 }
1452 else 1397 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1399
1456 return 1; 1400 return 1;
1457 } 1401 }
1402
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1404 force->speed = 1.f;
1460 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1462 1407
1463 if (god) 1408 if (god)
1464 { 1409 {
1465 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1585 at -= level / 5; 1530 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1587 continue; 1532 continue;
1588 } 1533 }
1589 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1603 if (head->level > level) 1548 if (head->level > level)
1604 continue; 1549 continue;
1550
1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1606 /* Failed, no effect */ 1552 /* Failed, no effect */
1607 continue; 1553 continue;
1608 } 1554 }
1609 1555
1611 1557
1612 /* aggravation */ 1558 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1560 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1562 remove_friendly_object (head);
1618
1619 done_one = 1; 1563 done_one = 1;
1620 head->enemy = op; 1564 head->enemy = op;
1621 } 1565 }
1622 1566
1623 /* calm monsters */ 1567 /* calm monsters */
1636 } 1580 }
1637 1581
1638 /* charm */ 1582 /* charm */
1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1640 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1645 head->set_owner (op); 1591 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1723 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1670 * the surround spaces.
1725 */ 1671 */
1726 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1727 { 1673 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1732 1676
1733 m = op->map; 1677 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1742 1686
1743 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1744 { 1688 {
1745 if (j) 1689 if (j)
1746 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1747 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1748
1749 } 1693 }
1750 1694
1751 /* insert the other arch */ 1695 /* insert the other arch */
1752 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1753 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1767 1711
1768 op->direction = i; 1712 op->direction = i;
1769 } 1713 }
1770} 1714}
1771 1715
1772
1773/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1774 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1775 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1776 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1777 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1778 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1779 */ 1722 */
1780
1781void 1723void
1782move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1783{ 1725{
1784#if 0 1726#if 0
1785 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1786 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1787 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1788 int adjustdir; 1730 int adjustdir;
1789 maptile *m; 1731 maptile *m;
1790#endif 1732#endif
1791 int basedir;
1792 object *owner; 1733 object *owner = op->env;
1793 1734
1794 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1795 if (op->duration == 0 || owner == NULL)
1796 { 1736 {
1797 op->destroy (); 1737 op->destroy ();
1798 return; 1738 return;
1799 } 1739 }
1800 1740
1801 op->duration--; 1741 op->duration--;
1802 1742
1803 basedir = op->direction; 1743 int basedir = op->direction;
1804 if (basedir == 0) 1744 if (!basedir)
1805 {
1806 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1808 }
1809 1747
1810#if 0 1748#if 0
1811 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space. 1752 // space.
1815 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1816 // (schmorp) 1754 // (schmorp)
1817 1755
1818 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1819 * more uniform 1757 * more uniform
1820 */ 1758 */
1873 { 1811 {
1874 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1875 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1876 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1877 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1879 } 1817 }
1880} 1818}
1881
1882
1883
1884 1819
1885/* fire_swarm: 1820/* fire_swarm:
1886 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1887 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1888 * the parts of the swarm. 1823 * the parts of the swarm.
1891 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1892 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1893 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1894 * n: the number to be fired. 1829 * n: the number to be fired.
1895 */ 1830 */
1896
1897int 1831int
1898fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1899{ 1833{
1900 object *tmp;
1901 int i;
1902
1903 if (!spell->other_arch) 1834 if (!spell->other_arch)
1904 return 0; 1835 return 0;
1905 1836
1906 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1908 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1909
1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1911 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1912
1913 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1914 1842
1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1917 return 1; 1845 return 1;
1918 1846
1919 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1920 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922 1850
1923 tmp->direction = dir; 1851 tmp->direction = dir;
1924 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1925 1855
1926 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1927 return 1; 1858 return 1;
1928} 1859}
1929
1930 1860
1931/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1932 * function. 1862 * function.
1933 */ 1863 */
1934int 1864int
1965 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 { 1896 {
1967 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1968 if (target->head) 1898 if (target->head)
1969 target = target->head; 1899 target = target->head;
1900
1970 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1971 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1972 } 1903 }
1973 } 1904 }
1974 1905
1975 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1995 } 1926 }
1996 1927
1997 m->insert (tmp, x, y, op); 1928 m->insert (tmp, x, y, op);
1998 return 1; 1929 return 1;
1999} 1930}
2000
2001
2002
2003 1931
2004/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1933 * player and infects someone.
2006 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
2007 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
2008 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2009 */ 1937 */
2010
2011int 1938int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1940{
2014 sint16 x, y; 1941 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2022 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2023 * direction the player is pointing. 1950 * direction the player is pointing.
2024 */ 1951 */
2025 if (!dir) 1952 if (!dir)
2026 dir = op->facing; 1953 dir = op->facing;
1954
2027 if (!dir) 1955 if (!dir)
2028 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2029 1957
2030 /* Calculate these once here */ 1958 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2065 /* do level adjustments */ 1993 /* do level adjustments */
2066 if (disease->stats.wc) 1994 if (disease->stats.wc)
2067 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2068 1996
2069 if (disease->magic > 0) 1997 if (disease->magic > 0)
2070 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2071 1999
2072 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2074 2002
2075 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2110 if (disease->stats.sp) 2038 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2112 2040
2113 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2114 { 2042 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2118 2044
2119 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2047 return 1;
2122 } 2048 }
2123 2049
2124 disease->destroy (); 2050 disease->destroy ();
2125 } 2051 }

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