… | |
… | |
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 | |
|
|
42 | void |
41 | void |
43 | check_spell_knockback (object *op) |
42 | check_spell_knockback (object *op) |
44 | { |
43 | { |
45 | object *tmp, *tmp2; /* object on the map */ |
|
|
46 | int weight_move; |
44 | int weight_move; |
47 | 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 */ |
48 | |
46 | |
49 | if (!op->weight) |
47 | if (!op->weight) |
50 | { /*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 */ |
… | |
… | |
55 | { |
53 | { |
56 | weight_move = op->weight + (op->weight * op->level) / 3; |
54 | weight_move = op->weight + (op->weight * op->level) / 3; |
57 | /*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); */ |
58 | } |
56 | } |
59 | |
57 | |
60 | 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) |
61 | { |
59 | { |
62 | int num_sections = 1; |
60 | int num_sections = 1; |
63 | |
61 | |
64 | /* don't move DM */ |
62 | /* don't move DM */ |
65 | if (QUERY_FLAG (tmp, FLAG_WIZ)) |
63 | if (QUERY_FLAG (tmp, FLAG_WIZ)) |
… | |
… | |
72 | /* don't move floors or immobile objects */ |
70 | /* don't move floors or immobile objects */ |
73 | 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))) |
74 | continue; |
72 | continue; |
75 | |
73 | |
76 | /* count the object's sections */ |
74 | /* count the object's sections */ |
77 | for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) |
75 | for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
78 | num_sections++; |
76 | num_sections++; |
79 | |
77 | |
80 | /* 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 |
81 | * 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 |
82 | * 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. |
… | |
… | |
106 | * |
104 | * |
107 | * BOLT CODE |
105 | * BOLT CODE |
108 | * |
106 | * |
109 | ***************************************************************************/ |
107 | ***************************************************************************/ |
110 | |
108 | |
111 | /* Causes op to fork. op is the original bolt, tmp |
109 | /* Causes op to fork. op is the original bolt, tmp |
112 | * is the first piece of the fork. |
110 | * is the first piece of the fork. |
113 | */ |
111 | */ |
114 | |
|
|
115 | void |
112 | void |
116 | forklightning (object *op, object *tmp) |
113 | forklightning (object *op, object *tmp) |
117 | { |
114 | { |
118 | 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 */ |
119 | int t_dir; /* stores temporary dir calculation */ |
116 | int t_dir; /* stores temporary dir calculation */ |
… | |
… | |
158 | } |
155 | } |
159 | |
156 | |
160 | /* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
157 | /* move_bolt: moves bolt 'op'. Basically, it just advances a space, |
161 | * and checks for various things that may stop it. |
158 | * and checks for various things that may stop it. |
162 | */ |
159 | */ |
163 | |
|
|
164 | void |
160 | void |
165 | move_bolt (object *op) |
161 | move_bolt (object *op) |
166 | { |
162 | { |
167 | int mflags; |
163 | int mflags; |
168 | sint16 x, y; |
164 | sint16 x, y; |
… | |
… | |
251 | tmp->duration++; |
247 | tmp->duration++; |
252 | |
248 | |
253 | /* New forking code. Possibly create forks of this object |
249 | /* New forking code. Possibly create forks of this object |
254 | * going off in other directions. |
250 | * going off in other directions. |
255 | */ |
251 | */ |
256 | if (rndm (0, 99) < tmp->stats.Dex) |
252 | if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) |
257 | { /* stats.Dex % of forking */ |
253 | forklightning (op, tmp); /* stats.Dex % of forking */ |
258 | forklightning (op, tmp); |
|
|
259 | } |
|
|
260 | |
254 | |
261 | /* 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 |
262 | * doesn't create any bolts that continue to move onward. |
256 | * doesn't create any bolts that continue to move onward. |
263 | */ |
257 | */ |
264 | op->range = 0; |
258 | op->range = 0; |
… | |
… | |
288 | return 0; |
282 | return 0; |
289 | |
283 | |
290 | /* peterm: level dependency for bolts */ |
284 | /* peterm: level dependency for bolts */ |
291 | 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); |
292 | tmp->attacktype = spob->attacktype; |
286 | tmp->attacktype = spob->attacktype; |
|
|
287 | |
293 | if (spob->slaying) |
288 | if (spob->slaying) |
294 | tmp->slaying = spob->slaying; |
289 | tmp->slaying = spob->slaying; |
|
|
290 | |
295 | tmp->range = spob->range + SP_level_range_adjust (caster, spob); |
291 | tmp->range = spob->range + SP_level_range_adjust (caster, spob); |
296 | tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); |
292 | tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); |
297 | tmp->stats.Dex = spob->stats.Dex; |
293 | tmp->stats.Dex = spob->stats.Dex; |
298 | tmp->stats.Con = spob->stats.Con; |
294 | tmp->stats.Con = spob->stats.Con; |
299 | |
295 | |
… | |
… | |
435 | } |
431 | } |
436 | |
432 | |
437 | if (op->attacktype) |
433 | if (op->attacktype) |
438 | { |
434 | { |
439 | hit_map (op, 0, op->attacktype, 1); |
435 | hit_map (op, 0, op->attacktype, 1); |
|
|
436 | |
440 | if (op->destroyed ()) |
437 | if (op->destroyed ()) |
441 | return; |
438 | return; |
442 | } |
439 | } |
443 | |
440 | |
444 | /* other_arch contains what this explodes into */ |
441 | /* other_arch contains what this explodes into */ |
… | |
… | |
522 | for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
519 | for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
523 | { |
520 | { |
524 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
521 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
525 | { |
522 | { |
526 | dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
523 | dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); |
|
|
524 | |
527 | if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) |
525 | if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) |
528 | { |
526 | { |
529 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
527 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
530 | { |
528 | { |
531 | op->destroy (); |
529 | op->destroy (); |
… | |
… | |
705 | /* 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 */ |
706 | |
704 | |
707 | void |
705 | void |
708 | move_cone (object *op) |
706 | move_cone (object *op) |
709 | { |
707 | { |
710 | int i; |
|
|
711 | |
|
|
712 | /* 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 */ |
713 | if (!op->map) |
709 | if (!op->map) |
714 | { |
710 | { |
715 | 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"); |
716 | op->set_speed (0); |
712 | op->set_speed (0); |
… | |
… | |
761 | { |
757 | { |
762 | op->range = 0; /* just so it doesn't wrap */ |
758 | op->range = 0; /* just so it doesn't wrap */ |
763 | return; |
759 | return; |
764 | } |
760 | } |
765 | |
761 | |
766 | for (i = -1; i < 2; i++) |
762 | for (int i = -1; i <= 1; i++) |
767 | { |
763 | { |
768 | 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)]; |
769 | |
765 | |
770 | 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)) |
771 | { |
767 | { |
… | |
… | |
1180 | |
1176 | |
1181 | /* op is a missile that needs to be moved */ |
1177 | /* op is a missile that needs to be moved */ |
1182 | void |
1178 | void |
1183 | move_missile (object *op) |
1179 | move_missile (object *op) |
1184 | { |
1180 | { |
1185 | int i, mflags; |
|
|
1186 | object *owner; |
|
|
1187 | sint16 new_x, new_y; |
|
|
1188 | maptile *m; |
|
|
1189 | |
|
|
1190 | if (op->range-- <= 0) |
1181 | if (op->range-- <= 0) |
1191 | { |
1182 | { |
1192 | op->destroy (); |
1183 | op->destroy (); |
1193 | return; |
1184 | return; |
1194 | } |
1185 | } |
1195 | |
1186 | |
1196 | owner = op->owner; |
1187 | mapxy pos (op); |
1197 | #if 0 |
1188 | pos.move (op->direction); |
1198 | /* It'd make things nastier if this wasn't here - spells cast by |
1189 | |
1199 | * monster that are then killed would continue to survive |
1190 | if (!pos.normalise ()) |
1200 | */ |
|
|
1201 | if (owner == NULL) |
|
|
1202 | { |
1191 | { |
1203 | op->destroy (); |
1192 | op->destroy (); |
1204 | return; |
1193 | return; |
1205 | } |
1194 | } |
1206 | #endif |
|
|
1207 | |
1195 | |
1208 | new_x = op->x + DIRX (op); |
1196 | mapspace &ms = pos.ms (); |
1209 | new_y = op->y + DIRY (op); |
|
|
1210 | |
1197 | |
1211 | 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)) |
1212 | |
|
|
1213 | if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) |
|
|
1214 | { |
1199 | { |
1215 | hit_map (op, op->direction, AT_MAGIC, 1); |
1200 | hit_map (op, op->direction, AT_MAGIC, 1); |
1216 | /* Basically, missile only hits one thing then goes away. |
1201 | /* Basically, missile only hits one thing then goes away. |
1217 | * 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. |
1218 | */ |
1203 | */ |
1219 | if (!op->destroyed ()) |
|
|
1220 | op->destroy (); |
|
|
1221 | |
|
|
1222 | return; |
|
|
1223 | } |
|
|
1224 | |
|
|
1225 | op->remove (); |
|
|
1226 | |
|
|
1227 | if (!op->direction || (mflags & P_OUT_OF_MAP)) |
|
|
1228 | { |
|
|
1229 | op->destroy (); |
1204 | op->destroy (); |
1230 | return; |
1205 | return; |
1231 | } |
1206 | } |
1232 | |
1207 | |
|
|
1208 | if (!op->direction) |
|
|
1209 | { |
|
|
1210 | op->destroy (); |
|
|
1211 | return; |
|
|
1212 | } |
|
|
1213 | |
1233 | 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); |
1234 | if (i > 0 && i != op->direction) |
1215 | if (i > 0 && i != op->direction) |
1235 | { |
1216 | { |
1236 | op->direction = i; |
1217 | op->direction = i; |
1237 | SET_ANIMATION (op, op->direction); |
1218 | SET_ANIMATION (op, op->direction); |
1238 | } |
1219 | } |
1239 | |
1220 | |
1240 | m->insert (op, new_x, new_y, op); |
1221 | pos.insert (op, op); |
1241 | } |
1222 | } |
1242 | |
1223 | |
1243 | /**************************************************************************** |
1224 | /**************************************************************************** |
1244 | * Destruction |
1225 | * Destruction |
1245 | ****************************************************************************/ |
1226 | ****************************************************************************/ |
… | |
… | |
1302 | else |
1283 | else |
1303 | op->skill = NULL; |
1284 | op->skill = NULL; |
1304 | |
1285 | |
1305 | op->change_skill (find_skill_by_name (op, op->skill)); |
1286 | op->change_skill (find_skill_by_name (op, op->skill)); |
1306 | |
1287 | |
1307 | for (i = -range; i < range; i++) |
1288 | for (i = -range; i <= range; i++) |
1308 | { |
1289 | { |
1309 | for (j = -range; j < range; j++) |
1290 | for (j = -range; j <= range; j++) |
1310 | { |
1291 | { |
1311 | m = op->map; |
1292 | m = op->map; |
1312 | sx = op->x + i; |
1293 | sx = op->x + i; |
1313 | sy = op->y + j; |
1294 | sy = op->y + j; |
1314 | |
1295 | |
… | |
… | |
1331 | (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) |
1312 | (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) |
1332 | { |
1313 | { |
1333 | if (spell_ob->subtype == SP_DESTRUCTION) |
1314 | if (spell_ob->subtype == SP_DESTRUCTION) |
1334 | { |
1315 | { |
1335 | hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1316 | hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
|
|
1317 | |
1336 | if (spell_ob->other_arch) |
1318 | if (spell_ob->other_arch) |
1337 | 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); |
1338 | } |
1320 | } |
1339 | 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) |
1340 | { |
1322 | { |
… | |
… | |
1704 | |
1686 | |
1705 | 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))) |
1706 | { |
1688 | { |
1707 | if (j) |
1689 | if (j) |
1708 | op->stats.dam = dam_save / 2; |
1690 | op->stats.dam = dam_save / 2; |
|
|
1691 | |
1709 | hit_map (op, j, op->attacktype, 1); |
1692 | hit_map (op, j, op->attacktype, 1); |
1710 | |
|
|
1711 | } |
1693 | } |
1712 | |
1694 | |
1713 | /* insert the other arch */ |
1695 | /* insert the other arch */ |
1714 | 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)))) |
1715 | m->insert (arch_to_object (op->other_arch), hx, hy, op); |
1697 | m->insert (arch_to_object (op->other_arch), hx, hy, op); |
… | |
… | |
1759 | op->duration--; |
1741 | op->duration--; |
1760 | |
1742 | |
1761 | int basedir = op->direction; |
1743 | int basedir = op->direction; |
1762 | if (!basedir) |
1744 | if (!basedir) |
1763 | /* spray in all directions! 8) */ |
1745 | /* spray in all directions! 8) */ |
1764 | basedir = 1 + (op->facing += op->state) % 8; |
1746 | basedir = (op->facing += op->state) % 8 + 1; |
1765 | |
1747 | |
1766 | #if 0 |
1748 | #if 0 |
1767 | // this is bogus: it causes wrong places to be checked below |
1749 | // this is bogus: it causes wrong places to be checked below |
1768 | // (a wall 2 cells away will block the effect...) and |
1750 | // (a wall 2 cells away will block the effect...) and |
1769 | // 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 |
… | |
… | |
1829 | { |
1811 | { |
1830 | /* 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 */ |
1831 | if (op->spell->subtype == SP_BULLET) |
1813 | if (op->spell->subtype == SP_BULLET) |
1832 | fire_bullet (owner, op, basedir, op->spell); |
1814 | fire_bullet (owner, op, basedir, op->spell); |
1833 | else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1815 | else if (op->spell->subtype == SP_MAGIC_MISSILE) |
1834 | 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); |
1835 | } |
1817 | } |
1836 | } |
1818 | } |
1837 | |
1819 | |
1838 | /* fire_swarm: |
1820 | /* fire_swarm: |
1839 | * The following routine creates a swarm of objects. It actually |
1821 | * The following routine creates a swarm of objects. It actually |
… | |
… | |
1866 | for (int i = 0; i < spell->duration; i++) |
1848 | for (int i = 0; i < spell->duration; i++) |
1867 | tmp->duration += die_roll (1, 3, op, PREFER_HIGH); |
1849 | tmp->duration += die_roll (1, 3, op, PREFER_HIGH); |
1868 | |
1850 | |
1869 | tmp->direction = dir; |
1851 | tmp->direction = dir; |
1870 | tmp->invisible = 1; |
1852 | tmp->invisible = 1; |
1871 | tmp->facing = rndm (8); // initial firing direction |
1853 | tmp->facing = rndm (1, 8); // initial firing direction |
1872 | tmp->state = rndm (4) * 2 + 1; // direction increment |
1854 | tmp->state = rndm (4) * 2 + 1; // direction increment |
1873 | |
1855 | |
1874 | op->insert (tmp); |
1856 | op->insert (tmp); |
1875 | |
1857 | |
1876 | return 1; |
1858 | return 1; |
… | |
… | |
1913 | if (QUERY_FLAG (target, FLAG_MONSTER)) |
1895 | if (QUERY_FLAG (target, FLAG_MONSTER)) |
1914 | { |
1896 | { |
1915 | /* oky doky. got a target monster. Lets make a blinding attack */ |
1897 | /* oky doky. got a target monster. Lets make a blinding attack */ |
1916 | if (target->head) |
1898 | if (target->head) |
1917 | target = target->head; |
1899 | target = target->head; |
|
|
1900 | |
1918 | (void) hit_player (target, dam, op, spell->attacktype, 1); |
1901 | hit_player (target, dam, op, spell->attacktype, 1); |
1919 | return 1; /* one success only! */ |
1902 | return 1; /* one success only! */ |
1920 | } |
1903 | } |
1921 | } |
1904 | } |
1922 | |
1905 | |
1923 | /* no live target, perhaps a wall is in the way? */ |
1906 | /* no live target, perhaps a wall is in the way? */ |