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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 1.58 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 (©) 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 */
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
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (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 */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
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
164void 160void
165move_bolt (object *op) 161move_bolt (object *op)
166{ 162{
167 object *tmp;
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
170 maptile *m; 165 maptile *m;
171 166
172 if (--op->duration < 0) 167 if (--op->duration < 0)
245 else 240 else
246 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 242 object *tmp = op->clone ();
248 243
249 m->insert (tmp, x, y, op); 244 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 247 tmp->duration++;
253 248
254 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 250 * going off in other directions.
256 */ 251 */
257 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 254
262 /* 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
263 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
264 */ 257 */
265 op->range = 0; 258 op->range = 0;
289 return 0; 282 return 0;
290 283
291 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
294 if (spob->slaying) 288 if (spob->slaying)
295 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
300 295
336 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 332 move_bolt (tmp);
338 333
339 return 1; 334 return 1;
340} 335}
341
342
343 336
344/*************************************************************************** 337/***************************************************************************
345 * 338 *
346 * BULLET/BALL CODE 339 * BULLET/BALL CODE
347 * 340 *
348 ***************************************************************************/ 341 ***************************************************************************/
349 342
350/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 345 * At least that is what I think this does.
353 */ 346 */
354void 347void
355explosion (object *op) 348explosion (object *op)
356{ 349{
380 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))
381 { 374 {
382 object *tmp = op->clone (); 375 object *tmp = op->clone ();
383 376
384 tmp->state = 0; 377 tmp->state = 0;
385 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
386 tmp->range--; 379 tmp->range--;
387 tmp->value = 0; 380 tmp->value = 0;
388 381
389 m->insert (tmp, dx, dy, op); 382 m->insert (tmp, dx, dy, op);
390 } 383 }
391 } 384 }
392 } 385 }
393} 386}
394
395 387
396/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
398 * explode. 390 * explode.
399 */ 391 */
409 return; 401 return;
410 } 402 }
411 403
412 if (op->env) 404 if (op->env)
413 { 405 {
414 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
415 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))
416 { 409 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 411 op->destroy ();
419 return; 412 return;
420 } 413 }
438 } 431 }
439 432
440 if (op->attacktype) 433 if (op->attacktype)
441 { 434 {
442 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
443 if (op->destroyed ()) 437 if (op->destroyed ())
444 return; 438 return;
445 } 439 }
446 440
447 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
487 481
488 /* Prevent recursion */ 482 /* Prevent recursion */
489 op->move_on = 0; 483 op->move_on = 0;
490 484
491 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
492 /* remove the firebullet */ 488 /* remove the firebullet */
493 op->destroy (); 489 op->destroy ();
494} 490}
495 491
496/* 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
518 514
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
521 return; 517 return;
522 518
523 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)
524 { 520 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 522 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 526 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 528 {
532 op->destroy (); 529 op->destroy ();
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 *****************************************************************************/
696 686
697
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{
702 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 704
716void 705void
717move_cone (object *op) 706move_cone (object *op)
718{ 707{
719 int i;
720
721 /* 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 */
722 if (!op->map) 709 if (!op->map)
723 { 710 {
724 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");
725 op->set_speed (0); 712 op->set_speed (0);
770 { 757 {
771 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
772 return; 759 return;
773 } 760 }
774 761
775 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
776 { 763 {
777 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)];
778 765
779 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))
780 { 767 {
827 814
828 /* 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
829 * 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
830 * insert it into is blocked. 817 * insert it into is blocked.
831 */ 818 */
832 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
833 820
834 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
835 { 822 {
836 sint16 x, y, d; 823 sint16 x, y, d;
837 824
916 else 903 else
917 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
918 } 905 }
919 906
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 909
923 if (!tmp->move_on && tmp->stats.dam) 910 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); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 912
926 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
927 914
928 /* 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
929 * a single space too many times. 916 * a single space too many times.
941 * 928 *
942 * BOMB related code 929 * BOMB related code
943 * 930 *
944 ****************************************************************************/ 931 ****************************************************************************/
945 932
946
947/* This handles an exploding bomb. 933/* This handles an exploding bomb.
948 * op is the original bomb object. 934 * op is the original bomb object.
949 */ 935 */
950void 936void
951animate_bomb (object *op) 937animate_bomb (object *op)
952{ 938{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 940 return;
958 941
959 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
960 943
961 if (op->env) 944 if (op->env)
962 { 945 {
963 if (env->map == NULL) 946 if (env->map == NULL)
964 return; 947 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 948
969 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
970 return; 950 return;
971 } 951 }
972 952
983 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 964 * so just set up the appropriate values.
985 */ 965 */
986 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
987 { 967 {
988 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
989 { 969 {
990 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]))
991 continue; 971 continue;
992 972
993 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
994 tmp->direction = i; 974 tmp->direction = i;
995 tmp->range = op->range; 975 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 977 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1012} 992}
1013 993
1014int 994int
1015create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 996{
1017
1018 object *tmp; 997 object *tmp;
1019 int mflags; 998 int mflags;
1020 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];
1021 maptile *m; 1000 maptile *m;
1022 1001
1024 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))
1025 { 1004 {
1026 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.");
1027 return 0; 1006 return 0;
1028 } 1007 }
1008
1029 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1030 1010
1031 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1034 * dir is the direction to look in.
1055 * range is how far out to look. 1035 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1058 */ 1038 */
1059
1060object * 1039object *
1061get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1062{ 1041{
1063 object *target; 1042 object *target;
1064 sint16 x, y; 1043 sint16 x, y;
1083 return NULL; 1062 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1064 return NULL;
1086 1065
1087 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1069 return target;
1094 }
1095 }
1096 }
1097 } 1070 }
1071
1098 return NULL; 1072 return NULL;
1099} 1073}
1100
1101 1074
1102/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1104 * usual params - 1077 * usual params -
1105 * op = player 1078 * op = player
1106 * caster = object casting the spell. 1079 * caster = object casting the spell.
1107 * dir = direction being cast 1080 * dir = direction being cast
1108 * spell = spell object 1081 * spell = spell object
1109 */ 1082 */
1110
1111int 1083int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1085{
1114 object *effect, *target; 1086 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1194 1166
1195 return 1; 1167 return 1;
1196} 1168}
1197 1169
1198
1199/**************************************************************************** 1170/****************************************************************************
1200 * 1171 *
1201 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1174 * code here is just to move the missile.
1205 1176
1206/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1207void 1178void
1208move_missile (object *op) 1179move_missile (object *op)
1209{ 1180{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1216 { 1182 {
1217 op->destroy (); 1183 op->destroy ();
1218 return; 1184 return;
1219 } 1185 }
1220 1186
1221 owner = op->owner; 1187 mapxy pos (op);
1222#if 0 1188 pos.move (op->direction);
1223 /* It'd make things nastier if this wasn't here - spells cast by 1189
1224 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1225 */
1226 if (owner == NULL)
1227 { 1191 {
1228 op->destroy (); 1192 op->destroy ();
1229 return; 1193 return;
1230 } 1194 }
1231#endif
1232 1195
1233 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1234 new_y = op->y + DIRY (op);
1235 1197
1236 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))
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1199 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1203 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1204 op->destroy ();
1255 return; 1205 return;
1256 } 1206 }
1257 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1258 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);
1259 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1260 { 1216 {
1261 op->direction = i; 1217 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1263 } 1219 }
1264 1220
1265 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1266} 1222}
1267 1223
1268/**************************************************************************** 1224/****************************************************************************
1269 * Destruction 1225 * Destruction
1270 ****************************************************************************/ 1226 ****************************************************************************/
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1277 */ 1233 */
1278
1279int 1234int
1280make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1281{ 1236{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1239 return 0;
1287 1240
1288 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1243 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1248
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); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1301 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1303 1253
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; 1254 return 1;
1310} 1255}
1311
1312
1313
1314 1256
1315int 1257int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1259{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1281 else if (caster->skill)
1340 op->skill = caster->skill; 1282 op->skill = caster->skill;
1341 else 1283 else
1342 op->skill = NULL; 1284 op->skill = NULL;
1343 1285
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1345 1287
1346 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1347 { 1289 {
1348 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1349 { 1291 {
1350 m = op->map; 1292 m = op->map;
1351 sx = op->x + i; 1293 sx = op->x + i;
1352 sy = op->y + j; 1294 sy = op->y + j;
1353 1295
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1313 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1315 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1375 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1376 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);
1377 } 1320 }
1378 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)
1379 { 1322 {
1407 { 1350 {
1408 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.");
1409 return 0; 1352 return 0;
1410 } 1353 }
1411 1354
1355 tmp = tmp->head_ ();
1356
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1414 { 1359 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1361 {
1417 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1418 { 1363 {
1424 return 0; 1369 return 0;
1425 } 1370 }
1426 } 1371 }
1427 } 1372 }
1428 1373
1429 if (force == NULL) 1374 if (!force)
1430 { 1375 {
1431 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1433 if (spell_ob->race) 1379 if (spell_ob->race)
1434 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1435 else 1381 else
1436 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1437 1383
1447 { 1393 {
1448 force->duration = duration; 1394 force->duration = duration;
1449 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.");
1450 } 1396 }
1451 else 1397 else
1452 {
1453 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.");
1454 } 1399
1455 return 1; 1400 return 1;
1456 } 1401 }
1402
1457 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;
1458 force->speed = 1.0; 1404 force->speed = 1.f;
1459 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1461 1407
1462 if (god) 1408 if (god)
1463 { 1409 {
1464 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1428 tmp->update_stats ();
1483 return 1; 1429 return 1;
1484 1430
1485} 1431}
1486
1487 1432
1488/********************************************************************** 1433/**********************************************************************
1489 * mood change 1434 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1435 * 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 1436 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1467 race = god->race;
1523 else 1468 else
1524 race = spell->race; 1469 race = spell->race;
1525 1470
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1473 {
1530
1531 done_one = 0; 1474 done_one = 0;
1532 m = op->map; 1475 m = op->map;
1533 nx = x; 1476 nx = x;
1534 ny = y; 1477 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1481
1539 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1541 continue; 1484 continue;
1542 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1493 break;
1546 1494
1547 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1503 head = tmp;
1556 1504
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1559 continue; 1507 continue;
1508
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1510 continue;
1562 1511
1563 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1513 best_at = -1;
1581 at -= level / 5; 1530 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1583 continue; 1532 continue;
1584 } 1533 }
1585 else /* spell->attacktype */ 1534 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 { 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 */
1599 if (head->level > level) 1548 if (head->level > level)
1600 continue; 1549 continue;
1550
1601 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))))
1602 /* Failed, no effect */ 1552 /* Failed, no effect */
1603 continue; 1553 continue;
1604 } 1554 }
1605 1555
1606 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1607 1557
1608 /* aggravation */ 1558 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1560 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1562 remove_friendly_object (head);
1614
1615 done_one = 1; 1563 done_one = 1;
1616 head->enemy = op; 1564 head->enemy = op;
1617 } 1565 }
1618 1566
1619 /* calm monsters */ 1567 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1577 {
1630 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1579 done_one = 1;
1632 } 1580 }
1581
1633 /* charm */ 1582 /* charm */
1634 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))
1635 { 1584 {
1636 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1638 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.
1639 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. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1591 head->set_owner (op);
1642 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1719 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1670 * the surround spaces.
1721 */ 1671 */
1722 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1723 { 1673 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1728 1676
1729 m = op->map; 1677 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1738 1686
1739 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)))
1740 { 1688 {
1741 if (j) 1689 if (j)
1742 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1743 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1744
1745 } 1693 }
1746 1694
1747 /* insert the other arch */ 1695 /* insert the other arch */
1748 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))))
1749 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1763 1711
1764 op->direction = i; 1712 op->direction = i;
1765 } 1713 }
1766} 1714}
1767 1715
1768
1769/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1770 * 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
1771 * 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
1772 * 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
1773 * 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
1774 * 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.
1775 */ 1722 */
1776
1777void 1723void
1778move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1779{ 1725{
1780#if 0 1726#if 0
1781 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 };
1782 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 };
1783 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1784 int adjustdir; 1730 int adjustdir;
1785 maptile *m; 1731 maptile *m;
1786#endif 1732#endif
1787 int basedir;
1788 object *owner; 1733 object *owner = op->env;
1789 1734
1790 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1791 if (op->duration == 0 || owner == NULL)
1792 { 1736 {
1793 op->destroy (); 1737 op->destroy ();
1794 return; 1738 return;
1795 } 1739 }
1796 1740
1797 op->duration--; 1741 op->duration--;
1798 1742
1799 basedir = op->direction; 1743 int basedir = op->direction;
1800 if (basedir == 0) 1744 if (!basedir)
1801 {
1802 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1804 }
1805 1747
1806#if 0 1748#if 0
1807 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1809 // 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
1810 // space. 1752 // space.
1811 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1812 // (schmorp) 1754 // (schmorp)
1813 1755
1814 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1815 * more uniform 1757 * more uniform
1816 */ 1758 */
1869 { 1811 {
1870 /* 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 */
1871 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1872 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1873 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1874 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);
1875 } 1817 }
1876} 1818}
1877
1878
1879
1880 1819
1881/* fire_swarm: 1820/* fire_swarm:
1882 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1883 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1884 * the parts of the swarm. 1823 * the parts of the swarm.
1887 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1888 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1889 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1890 * n: the number to be fired. 1829 * n: the number to be fired.
1891 */ 1830 */
1892
1893int 1831int
1894fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1895{ 1833{
1896 object *tmp;
1897 int i;
1898
1899 if (!spell->other_arch) 1834 if (!spell->other_arch)
1900 return 0; 1835 return 0;
1901 1836
1902 tmp = get_archetype (SWARM_SPELL); 1837 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); 1838 set_spell_skill (op, caster, spell, tmp);
1905
1906 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. */
1907 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1908
1909 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1910 1842
1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1912 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1913 return 1; 1845 return 1;
1914 1846
1915 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1916 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1918 1850
1919 tmp->direction = dir; 1851 tmp->direction = dir;
1920 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
1921 1855
1922 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1923 return 1; 1858 return 1;
1924} 1859}
1925
1926 1860
1927/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1928 * function. 1862 * function.
1929 */ 1863 */
1930int 1864int
1961 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 { 1896 {
1963 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1964 if (target->head) 1898 if (target->head)
1965 target = target->head; 1899 target = target->head;
1900
1966 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1967 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1968 } 1903 }
1969 } 1904 }
1970 1905
1971 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1991 } 1926 }
1992 1927
1993 m->insert (tmp, x, y, op); 1928 m->insert (tmp, x, y, op);
1994 return 1; 1929 return 1;
1995} 1930}
1996
1997
1998
1999 1931
2000/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1933 * player and infects someone.
2002 * 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
2003 * 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
2004 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2005 */ 1937 */
2006
2007int 1938int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1940{
2010 sint16 x, y; 1941 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2018 /* 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
2019 * direction the player is pointing. 1950 * direction the player is pointing.
2020 */ 1951 */
2021 if (!dir) 1952 if (!dir)
2022 dir = op->facing; 1953 dir = op->facing;
1954
2023 if (!dir) 1955 if (!dir)
2024 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 */
2025 1957
2026 /* Calculate these once here */ 1958 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2061 /* do level adjustments */ 1993 /* do level adjustments */
2062 if (disease->stats.wc) 1994 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2064 1996
2065 if (disease->magic > 0) 1997 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2067 1999
2068 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2070 2002
2071 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2038 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2108 2040
2109 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2110 { 2042 {
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); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2044
2115 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2047 return 1;
2118 } 2048 }
2119 2049
2120 disease->destroy (); 2050 disease->destroy ();
2121 } 2051 }

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