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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.46 by root, Wed Aug 1 00:52:38 2007 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
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 */
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 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
405 return; 401 return;
406 } 402 }
407 403
408 if (op->env) 404 if (op->env)
409 { 405 {
410 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
411 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))
412 { 409 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 411 op->destroy ();
415 return; 412 return;
416 } 413 }
434 } 431 }
435 432
436 if (op->attacktype) 433 if (op->attacktype)
437 { 434 {
438 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
439 if (op->destroyed ()) 437 if (op->destroyed ())
440 return; 438 return;
441 } 439 }
442 440
443 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 520 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 522 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 526 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 528 {
530 op->destroy (); 529 op->destroy ();
619 int mflags; 618 int mflags;
620 619
621 if (!spob->other_arch) 620 if (!spob->other_arch)
622 return 0; 621 return 0;
623 622
624 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 624 if (!tmp)
626 return 0; 625 return 0;
627 626
628 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 630 if (spob->slaying)
632 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
633 632
643 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
644 643
645 tmp->set_owner (op); 644 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
647 646
648 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 649 tmp->map = op->map;
651 650
652 maptile *newmap; 651 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
704/* 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 */
705 704
706void 705void
707move_cone (object *op) 706move_cone (object *op)
708{ 707{
709 int i;
710
711 /* 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 */
712 if (!op->map) 709 if (!op->map)
713 { 710 {
714 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");
715 op->set_speed (0); 712 op->set_speed (0);
760 { 757 {
761 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
762 return; 759 return;
763 } 760 }
764 761
765 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
766 { 763 {
767 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)];
768 765
769 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))
770 { 767 {
937 * op is the original bomb object. 934 * op is the original bomb object.
938 */ 935 */
939void 936void
940animate_bomb (object *op) 937animate_bomb (object *op)
941{ 938{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 940 return;
947 941
948 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
949 943
950 if (op->env) 944 if (op->env)
951 { 945 {
952 if (env->map == NULL) 946 if (env->map == NULL)
953 return; 947 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 948
958 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
959 return; 950 return;
960 } 951 }
961 952
972 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 964 * so just set up the appropriate values.
974 */ 965 */
975 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
976 { 967 {
977 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
978 { 969 {
979 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]))
980 continue; 971 continue;
981 972
982 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
983 tmp->direction = i; 974 tmp->direction = i;
984 tmp->range = op->range; 975 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 977 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1001} 992}
1002 993
1003int 994int
1004create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 996{
1006
1007 object *tmp; 997 object *tmp;
1008 int mflags; 998 int mflags;
1009 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];
1010 maptile *m; 1000 maptile *m;
1011 1001
1013 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))
1014 { 1004 {
1015 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.");
1016 return 0; 1006 return 0;
1017 } 1007 }
1008
1018 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1019 1010
1020 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1185 1176
1186/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1187void 1178void
1188move_missile (object *op) 1179move_missile (object *op)
1189{ 1180{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1196 { 1182 {
1197 op->destroy (); 1183 op->destroy ();
1198 return; 1184 return;
1199 } 1185 }
1200 1186
1201 owner = op->owner; 1187 mapxy pos (op);
1202#if 0 1188 pos.move (op->direction);
1203 /* It'd make things nastier if this wasn't here - spells cast by 1189
1204 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1205 */
1206 if (owner == NULL)
1207 { 1191 {
1208 op->destroy (); 1192 op->destroy ();
1209 return; 1193 return;
1210 } 1194 }
1211#endif
1212 1195
1213 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1197
1216 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))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1199 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1203 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1204 op->destroy ();
1235 return; 1205 return;
1236 } 1206 }
1237 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1238 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);
1239 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1240 { 1216 {
1241 op->direction = i; 1217 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1243 } 1219 }
1244 1220
1245 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1246} 1222}
1247 1223
1248/**************************************************************************** 1224/****************************************************************************
1249 * Destruction 1225 * Destruction
1250 ****************************************************************************/ 1226 ****************************************************************************/
1307 else 1283 else
1308 op->skill = NULL; 1284 op->skill = NULL;
1309 1285
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1311 1287
1312 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1313 { 1289 {
1314 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1315 { 1291 {
1316 m = op->map; 1292 m = op->map;
1317 sx = op->x + i; 1293 sx = op->x + i;
1318 sy = op->y + j; 1294 sy = op->y + j;
1319 1295
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1313 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1315 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1341 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1342 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);
1343 } 1320 }
1344 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)
1345 { 1322 {
1373 { 1350 {
1374 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.");
1375 return 0; 1352 return 0;
1376 } 1353 }
1377 1354
1355 tmp = tmp->head_ ();
1356
1378 /* 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. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1380 { 1359 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1361 {
1383 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1384 { 1363 {
1390 return 0; 1369 return 0;
1391 } 1370 }
1392 } 1371 }
1393 } 1372 }
1394 1373
1395 if (force == NULL) 1374 if (!force)
1396 { 1375 {
1397 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1399 if (spell_ob->race) 1379 if (spell_ob->race)
1400 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1401 else 1381 else
1402 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1403 1383
1413 { 1393 {
1414 force->duration = duration; 1394 force->duration = duration;
1415 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.");
1416 } 1396 }
1417 else 1397 else
1418 {
1419 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.");
1420 } 1399
1421 return 1; 1400 return 1;
1422 } 1401 }
1402
1423 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;
1424 force->speed = 1.f; 1404 force->speed = 1.f;
1425 force->speed_left = -1.f; 1405 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1427 1407
1600 } 1580 }
1601 1581
1602 /* charm */ 1582 /* charm */
1603 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))
1604 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1591 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
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);
1729 1711
1730 op->direction = i; 1712 op->direction = i;
1731 } 1713 }
1732} 1714}
1733 1715
1734
1735/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1736 * 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
1737 * 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
1738 * 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
1739 * 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
1740 * 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.
1741 */ 1722 */
1742
1743void 1723void
1744move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1745{ 1725{
1746#if 0 1726#if 0
1747 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 };
1748 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 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1730 int adjustdir;
1751 maptile *m; 1731 maptile *m;
1752#endif 1732#endif
1753 int basedir;
1754 object *owner; 1733 object *owner = op->env;
1755 1734
1756 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 op->destroy (); 1738 op->destroy ();
1760 return; 1739 return;
1761 } 1740 }
1762 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1763 op->duration--; 1748 op->duration--;
1764 1749
1765 basedir = op->direction; 1750 int basedir = op->direction;
1766 if (basedir == 0) 1751 if (!basedir)
1767 {
1768 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1770 }
1771 1754
1772#if 0 1755#if 0
1773 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1835 { 1818 {
1836 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 } 1824 }
1842} 1825}
1843
1844
1845
1846 1826
1847/* fire_swarm: 1827/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1830 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1836 * n: the number to be fired.
1857 */ 1837 */
1858
1859int 1838int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1840{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1841 if (!spell->other_arch)
1866 return 0; 1842 return 0;
1867 1843
1868 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1870 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1876 1849
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1879 return 1; 1852 return 1;
1880 1853
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1860 tmp->direction = dir;
1886 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1863
1888 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1889 return 1; 1866 return 1;
1890} 1867}
1891
1892 1868
1893/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1894 * function. 1870 * function.
1895 */ 1871 */
1896int 1872int
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 { 1904 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1906 if (target->head)
1931 target = target->head; 1907 target = target->head;
1908
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1910 return 1; /* one success only! */
1934 } 1911 }
1935 } 1912 }
1936 1913
1937 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
1957 } 1934 }
1958 1935
1959 m->insert (tmp, x, y, op); 1936 m->insert (tmp, x, y, op);
1960 return 1; 1937 return 1;
1961} 1938}
1962
1963
1964
1965 1939
1966/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1941 * player and infects someone.
1968 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
1969 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
1970 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
1971 */ 1945 */
1972
1973int 1946int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1948{
1976 sint16 x, y; 1949 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
1984 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
1985 * direction the player is pointing. 1958 * direction the player is pointing.
1986 */ 1959 */
1987 if (!dir) 1960 if (!dir)
1988 dir = op->facing; 1961 dir = op->facing;
1962
1989 if (!dir) 1963 if (!dir)
1990 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
1991 1965
1992 /* Calculate these once here */ 1966 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2027 /* do level adjustments */ 2001 /* do level adjustments */
2028 if (disease->stats.wc) 2002 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2030 2004
2031 if (disease->magic > 0) 2005 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2033 2007
2034 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2036 2010
2037 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)

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